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Lighting in Unreal Engine 5 for Beginners — Transcript

by William Faucher · 7,993 words · 1,107 segments · language en · Watch on YouTube

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  1. 0:00today we're talking about one of the
  2. 0:01most underrated aspects of 3D and that
  3. 0:04is lighting those of you familiar with
  4. 0:06my channel know that most of my Unreal
  5. 0:08Engine videos Target the more advanced
  6. 0:10users so I figured I would change it up
  7. 0:12a bit and talk about lighting for the
  8. 0:15absolute beginner if you don't know
  9. 0:17anything about lighting or how it works
  10. 0:20let alone how to get things looking good
  11. 0:22in Unreal Engine this is the video for
  12. 0:25you and just to be clear in this
  13. 0:27tutorial we'll be using Lumen and ui5
  14. 0:30with a fully Dynamic lighting approach
  15. 0:32we will not be learning about baked
  16. 0:34lighting so I'm not going to waste any
  17. 0:36more time with the intro let's jump
  18. 0:38straight into lighting right after I
  19. 0:39tell you about my sponsor so a big thank
  20. 0:42you to CG Spectrum for sponsoring this
  21. 0:43video CG spectrum is a global top ranked
  22. 0:46training provider offering specialized
  23. 0:48online courses in realtime 3D game
  24. 0:50development animation VFX and digital
  25. 0:53painting they're an unreal authorized
  26. 0:55training center and unreal academic
  27. 0:57partner and their courses include
  28. 0:59personalized mentorship from industry
  29. 1:01professionals I helped develop the
  30. 1:03realtime 3D Technical and virtual
  31. 1:04production course I mentored their
  32. 1:06part-time myself and here are a few
  33. 1:08examples from some of my own students so
  34. 1:11if learning on real Engine with the help
  35. 1:12of an industry Mentor is something
  36. 1:14you're interested in do check out the
  37. 1:16link down below or visit CGS
  38. 1:17spectrum.com for more info you'll get
  39. 1:20the most practical and upto-date
  40. 1:22knowledge connections skills and
  41. 1:24Industry awareness that studios in both
  42. 1:27the games and film industry are hiring
  43. 1:29for for so thanks again to CG Spectrum
  44. 1:31for sponsoring this video and now let's
  45. 1:33jump straight into lighting all right so
  46. 1:36now that we're in unreal we need to make
  47. 1:37sure that our project settings are set
  48. 1:39up correctly to make sure that
  49. 1:40everything behaves as expected to get
  50. 1:43the best possible results and make the
  51. 1:45most of what Lumen has to offer so we're
  52. 1:48going to go to the settings tab up top
  53. 1:50here click on Project
  54. 1:53settings and in the search details panel
  55. 1:55we're going to search for Direct X and
  56. 1:58we need to make sure that our default
  57. 2:00rhi is set to direct x 12 and direct x
  58. 2:0311 and 12 sm5 is turned on next we're
  59. 2:07going to scroll down to the rendering
  60. 2:09tab right here and by scrolling down to
  61. 2:11the Lumen section right here we need to
  62. 2:13make sure that we have the following
  63. 2:16project settings set up correctly
  64. 2:19Dynamic Global illumination set to Lumen
  65. 2:22array lighting mode set to surface cache
  66. 2:24software bra tracing mode set the detail
  67. 2:26tracing Shadow map method set the
  68. 2:28virtual Shadow Maps beta
  69. 2:30and one more thing that I like to have
  70. 2:33turned on is support Hardware rate
  71. 2:35tracing turn this on and use Hardware
  72. 2:38rate tracing when available now keep in
  73. 2:40mind the hardware rate tracing settings
  74. 2:42are only going to work if you have a GPU
  75. 2:45that is capable of Hardware rate tracing
  76. 2:47so any of the Nvidia RTX cards will work
  77. 2:50just fine if you don't have a GPU that
  78. 2:53can do ray tracing don't worry it's not
  79. 2:56the end of the world you're still going
  80. 2:58to be able to get good results but but I
  81. 3:00like to use it because in many cases Ray
  82. 3:03Trace shadows will look much better as
  83. 3:05you're going to see a little bit later
  84. 3:07so with these project settings changed
  85. 3:10you're going to have to restart the
  86. 3:11engine and it's going to have to
  87. 3:12recompile all the shaders so go make
  88. 3:14yourself a cup of coffee and then we'll
  89. 3:16be ready to get started so I'm going to
  90. 3:18X this out and now we have a blank scene
  91. 3:20here and I'm going to show you
  92. 3:22everything you need to know about every
  93. 3:24light that is available in Unreal Engine
  94. 3:265 and in order to create our first light
  95. 3:28we need to go to the Place actors Tab
  96. 3:31and in the little lights icon here
  97. 3:33you'll have a list of all the available
  98. 3:35lights if your UI looks a little bit
  99. 3:38different than mine don't worry you can
  100. 3:40go to the windows tab load layout and
  101. 3:43I'm using the ue4 classic layout just
  102. 3:46because I like the way that it is set up
  103. 3:48to me it works a little bit better so if
  104. 3:51you want to follow along this is the
  105. 3:53layout that I am using so let's start
  106. 3:55off with the first light here and that
  107. 3:58is the directional light I'm going to
  108. 3:59drag and drop this into my scene here
  109. 4:02and as you can see as I rotate around
  110. 4:04here the directional light does what the
  111. 4:06name implies it behaves a lot like a sun
  112. 4:09or Moonlight or any kind of light that
  113. 4:11is very directional in nature so
  114. 4:14directional lights are usually used for
  115. 4:16exterior environments or when you want
  116. 4:18to have sunlight shining through a
  117. 4:20window for interior environments now
  118. 4:22what's really cool about Lumen is that
  119. 4:25it just works out of the box and as you
  120. 4:27can see here we've got some nice
  121. 4:28indirect lighting
  122. 4:30lighting up our character here because
  123. 4:32if Lumen was disabled it would actually
  124. 4:34just be pure black like this but thanks
  125. 4:36to Lumen we do get a little bit of that
  126. 4:38nice bounce lighting bouncing off the
  127. 4:41ground here now you can choose the
  128. 4:42settings of every single light in the
  129. 4:45detailed panel on the right hand side
  130. 4:47here so here we've got the transform tab
  131. 4:50we've got the mobility and the light
  132. 4:52setting so we can choose the intensity
  133. 4:54of the light like this we can choose the
  134. 4:57color of the light like so
  135. 5:00or alternatively you can shoose the
  136. 5:02color temperature by clicking on this by
  137. 5:04and making the light warmer or colder
