Lighting in Unreal Engine 5 for Beginners — Transcript
Full transcript
- 0:00today we're talking about one of the
- 0:01most underrated aspects of 3D and that
- 0:04is lighting those of you familiar with
- 0:06my channel know that most of my Unreal
- 0:08Engine videos Target the more advanced
- 0:10users so I figured I would change it up
- 0:12a bit and talk about lighting for the
- 0:15absolute beginner if you don't know
- 0:17anything about lighting or how it works
- 0:20let alone how to get things looking good
- 0:22in Unreal Engine this is the video for
- 0:25you and just to be clear in this
- 0:27tutorial we'll be using Lumen and ui5
- 0:30with a fully Dynamic lighting approach
- 0:32we will not be learning about baked
- 0:34lighting so I'm not going to waste any
- 0:36more time with the intro let's jump
- 0:38straight into lighting right after I
- 0:39tell you about my sponsor so a big thank
- 0:42you to CG Spectrum for sponsoring this
- 0:43video CG spectrum is a global top ranked
- 0:46training provider offering specialized
- 0:48online courses in realtime 3D game
- 0:50development animation VFX and digital
- 0:53painting they're an unreal authorized
- 0:55training center and unreal academic
- 0:57partner and their courses include
- 0:59personalized mentorship from industry
- 1:01professionals I helped develop the
- 1:03realtime 3D Technical and virtual
- 1:04production course I mentored their
- 1:06part-time myself and here are a few
- 1:08examples from some of my own students so
- 1:11if learning on real Engine with the help
- 1:12of an industry Mentor is something
- 1:14you're interested in do check out the
- 1:16link down below or visit CGS
- 1:17spectrum.com for more info you'll get
- 1:20the most practical and upto-date
- 1:22knowledge connections skills and
- 1:24Industry awareness that studios in both
- 1:27the games and film industry are hiring
- 1:29for for so thanks again to CG Spectrum
- 1:31for sponsoring this video and now let's
- 1:33jump straight into lighting all right so
- 1:36now that we're in unreal we need to make
- 1:37sure that our project settings are set
- 1:39up correctly to make sure that
- 1:40everything behaves as expected to get
- 1:43the best possible results and make the
- 1:45most of what Lumen has to offer so we're
- 1:48going to go to the settings tab up top
- 1:50here click on Project
- 1:53settings and in the search details panel
- 1:55we're going to search for Direct X and
- 1:58we need to make sure that our default
- 2:00rhi is set to direct x 12 and direct x
- 2:0311 and 12 sm5 is turned on next we're
- 2:07going to scroll down to the rendering
- 2:09tab right here and by scrolling down to
- 2:11the Lumen section right here we need to
- 2:13make sure that we have the following
- 2:16project settings set up correctly
- 2:19Dynamic Global illumination set to Lumen
- 2:22array lighting mode set to surface cache
- 2:24software bra tracing mode set the detail
- 2:26tracing Shadow map method set the
- 2:28virtual Shadow Maps beta
- 2:30and one more thing that I like to have
- 2:33turned on is support Hardware rate
- 2:35tracing turn this on and use Hardware
- 2:38rate tracing when available now keep in
- 2:40mind the hardware rate tracing settings
- 2:42are only going to work if you have a GPU
- 2:45that is capable of Hardware rate tracing
- 2:47so any of the Nvidia RTX cards will work
- 2:50just fine if you don't have a GPU that
- 2:53can do ray tracing don't worry it's not
- 2:56the end of the world you're still going
- 2:58to be able to get good results but but I
- 3:00like to use it because in many cases Ray
- 3:03Trace shadows will look much better as
- 3:05you're going to see a little bit later
- 3:07so with these project settings changed
- 3:10you're going to have to restart the
- 3:11engine and it's going to have to
- 3:12recompile all the shaders so go make
- 3:14yourself a cup of coffee and then we'll
- 3:16be ready to get started so I'm going to
- 3:18X this out and now we have a blank scene
- 3:20here and I'm going to show you
- 3:22everything you need to know about every
- 3:24light that is available in Unreal Engine
- 3:265 and in order to create our first light
- 3:28we need to go to the Place actors Tab
- 3:31and in the little lights icon here
- 3:33you'll have a list of all the available
- 3:35lights if your UI looks a little bit
- 3:38different than mine don't worry you can
- 3:40go to the windows tab load layout and
- 3:43I'm using the ue4 classic layout just
- 3:46because I like the way that it is set up
- 3:48to me it works a little bit better so if
- 3:51you want to follow along this is the
- 3:53layout that I am using so let's start
- 3:55off with the first light here and that
- 3:58is the directional light I'm going to
- 3:59drag and drop this into my scene here
- 4:02and as you can see as I rotate around
- 4:04here the directional light does what the
- 4:06name implies it behaves a lot like a sun
- 4:09or Moonlight or any kind of light that
- 4:11is very directional in nature so
- 4:14directional lights are usually used for
- 4:16exterior environments or when you want
- 4:18to have sunlight shining through a
- 4:20window for interior environments now
- 4:22what's really cool about Lumen is that