  138. 5:08like that now you're going to see here
  139. 5:10we have a bit of a weird thing called
  140. 5:12mobility and you'll see we have static
  141. 5:14stationary and movable so Unreal Engine
  142. 5:17has two different lighting methods we've
  143. 5:20got baked or static lighting and we have
  144. 5:22Dynamic lighting now this tutorial is
  145. 5:25not going to cover baked lighting
  146. 5:26because baked lighting is a little bit
  147. 5:28more advanced there's way more moving
  148. 5:30Parts there's a lot more that can go
  149. 5:31wrong I myself prefer to use Dynamic
  150. 5:34lighting because what you see is what
  151. 5:35you get there's it just works very well
  152. 5:38out of the box it works extremely well
  153. 5:40with Lumen and it's actually way easier
  154. 5:43to use and is more beginner friendly if
  155. 5:45you are interested in baked lighting I
  156. 5:47do have a tutorial on baked lighting
  157. 5:49right here I'll put the link down below
  158. 5:51to like button so static and stationary
  159. 5:53lights are for baked lighting
  160. 5:55exclusively you may have seen this
  161. 5:58message over here before that's because
  162. 6:00your light is either set to static or
  163. 6:02stationary so to get rid of this message
  164. 6:05over here just set your lights to
  165. 6:06movable you'll also get better results
  166. 6:09some lights actually don't look right if
  167. 6:11you don't set up to movable the default
  168. 6:13is stationary so when you create a new
  169. 6:15light just switch it to movable right
  170. 6:17here to be safe so the next light we're
  171. 6:20going to talk about is the point light
  172. 6:23and the point light again does what the
  173. 6:25name implies it's a point of light very
  174. 6:27similar to a light bulb it emits light
  175. 6:30in all directions just like the
  176. 6:32direction of the light you can control
  177. 6:33the light color the intensity of the
  178. 6:35light here same thing next we have the
  179. 6:38spotlight and again the spotlight does
  180. 6:40what the name implies it is literally a
  181. 6:42cone that emits light in a spotlight
  182. 6:45fashion so if you want to have light
  183. 6:47being emitted in a conical pattern the
  184. 6:50spotlight is the way to do that you can
  185. 6:51control the shape of the light in the
  186. 6:53detailed panel of that Spotlight next we
  187. 6:57have the wrecked light here and this is
  188. 7:00possibly my favorite light of all time
  189. 7:03because the wreck light behaves the same
  190. 7:05way that a softbox does for any of you
  191. 7:07who are familiar with photography or
  192. 7:10film making soft boxes are what gives us
  193. 7:12very soft diffused lighting it is very
  194. 7:15appealing to use for portraits or any
  195. 7:18kind of cinematic work notice here how
  196. 7:20the Shadows are nice and soft and
  197. 7:21diffused whereas if I delete this and
  198. 7:23place a point light you'll see these
  199. 7:26Shadows are completely hard the reason
  200. 7:28for that is because because the wck
  201. 7:30light is a bigger light but we're going
  202. 7:31to get more into the specifics of that
  203. 7:33really soon so again the W light here
  204. 7:36gives us really nice soft Shadows looks
  205. 7:39absolutely fantastic and by increasing
  206. 7:41the intensity you'll see the Shadows get
  207. 7:43nice and soft as they move further away
  208. 7:45from the subject here you can change the
  209. 7:47size of the light like this by adjusting
  210. 7:49the source width and the source height
  211. 7:52to make a larger light source if we pay
  212. 7:55attention to my Chrome ball over here
  213. 7:57you'll see the reflection of the wrecked
  214. 8:00light show up and if I change the source
  215. 8:02width like this you'll see the shape of
  216. 8:05the light is actually changing in the
  217. 8:07reflection so that can be very handy to
  218. 8:09know about now the next light here is
  219. 8:12the Skylight but I'm not going to talk
  220. 8:14about that right now the Skylight is a
  221. 8:16bit of a can of worms it's a beast of
  222. 8:18its own and I've actually made a
  223. 8:21dedicated tutorial about the Skylight
  224. 8:23right here again I'll put the link down
  225. 8:25below we will be using the Skylight in
  226. 8:27this tutorial but in a different context
  227. 8:30now the last Light actor I want to show
  228. 8:32you is the hdri backdrop and if you
  229. 8:35don't see that here don't worry you just
  230. 8:38need to enable the plugin for it so
  231. 8:40we're going to go right here to the
  232. 8:41settings tab go to plugins and we're
  233. 8:44going to search for
  234. 8:46hdri and just enable this plugin restart
  235. 8:50the engine and it should show up in your
  236. 8:52list right here so the HD backdrop is
  237. 8:56awesome because by just dragg and
  238. 8:57dropping it here like like this and
  239. 9:00moving it up a little bit there we go
  240. 9:02now we have kind of a skylighting
  241. 9:04showing up and lighting our entire scene
  242. 9:06up very nicely and as a result it has an
  243. 9:10hdri projected on a dome here so if I
  244. 9:13select the sky here and press the F key
  245. 9:16you'll see the hdri is projected on the
  246. 9:18Dome if I were to change the cube map
  247. 9:20here in the details panel to something
  248. 9:23like ostrich Road 4K and going back here
  249. 9:27now we've got a nice overcast day feel
  250. 9:30very Misty cool little mountains and a
  251. 9:32road we can change the projection Center
  252. 9:35by clicking on the little Diamond here
  253. 9:37and lifting it or lowering it
  254. 9:40accordingly it's a really cool little
  255. 9:42tool to use but I wouldn't use this as
  256. 9:45my main source of light in my
  257. 9:46environments but it can give you a
  258. 9:48really good starting point we can also
  259. 9:51increase the intensity of this HD
  260. 9:53backdrop in the details panel right here
  261. 9:56so now that we have an understanding of
  262. 9:58all the light we can create I want to
  263. 10:00talk about lighting Basics and some of
  264. 10:03the most important things to know when
  265. 10:05it comes to lighting and that's Shadows
  266. 10:08so by deleting this right here I'm going
  267. 10:11to create another Point light right here
  268. 10:14if you remember just earlier when I
  269. 10:15showed you the wrecked light we had
  270. 10:17really soft Shadows that's because the
  271. 10:20light source was bigger but what if I
  272. 10:22told you that we can get soft Shadows
  273. 10:24with any of the other light actors that
  274. 10:27I just showed you so right here I've got
  275. 10:29my Point light selected and I'm going to
  276. 10:31zoom in here and you'll see in a
  277. 10:34detailed panel here we have Source
  278. 10:36radius if I start increasing this like
  279. 10:38that you'll notice a bit of a yellow
  280. 10:40Gizmo show up around it that is actually
  281. 10:44the size of our light so we can actually
  282. 10:47give it a shape and a size and as a
  283. 10:50result notice what happen to the Shadows
  284. 10:53the Shadows got soft if I make it
  285. 10:56smaller back to zero and make it larger
  286. 10:58notice my Shadows are getting softer
  287. 11:01this is what we call the shadow
  288. 11:03penumbra and basically it really boils
  289. 11:06down to the larger your light sources
  290. 11:09relative to your subject the softer your
  291. 11:11shadows will be this is the most
  292. 11:14important part of lighting understanding
  293. 11:16how to get soft Shadows understanding
  294. 11:19when Shadows should be soft is the most
  295. 11:23defining part of taking your lighting to
  296. 11:26the next level because when you have an
  297. 11:28understanding of how when and why
  298. 11:31Shadows are soft you're going to be
  299. 11:33looking at Lighting in a completely
  300. 11:35different way a classic example to
  301. 11:37demonstrate when Shadows are soft versus
  302. 11:40when they shouldn't be soft is to think
  303. 11:41about when you're walking in a parking
  304. 11:43lot in the middle of summer on a
  305. 11:45cloudless day the Shadows are very hard
  306. 11:47and sharp very harsh lighting but then
  307. 11:51you look at an overcast day and the
  308. 11:52Shadows are all soft and you might think
  309. 11:55that contradicts what I was just telling
  310. 11:57you the larger the light source Source
  311. 11:59the softer your shadows will be but the
  312. 12:01sun is the largest light source in our
  313. 12:04solar system so why would the Shadows be
  314. 12:06sharp and the reason for that is because
  315. 12:08while the sun is huge it is also
  316. 12:11extremely far away and as a result it's
  317. 12:13just a tiny little point in the sky but
  318. 12:16in overcast day however the entire Sky
  319. 12:20becomes our light source the light is
  320. 12:22diffused by the clouds and as a result
  321. 12:24that softens our shadows even though the
  322. 12:27sky is physically smaller than the sun
  323. 12:30the sky is closer to us and as a result
  324. 12:33it softens the Shadows so we can change
  325. 12:36the source radius on every single light
  326. 12:38except for the Skylight and the hdri
  327. 12:40backdrop so by deleting this light here
  328. 12:42and if I create a directional light here
  329. 12:44that's just the movable if I increase
  330. 12:46the source angle to something like 10
  331. 12:49you'll see my Shadows got soft and
  332. 12:52notice what happens in the reflection of
  333. 12:54our Chrome ball here this little white
  334. 12:56dot here is our sun if I select my
  335. 12:59directional light and change the source
  336. 13:00angle back to default it is much smaller
  337. 13:04and our shadows are sharp again make it
  338. 13:06larger so set the source angle back to
  339. 13:0910 and it softens our shadows this is
  340. 13:12the secret sauce this is the magical
  341. 13:14setting that can really help you take
  342. 13:16your lighting to the next level now with
  343. 13:19that said I want to take the time to
  344. 13:21show you the difference between the
  345. 13:23default Lumen virtual Shadow maps and
  346. 13:26retraced shadows so to demonstrate that
  347. 13:30I'm going to create a wrecked light here
  348. 13:32going to drag and drop in here like that
  349. 13:34and what I want you to pay attention to
  350. 13:36is the following so by zooming in here
  351. 13:38you'll see the Shadows are kind of sharp
  352. 13:41they're soft but they're also kind of
  353. 13:44sharp we get this odd bending we get
  354. 13:46this artifact here the same thing here
  355. 13:48we get a bit of a hard Edge there this
  356. 13:50is a limitation of virtual Shadow Maps
  357. 13:52you can't push the shadow penumbra that
  358. 13:55far before it starts falling apart
  359. 13:57that's where R Trace Shadows come in
  360. 13:59this is why I recommend using Hardware R
  361. 14:02tracing if you have it it will make a
  362. 14:04big difference so if I select my wed
  363. 14:06light here and search for Ray you'll see
  364. 14:11here I've got cast Ray tracing shadows
  365. 14:13I'm going to set this here and before I
  366. 14:16do pay attention to the quality of the
  367. 14:18Shadows right here so to enabled you'll
  368. 14:23see the Shadows got much softer much
  369. 14:26better no more ugly artifacts the
  370. 14:29Shadows are just better in every single
  371. 14:33way it's day and night it's no
  372. 14:35comparison to demonstrate this even
  373. 14:37further I'm going to rotate my light
  374. 14:39like
  375. 14:41this put it way above like this and make
  376. 14:45my light massive so I'm going to change
  377. 14:48my source width to something like 300 by
  378. 14:51300 and so now we got this really cool
  379. 14:55Moody top down look on our character
  380. 14:57here right the shadow are very soft and
  381. 15:00diffused the lighting actually looks
  382. 15:01pretty cool but if I select my Rec light
  383. 15:04here search for Ray and revert this back
  384. 15:08to default virtual Shadow
  385. 15:11Maps notice how now the Shadows are ugly
  386. 15:15again they really look terrible
  387. 15:18especially here we get this nasty harsh
  388. 15:21lines again I'm pushing the virtual
  389. 15:24Shadow maps to they're absolute limits
  390. 15:26here don't worry in most situations
  391. 15:29virtual Shadow maps are fine I just
  392. 15:31wanted to really demonstrate the
  393. 15:33difference between R trace and virtual
  394. 15:35Shadow Maps Okay so again if I set this
  395. 15:38back down
  396. 15:39to enabled we get this really really
  397. 15:42nice soft Shadows it looks a lot better
  398. 15:45you'll notice though that when you push
  399. 15:47it too far you'll see we got a lot of
  400. 15:49noise showing up here and I hope you can
  401. 15:51see this in the video but that's an easy
  402. 15:53fix in the search details panel we're
  403. 15:54going to search for sample and we're
  404. 15:57going to set the sample per pixel to
  405. 15:59four and as a result it cleaned right up
  406. 16:02everything looks a whole lot better this
  407. 16:04does have an impact on performance
  408. 16:06however so keep that in mind now you
  409. 16:09might be wondering why I have four
  410. 16:12random spheres of different colors here
  411. 16:15these spheres are there to help you
  412. 16:16gauge the exposure and lighting of a
  413. 16:18scene we've got a black one with an albo
  414. 16:21of
  415. 16:220.04 because no natural material out
  416. 16:25there is pure black coal has an albo of
  417. 16:2804 for so I'll be using that as my
  418. 16:30Baseline we've got a white one with an
  419. 16:32albo of
  420. 16:330.85 because the albo of fresh snow is
  421. 16:37about 0.8 to
  422. 16:390.9 no object or material out there
  423. 16:42reflects 100% of all the light
  424. 16:45everything absorbs at least a little bit
  425. 16:48of light so you don't want any material
  426. 16:50in your scene to have an albo value of
  427. 16:53one it's not physically possible and it
  428. 16:55will throw off your lighting then we
  429. 16:58have a great ball here with an albo of
  430. 17:010.18 which is actually the middle gray
  431. 17:06value you would think that the middle
  432. 17:08gray value between 0 and 1 is 0.5 right
  433. 17:1150% gray well not quite exposure is a
  434. 17:15bit more complicated than that and it is
  435. 17:18not linear this may seem
  436. 17:20counterintuitive but 18% gray is in fact
  437. 17:23the middle gray between black and white
  438. 17:26this gray ball helps you figure out
  439. 17:28theur cor exposure of a given scene at
  440. 17:32least it should give you a really good
  441. 17:34starting point then lastly we have a
  442. 17:37chrome ball which helps us see what is
  443. 17:39being reflected in the scene I recommend
  444. 17:41having these in your scene at all times
  445. 17:44when lighting they're really going to
  446. 17:46help you now one of the main advantages
  447. 17:49of using Lumen involves the ability to
  448. 17:51control the indirect lighting so to
  449. 17:53demonstrate this I've created an amazing
  450. 17:56looking house right here so by going
  451. 17:58inside side here we'll see we do have a
  452. 18:01little bit of indirect lighting coming
  453. 18:03in on the top here and a little bit on
  454. 18:05the side but it's not very much and
  455. 18:08fortunately we have three different ways
  456. 18:10to control the amount of indirect
  457. 18:13lighting using Lumen the first and
  458. 18:15easiest way is to select your light and
  459. 18:17increase the intensity of your light so
  460. 18:19let's say if I set this to 50 you'll see
  461. 18:22as a result we get way more indirect
  462. 18:24lighting coming inside here but you know
  463. 18:27it's still not very much
  464. 18:29the next thing we can do is again
  465. 18:32selecting our directional light and
  466. 18:34you'll see here we have indirect
  467. 18:36lighting intensity if I set this higher
  468. 18:39to something like five you'll see our
  469. 18:41indirect lighting has been accentuated
  470. 18:43quite a bit but that leaves us our third
  471. 18:47option and this is actually the option
  472. 18:50you should keep in mind most of the time
  473. 18:52when you're using Lumen the albo or the
  474. 18:56base color value directly contributes to
  475. 18:59the amount of light being bounced around
  476. 19:01so by selecting this wall right here and
  477. 19:04opening up the material itself you'll
  478. 19:06see this base color of this material has
  479. 19:08a value
  480. 19:10of8 as I increase this value the
  481. 19:13indirect lighting will be accentuated
  482. 19:16accordingly so if I set this to 0.
  483. 19:18five notice how now we have way way more
  484. 19:23indirect Lighting in our scene because
  485. 19:26like I said the base color is the the
  486. 19:28reflectance of our object so the
  487. 19:31brighter our object is the more it's
  488. 19:33going to reflect light this is the
  489. 19:35exactly how materials behave in real
  490. 19:38life so if you notice that your
  491. 19:39environment feels a little bit dark and
  492. 19:42the indirect lighting isn't really doing
  493. 19:44what you think it's supposed to be doing
  494. 19:46make sure your materials are not too
  495. 19:48dark this can help you get some extra
  496. 19:50indirect lighting for free basically
  497. 19:53without having to change any other light
  498. 19:56setting and alternatively if you want to
  499. 19:59reduce the amount of light being bounced
  500. 20:00around you can turn down the
  501. 20:03brightness like this and as a result
  502. 20:06very little light will be reflected this
  503. 20:09is very important to keep in mind when
  504. 20:11you're lighting your environment always
  505. 20:13pay attention to the base color or the
  506. 20:15albo value of your textures and your
  507. 20:18materials hey so future will chiming in
  508. 20:21here I just wanted to take a quick
  509. 20:22moment to talk about something I get a
  510. 20:24lot of questions about and that's in
  511. 20:26regards to very shiny reflective or
  512. 20:30metallic material so zooming in here on
  513. 20:32my Chrome ball here you'll see we get
  514. 20:35some Reflections but this doesn't really
  515. 20:38look like a chrome ball at all right
  516. 20:40because everything is black this doesn't
  517. 20:42feel very metallic and you might be
  518. 20:45wondering why the reason for that is
  519. 20:47because there's nothing to reflect in
  520. 20:49the scene you'll see we have a totally
  521. 20:51black empty blank scene and as a result
  522. 20:54metallic or reflective materials are not
  523. 20:56necessarily going to look right because
  524. 20:59shiny reflective materials are dependent
  525. 21:01on having something to reflect so a
  526. 21:04quick and easy way to get something to
  527. 21:06reflect in here is to add an hdri
  528. 21:09backdrop like we added
  529. 21:10earlier like this and you'll see right
  530. 21:13away we have our sky and our environment
  531. 21:15around it working just fine and the
  532. 21:18reason that's working is because this HT
  533. 21:20backdrop has a skylight actor in it so
  534. 21:23I'm going to delete this and I'm going
  535. 21:24to create a skylight I know I said I
  536. 21:27wasn't going to show you the sky light
  537. 21:28in this part of the video but in this
  538. 21:30case it is actually kind of important in
  539. 21:33the search details panel here we've got
  540. 21:35Source type we've got SLS captured scene
  541. 21:38and that's essentially going to
  542. 21:40basically create an hdri based on what
  543. 21:42is around the Skylight again I talk
  544. 21:45about that in my Skylight video right
  545. 21:46here but what we're going to set it to
  546. 21:48right now is SLS specified Cub map and
  547. 21:51this is basically where you load in an
  548. 21:54hdri and so contrary to the hdri
  549. 21:57backdrop the Skylight is not going to
  550. 22:00create an actual Dome around you this is
  551. 22:02only going to light your scene with an
  552. 22:05hdri so in the cube map section right
  553. 22:07here I'm going to select none and just
  554. 22:10load in whatever Cube map that is
  555. 22:12already loaded you can import any HD you
  556. 22:15want a great place to find these is by
  557. 22:17going to poly haven.com they have a huge
  558. 22:20library of free HD to choose from so
  559. 22:23great resource right there I'm going to
  560. 22:26use the HD Forest right here and you'll
  561. 22:29see now we have our forest HD in here
  562. 22:33now you'll see the bottom of the Horizon
  563. 22:35is totally black and that's because in
  564. 22:37the Skylight if we scroll
  565. 22:39down in the advanced tab we have lower
  566. 22:43hemisphere is solid color I'm going to
  567. 22:45turn this off and now you'll see if I
  568. 22:48hide this plane here we now have our HD
  569. 22:52affecting our Chrome ball the way we
  570. 22:54would expect so that is how you can get
  571. 22:56reflective or metallic material
  572. 22:59to kind of render correctly so to speak
  573. 23:02again reflective materials are dependent
  574. 23:05on having something to reflect and if
  575. 23:07there's nothing there they're not going
  576. 23:08to reflect anything So Pro tip and with
  577. 23:12that said let's go back to pest will now
  578. 23:15one last thing I want to show you before
  579. 23:16we start lighting our environment that's
  580. 23:19emissive materials so I'm going to
  581. 23:21create what we call an emissive material
  582. 23:24because Lumen actually allows emissive
  583. 23:27materials glob materials to emit light
  584. 23:30as I'll demonstrate right here so we're
  585. 23:32going to right click in our content
  586. 23:34browser create a new material I'm going
  587. 23:36to call this emissive 01 I'm going to
  588. 23:39open this material up and I'm going to
  589. 23:40create three
  590. 23:42nodes I'm going to press and hold the
  591. 23:44one key and click press and hold the
  592. 23:47three key and click and press and hold
  593. 23:50the m key and click I'm going to select
  594. 23:53these two nodes right click convert to
  595. 23:56parameter and I'm going to call call
  596. 23:58this one light
  597. 24:01color and I'm going to call this
  598. 24:04one light intensity I'm going to plug
  599. 24:08light intensity into B of the multiply
  600. 24:11node and plug the light color into the a
  601. 24:14of the multiply node and plug the
  602. 24:16multiply into emissive color I'm going
  603. 24:19to set the light intensity to something
  604. 24:21like
  605. 24:22100 and set the light color to something
  606. 24:25ridiculous like a bright flashy orange
  607. 24:28or something like that and hit
  608. 24:32okay now we're going to hit save I'm
  609. 24:35going to make this window smaller and
  610. 24:37I'm going to apply this material to one
  611. 24:40of our spheres
  612. 24:42here like this and if I hide this
  613. 24:44wrecked light you'll see this emissive
  614. 24:47material is actually casting light it is
  615. 24:50actually casting
  616. 24:51shadows and this is awesome because it
  617. 24:55can help give your environment a little
  618. 24:57bit of oomph but don't want to rely on
  619. 24:59this too heavily because if I zoom out
  620. 25:01here you'll see a if I zoom out too far
  621. 25:04the light disappears and you'll also
  622. 25:06notice that the light itself is very
  623. 25:08noisy and splotchy so like I said you
  624. 25:10don't want to have your entire scene
  625. 25:13being lit exclusively with emissive
  626. 25:15materials it's not going to look very
  627. 25:17good but I still wanted to take the time
  628. 25:19to show you that this does work so now
  629. 25:23that we have an understanding of how the
  630. 25:25lights work how to bend and shape the
  631. 25:28the light the way we want now we're
  632. 25:30ready to get started and light this
  633. 25:32entire scene here from scratch so I'm
  634. 25:35going to go ahead I'm going to delete
  635. 25:36all of these lights and start off with a
  636. 25:38completely blank slate and you'll see
  637. 25:41it's a whole lot easier than you might
  638. 25:42think so I'm going to be using the mega
  639. 25:45scans abandoned Apartment scene that you
  640. 25:47can find for free on the Epic
  641. 25:50Marketplace so go ahead and download
  642. 25:52that if you want to follow along now
  643. 25:54before we get started I want to do a
  644. 25:56little segue into explaining that Lumen
  645. 26:00works a lot better with nanite meshes
  646. 26:02performance- wise you're going to get
  647. 26:04much better frame rates if you convert
  648. 26:06as many meshes to nanite as possible
  649. 26:09I've made a dedicated video on nanite
  650. 26:11right here so you can check that out if
  651. 26:13you're so inclined but if I go here to
  652. 26:15LIT go to Nite visualization triangles
  653. 26:18you'll see everything that has a
  654. 26:20colorful triangle on it is actually a
  655. 26:22nanite mesh this project here the mega
  656. 26:25scan the Benton apartment scene does not
  657. 26:27have manite turned on by default so what
  658. 26:30I did is in the content browser I
  659. 26:33filtered by Static mesh and I selected
  660. 26:36the static measure I wanted to
  661. 26:37convert right clicked nanite
  662. 26:41enable again I don't want to dive too
  663. 26:43deep into the advanced settings here
  664. 26:45because this is a beginner tutorial but
  665. 26:47still I wanted to point you in the right
  666. 26:49direction so with that little segue done
  667. 26:52I'm going to delete all of the lights in
  668. 26:54our scene here and start off from Total
  669. 26:58scratch and just so you know this
  670. 27:00environment here has a Skybox in the
  671. 27:02scene we can delete that for now we're
  672. 27:04not going to need it so if you're like
  673. 27:06me and you've deleted your lights and
  674. 27:08you still have some lights in here as in
  675. 27:12it's not totally black like I had it the
  676. 27:14reason for that is because there is
  677. 27:16still some baked lighting information in
  678. 27:18the scene we're going to click on the
  679. 27:20settings tab up top here go to world
  680. 27:23settings and we're going to search for
  681. 27:25force and we want to click on Force no
  682. 27:28pre-computed lighting click on this hit
  683. 27:32okay and now we just need to go to the
  684. 27:34build button up top here and click on
  685. 27:36build lighting only and now once you do
  686. 27:39that all of your lights will be
  687. 27:41completely gone there are no more lights
  688. 27:44no Bak lighting information and we're
  689. 27:46ready to go so now you'll see we have a
  690. 27:48completely dark scene and what we're
  691. 27:50going to do now is use unreal's most
  692. 27:53underrated tool the environment light
  693. 27:56mixer so going to window
  694. 27:59EnV light mixer and we have a new tab
  695. 28:02showing up here and what we're going to
  696. 28:04do if we're going to create Skylight
  697. 28:07create atmospheric light zero create Sky
  698. 28:10atmosphere create volumetric cloud and
  699. 28:13create height fog you'll see uh okay we
  700. 28:16have something here but if we move to
  701. 28:18camera outside you'll see we now have an
  702. 28:21entire atmosphere Sky system done for us
  703. 28:25with just a few clicks if I press and
  704. 28:27hold a control L shortcut and move my
  705. 28:30mouse you'll see the sun moves in our
  706. 28:32Sky the clouds react accordingly and our
  707. 28:36Sky changes color based on the position
  708. 28:38of the sun in the
  709. 28:40sky this is such an amazing tool and I
  710. 28:44use this every single time I start a new
  711. 28:47project hands down every time doesn't
  712. 28:50matter if I'm making an exterior
  713. 28:51environment or an interior environment
  714. 28:54this provides you a fantastic starting
  715. 28:57point so I hope wholeheartedly recommend
  716. 28:59that you use this moving forward if
  717. 29:01you're working on an exterior
  718. 29:03environment this gets you 90% of the way
  719. 29:06there on the first try so now we're
  720. 29:08going to go down here back into our
  721. 29:10scene I'm going to use the control L
  722. 29:11shortcut to get the sun shining in a
  723. 29:14rough angle that I want it to so
  724. 29:16something like that but you'll notice
  725. 29:18that depending on where you're looking
  726. 29:21where you're pointing to camera to now
  727. 29:23you'll see the interior of our scene got
  728. 29:25a bit brighter but as I move the camera
  729. 29:27this way
  730. 29:29oh everything gets dark again the reason
  731. 29:31for that is because of Auto exposure and
  732. 29:34the next step is to actually turn off
  733. 29:37auto exposure because that's really
  734. 29:38annoying and I don't like that I don't
  735. 29:40want unreal to automatically adjust the
  736. 29:42brightness of my scene for me no bad dog
  737. 29:45so what we're going to do is we're going
  738. 29:47to create a postprocess volume and this
  739. 29:50is quite possibly one of the most
  740. 29:52important Tools in your scene the
  741. 29:55post-process volume is where you control
  742. 29:57the exposure if you're scene some camera
  743. 29:59settings the all the Lumen quality
  744. 30:02settings your ray tracing settings so
  745. 30:03you need to have a postprocess volume in
  746. 30:06your scene just so you know I will call
  747. 30:08this the ppv moving forward it's easier
  748. 30:10to say so now in the place actors tab
  749. 30:14I'm going to search for post and dragon
  750. 30:17drop a post process volume in my scene
  751. 30:19like this the actual position of the ppv
  752. 30:23does not matter because in the search
  753. 30:26details panel here we're we're going to
  754. 30:28search for
  755. 30:29Unbound and set the infinite extent
  756. 30:31Unbound on this means that the
  757. 30:34postprocess volume is going to affect
  758. 30:36the entire scene regardless of where it
  759. 30:39is in the level by the way Pro tip if
  760. 30:41you want to hide these icons here you
  761. 30:44can press the G shortcut now we need to
  762. 30:47select our ppv and search for exp short
  763. 30:51for
  764. 30:52exposure and this is where we're going
  765. 30:54to disable auto exposure so now we need
  766. 30:57to change a few things metering mode
  767. 31:00we're going to set this to manual and
  768. 31:02now you'll see it goes totally black
  769. 31:04that's fine don't worry next we need to
  770. 31:06check apply physical camera exposure and
  771. 31:09turn this off so now this is how you can
  772. 31:13easily disable auto exposure because now
  773. 31:16regardless of where the camera is
  774. 31:17looking it's not getting brighter and
  775. 31:20that's good we we don't want unreal to
  776. 31:22do that for us but you know it it's way
  777. 31:25too dark obviously like it doesn't look
  778. 31:27like Lumin doing anything for us why is
  779. 31:29that and you'll see that the sky is
  780. 31:32actually well exposed right the sky
  781. 31:34looks great it's fantastic and you might
  782. 31:36think that's weird but this is exactly
  783. 31:39how cameras behave in real life and
  784. 31:41looking at this example here if you've
  785. 31:42ever been inside and you try to take a
  786. 31:44photo of something outside if you expose
  787. 31:47for the outside the inside of your house
  788. 31:49or your apartment or whatever will be
  789. 31:51completely underexposed alternatively if
  790. 31:54you try to expose for something inside
  791. 31:57the windows will be completely blown out
  792. 31:59Overexposed way too bright this is how
  793. 32:02cameras behave in real life because
  794. 32:05cameras don't really have the dynamic
  795. 32:07range to capture both the very very
  796. 32:09bright areas and the very very dark
  797. 32:11areas okay so understanding exposure is
  798. 32:16really important as a lighter I cannot
  799. 32:19stress this enough it's so important and
  800. 32:21so I'm going to demonstrate how we can
  801. 32:23drastically change the look of the scene
  802. 32:25with one slider you do not need to go
  803. 32:28ahead and select your directional light
  804. 32:31and you know increase the brightness yes
  805. 32:33that will work like that but we don't
  806. 32:35need to do that because then it kind of
  807. 32:37throws off the brightness of all the
  808. 32:38other lights if you have multiple light
  809. 32:39systems in your scene I'm going to leave
  810. 32:42everything at default and all I'm going
  811. 32:44to change is in the post process volume
  812. 32:48change the exposure compensation slider
  813. 32:51here and I'm going to increase this
  814. 32:54slowly you'll see now this is before and
  815. 32:59this is after by adjusting one little
  816. 33:01exposure slider we haven't changed any
  817. 33:04default settings of any of our lights it
  818. 33:07just works really well just like that
  819. 33:10and now we have Lumen doing all the hard
  820. 33:12work for us by lighting up the rest of
  821. 33:14the apartment with indirect lighting see
  822. 33:17here the light is kind of shining
  823. 33:18through the door hitting here and
  824. 33:20bouncing up and lighting up the rest of
  825. 33:22our scene it's fantastic and if I hold
  826. 33:25the control L shortcut you'll see the
  827. 33:28lighting changes
  828. 33:29drastically as the sun changes that is
  829. 33:33the beauty of lumen Lumen makes lighting
  830. 33:37so much easier with just a few clicks
  831. 33:39using the environment light mixer and
  832. 33:41adjusting the exposure
  833. 33:43compensation we got our scene in a very
  834. 33:46good place I would say we're about 85 to
  835. 33:4990% done already but they're still one
  836. 33:53or two more things we can do to really
  837. 33:54push this scene to the next level and
  838. 33:57what we're going to do now is we're
  839. 33:59going to select our exponential height
  840. 34:01fog scroll
  841. 34:03down and we're going to turn on
  842. 34:05volumetric fog because I want to have
  843. 34:07some God Ray shining through here and
  844. 34:10I'm not a huge fan of like the bluish
  845. 34:12tint that the fog has here switching
  846. 34:14this to volumetric fog is going to fix
  847. 34:16that for us so by clicking here you'll
  848. 34:19see now we got rid of the bluish ugly
  849. 34:22tint and we got a bit more God Ray
  850. 34:25shining through you'll see the god rays
  851. 34:26are not very visible though
  852. 34:28so we can go accentuate those very
  853. 34:30easily by selecting our directional
  854. 34:33light and scrolling down and we see here
  855. 34:36we have the volumetric scattering
  856. 34:38intensity I'm going to set that to 10 to
  857. 34:40really exaggerate it for effect and
  858. 34:43you'll see now we have God Rays shining
  859. 34:46through our Windows thanks to volumetric
  860. 34:49fog so you'll see environment light
  861. 34:52mixer exposure compensation volumetric
  862. 34:55fog and we've gotten our Rene in a very
  863. 34:58good place as I rotate the Sun the fog
  864. 35:00is going to update automatically it is
  865. 35:03frankly ridiculous how easy it is to get
  866. 35:05the scene looking so good so quickly now
  867. 35:07I do want to show you a Nifty little way
  868. 35:09to Art direct the volumetric fog a
  869. 35:11little bit if I zoom in here and you'll
  870. 35:14see the volumetric fog invisible from
  871. 35:16the side right what we can do is we can
  872. 35:18change the way that the volumetric fog
  873. 35:20behaves and how it looks by clicking on
  874. 35:22the exponential he fog actor here
  875. 35:24scrolling down to the volumetric fog
  876. 35:26section and we're going to change the
  877. 35:28scattering in distribution value to
  878. 35:30something like .9 and your first
  879. 35:33reaction may be oh no we lost our God
  880. 35:35rays but not quite they're just visible
  881. 35:38differently if I move the camera to have
  882. 35:41it looking up towards the light like
  883. 35:43this you'll see it's a very dreamy light
  884. 35:45shaft shining through here depending on
  885. 35:48your shot this can absolutely be the
  886. 35:49result you want to go for if I were to
  887. 35:52revert this back to default settings
  888. 35:54which is 0.2 right here you'll
  889. 35:58see it's similar but it's not quite the
  890. 36:02same look right
  891. 36:04again9 it's a little bit more of a a
  892. 36:07slightly dreamier look there's no right
  893. 36:10or wrong answer here this is purely an
  894. 36:12art Direction setting this allows you to
  895. 36:15get full control over the look of the
  896. 36:17shot you're going for but for now I'm
  897. 36:19going to leave it back at default
  898. 36:20settings right here because I do like
  899. 36:23the god Rays being visible from the side
  900. 36:25like that now while we're here you may
  901. 36:27notice that we have a little bit of
  902. 36:28flickering up here sometimes in some of
  903. 36:30the indirect lighting areas we get a bit
  904. 36:32of jitteriness I hope you can see that
  905. 36:34in the video it's not always very
  906. 36:36obvious but hopefully it just gets the
  907. 36:38point across there's a few things we can
  908. 36:40do to fix that or at least make it a
  909. 36:43little bit less noticeable so we're
  910. 36:45going to go into our
  911. 36:47ppv in a search details panel we're
  912. 36:49going to search for Lumen and the
  913. 36:52setting we want to change here are the
  914. 36:54Lumen scene lighting quality final
  915. 36:57gather quality
  916. 36:58and the final gather lighting update
  917. 37:00speed I'm going to set this to
  918. 37:02two set this to two as well and set this
  919. 37:05to
  920. 37:060.5 and now hopefully you can see the
  921. 37:09jitteriness is not quite as apparent
  922. 37:12it's still kind of there but it is a lot
  923. 37:15better than it was if I revert this back
  924. 37:17to
  925. 37:19default you'll see it's definitely a
  926. 37:22little bit worse so using these values
  927. 37:24can definitely help your scene Jitter a
  928. 37:26little bit less
  929. 37:28this may not be the finest example but I
  930. 37:30hope it gets the point across so here
  931. 37:32I'm going to show you real quick how to
  932. 37:34utilize the four spheres I talked about
  933. 37:36earlier in the video by placing them
  934. 37:38right here you'll see this gives us a
  935. 37:40pretty good indication of what the
  936. 37:42exposure of the scene is at and what the
  937. 37:45brightest and darkest materials are
  938. 37:47looking like so you'll see we can
  939. 37:50clearly tell the shape of every single
  940. 37:52one of these spheres that tells us that
  941. 37:54this scene is pretty well exposed if for
  942. 37:57example I select my postprocess volume
  943. 37:59and underexpose a little bit something
  944. 38:01like that this part of the scene might
  945. 38:03seem fine but looking at the black
  946. 38:06sphere here it almost disappears in the
  947. 38:09shadows that tells us that our scene is
  948. 38:11a bit underexposed anything that has a
  949. 38:14very dark material will just be clipped
  950. 38:16and may disappear conversely if I were
  951. 38:19to overexpose the scene a little bit
  952. 38:21something like that this might seem
  953. 38:24great looking at this hallway here this
  954. 38:26might seem really good
  955. 38:28but we can kind of tell that we've lost
  956. 38:30some detail in our white sphere here
  957. 38:32it's not an exact science these spheres
  958. 38:35are really there to just guide you more
  959. 38:37than anything else so going back to the
  960. 38:39exposure that it was before you'll see
  961. 38:42now all of our materials are kind of in
  962. 38:44a good place but neither one is so
  963. 38:46extreme that we lose detail in the
  964. 38:48highlights nor do we lose detail in the
  965. 38:51shadows that is how these can really
  966. 38:53help you especially the Chrome ball the
  967. 38:55Chrome ball should always feel feel
  968. 38:57pretty well integrated in the scene it
  969. 38:59should accurately reflect whatever is
  970. 39:02around it if you're noticing some weird
  971. 39:04highlights or some weird light shining
  972. 39:06on it you'll know right away what's
  973. 39:07causing it so now that we set up a very
  974. 39:10quick and easy daylight system like this
  975. 39:13this is all fine and great but what if
  976. 39:15we wanted a totally different mood right
  977. 39:17so this is kind of a very dreamy late
  978. 39:20afternoon type of feel but what if we
  979. 39:22wanted to make this scene a gloomy dark
  980. 39:26overcast day a feel how would we do that
  981. 39:30again we're going to select all of our
  982. 39:32lights and start from scratch I'm going
  983. 39:34to select everything except for the ppv
  984. 39:37and the fog because I want to keep both
  985. 39:39of those again now we have a totally
  986. 39:42dark scene to work with what we're going
  987. 39:44to do now we're going to create the hdri
  988. 39:47backdrop and drag and drop it into the
  989. 39:50scene like this I'm got to move it down
  990. 39:52a little bit
  991. 39:53lower and just like that I mean
  992. 39:57literally one
  993. 39:58click we're in a pretty good place
  994. 40:01already it's not perfect but as you can
  995. 40:04see the H backdrop did a whole lot of
  996. 40:07work for us right we got some nice soft
  997. 40:09lighting coming through the door here
  998. 40:11nice light coming in through the opening
  999. 40:13in the wall it looks really good now
  1000. 40:16again we're only about 80% done there's
  1001. 40:19still one or two more things we can do
  1002. 40:21here to really make this okay so as
  1003. 40:24you'll see right here in this video we
  1004. 40:25got a whole lot of Jitter in here and
  1005. 40:28that's again usually due to the fact
  1006. 40:30that it's only indirect lighting so
  1007. 40:33we're going to add a bit of direct
  1008. 40:34lighting to help with that and what
  1009. 40:36we're going to do is I'm going to go
  1010. 40:38create a new wrecked light right
  1011. 40:41here going to move this up like that
  1012. 40:44move it
  1013. 40:46outside rotate it towards
  1014. 40:49us and I'm going to make it much larger
  1015. 40:52so something like 200 by 200 like that
  1016. 40:57so like this and maybe I'm going to make
  1017. 40:59it a little bit it's a little bit bright
  1018. 41:01now so I'm going to make it a little bit
  1019. 41:04darker scroll down set the intensity to
  1020. 41:07one or two so this is with it off and
  1021. 41:10this is with that two you'll notice the
  1022. 41:13W light really gave us a bit more of
  1023. 41:15those specular highlights those little
  1024. 41:17pings on the leaves it helped make
  1025. 41:20things pop a little bit more so again if
  1026. 41:22I just toggle this light on and off it's
  1027. 41:25subtle but it makes a difference having
  1028. 41:27these spheres in the level is very
  1029. 41:29helpful and tells us that our scene is
  1030. 41:32pretty well exposed the black material
  1031. 41:34is pretty dark but not so black that we
  1032. 41:37lost any and all detail on it and the
  1033. 41:39white sphere here is also bright but the
  1034. 41:43highlights are not completely clipped
  1035. 41:44either the gray ball tells us that
  1036. 41:46that's the midpoint and the Chrome ball
  1037. 41:48as always accurately reflects whatever
  1038. 41:51is in the level now if you remember back
  1039. 41:54in the lighting basics part of this
  1040. 41:56tutorial I use Ray Trace Shadows to get
  1041. 41:59some better Shadow detail and I'm going
  1042. 42:00to do the same thing here so by
  1043. 42:02selecting this light here search for Ray
  1044. 42:05and I'm going to turn R tray Shadows
  1045. 42:09on everything gets a little bit softer a
  1046. 42:12little bit better just before and after
  1047. 42:15before and after it does soften things
  1048. 42:19quite a bit so now I'm going to go ahead
  1049. 42:21and do the same thing to this window
  1050. 42:23here by selecting my light press and
  1051. 42:25hold the ALT key and drag to duplicate
  1052. 42:29the light I'm G to move it here rotate
  1053. 42:32it like that and I'm going to make the
  1054. 42:34light a bit smaller revert it to a
  1055. 42:36default size and kind of find a nice
  1056. 42:39point for it something
  1057. 42:41like something like that I think looks
  1058. 42:44pretty good it's nice to get that extra
  1059. 42:46little bit of light coming in from the
  1060. 42:48side here it looks pretty good and now
  1061. 42:50I'll do it one more time for the door
  1062. 42:53over here just to get a little bit more
  1063. 42:55light coming through the doorway here
  1064. 42:57press and hold the ALT key
  1065. 43:00drag and I'm going to move this light
  1066. 43:03right over here just outside our door of
  1067. 43:06our scene
  1068. 43:07here like that go into the hallway and
  1069. 43:11see how this
  1070. 43:12looks let's say something like that
  1071. 43:15there we go before and after I may
  1072. 43:19actually make this light a bit darker
  1073. 43:20because it's a bit strong here for my
  1074. 43:22taste so maybe a brightness of one this
  1075. 43:24is off and this is one so just just a
  1076. 43:27little bit any just a little bit
  1077. 43:29helps there we go and now just to get a
  1078. 43:32bit more mood in here I'm going to
  1079. 43:35select this light and I'm going to set
  1080. 43:37the volumetric scattering intensity to
  1081. 43:39something crazy like
  1082. 43:40100 this may be too much 50 20 so this
  1083. 43:46is off and this is 20 I just want to add
  1084. 43:49a little bit of haze just to add a tiny
  1085. 43:52little bit of localized fog right here
  1086. 43:55just a little bit to help give our scene
  1087. 43:58a little bit of oomph here and just like
  1088. 44:00that with two or three Rec lights with
  1089. 44:04one HD backdrop we've got our overcast
  1090. 44:07scene looking pretty good it's in a very
  1091. 44:10good place right now and that's what I
  1092. 44:12mean lighting doesn't have to be
  1093. 44:14complicated you just need to know about
  1094. 44:16the tools that are available to you it's
  1095. 44:18really as simple as that and that's it
  1096. 44:20guys you've learned everything you need
  1097. 44:22to know to get started with Lighting in
  1098. 44:24Unreal Engine so guys I know this was a
  1099. 44:26long one
  1100. 44:27most of my videos have been really long
  1101. 44:29lately I'm not sure what the deal is
  1102. 44:30with that but hey it is what it is I
  1103. 44:33hope you found this video helpful and if
  1104. 44:34you did do consider subscribing and
  1105. 44:36giving it the old thumbs up thank you so
  1106. 44:38much for watching and as
  1107. 44:40always happy rendering

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