- 4:25it just works out of the box and as you
- 4:27can see here we've got some nice
- 4:28indirect lighting
- 4:30lighting up our character here because
- 4:32if Lumen was disabled it would actually
- 4:34just be pure black like this but thanks
- 4:36to Lumen we do get a little bit of that
- 4:38nice bounce lighting bouncing off the
- 4:41ground here now you can choose the
- 4:42settings of every single light in the
- 4:45detailed panel on the right hand side
- 4:47here so here we've got the transform tab
- 4:50we've got the mobility and the light
- 4:52setting so we can choose the intensity
- 4:54of the light like this we can choose the
- 4:57color of the light like so
- 5:00or alternatively you can shoose the
- 5:02color temperature by clicking on this by
- 5:04and making the light warmer or colder
- 5:08like that now you're going to see here
- 5:10we have a bit of a weird thing called
- 5:12mobility and you'll see we have static
- 5:14stationary and movable so Unreal Engine
- 5:17has two different lighting methods we've
- 5:20got baked or static lighting and we have
- 5:22Dynamic lighting now this tutorial is
- 5:25not going to cover baked lighting
- 5:26because baked lighting is a little bit
- 5:28more advanced there's way more moving
- 5:30Parts there's a lot more that can go
- 5:31wrong I myself prefer to use Dynamic
- 5:34lighting because what you see is what
- 5:35you get there's it just works very well
- 5:38out of the box it works extremely well
- 5:40with Lumen and it's actually way easier
- 5:43to use and is more beginner friendly if
- 5:45you are interested in baked lighting I
- 5:47do have a tutorial on baked lighting
- 5:49right here I'll put the link down below
- 5:51to like button so static and stationary
- 5:53lights are for baked lighting
- 5:55exclusively you may have seen this
- 5:58message over here before that's because
- 6:00your light is either set to static or
- 6:02stationary so to get rid of this message
- 6:05over here just set your lights to
- 6:06movable you'll also get better results
- 6:09some lights actually don't look right if
- 6:11you don't set up to movable the default
- 6:13is stationary so when you create a new
- 6:15light just switch it to movable right
- 6:17here to be safe so the next light we're
- 6:20going to talk about is the point light
- 6:23and the point light again does what the
- 6:25name implies it's a point of light very
- 6:27similar to a light bulb it emits light
- 6:30in all directions just like the
- 6:32direction of the light you can control
- 6:33the light color the intensity of the
- 6:35light here same thing next we have the
- 6:38spotlight and again the spotlight does
- 6:40what the name implies it is literally a
- 6:42cone that emits light in a spotlight
- 6:45fashion so if you want to have light
- 6:47being emitted in a conical pattern the
- 6:50spotlight is the way to do that you can
- 6:51control the shape of the light in the
- 6:53detailed panel of that Spotlight next we
- 6:57have the wrecked light here and this is
- 7:00possibly my favorite light of all time
- 7:03because the wreck light behaves the same
- 7:05way that a softbox does for any of you
- 7:07who are familiar with photography or
- 7:10film making soft boxes are what gives us
- 7:12very soft diffused lighting it is very
- 7:15appealing to use for portraits or any
- 7:18kind of cinematic work notice here how
- 7:20the Shadows are nice and soft and
- 7:21diffused whereas if I delete this and
- 7:23place a point light you'll see these
- 7:26Shadows are completely hard the reason
- 7:28for that is because because the wck
- 7:30light is a bigger light but we're going
- 7:31to get more into the specifics of that
- 7:33really soon so again the W light here
- 7:36gives us really nice soft Shadows looks
- 7:39absolutely fantastic and by increasing
- 7:41the intensity you'll see the Shadows get
- 7:43nice and soft as they move further away
- 7:45from the subject here you can change the
- 7:47size of the light like this by adjusting
- 7:49the source width and the source height
- 7:52to make a larger light source if we pay
- 7:55attention to my Chrome ball over here
- 7:57you'll see the reflection of the wrecked
- 8:00light show up and if I change the source
- 8:02width like this you'll see the shape of
- 8:05the light is actually changing in the
- 8:07reflection so that can be very handy to
- 8:09know about now the next light here is
- 8:12the Skylight but I'm not going to talk
- 8:14about that right now the Skylight is a
- 8:16bit of a can of worms it's a beast of
- 8:18its own and I've actually made a
- 8:21dedicated tutorial about the Skylight
- 8:23right here again I'll put the link down
- 8:25below we will be using the Skylight in
- 8:27this tutorial but in a different context
- 8:30now the last Light actor I want to show
- 8:32you is the hdri backdrop and if you
- 8:35don't see that here don't worry you just
- 8:38need to enable the plugin for it so
- 8:40we're going to go right here to the
- 8:41settings tab go to plugins and we're
- 8:44going to search for
- 8:46hdri and just enable this plugin restart
- 8:50the engine and it should show up in your
- 8:52list right here so the HD backdrop is
- 8:56awesome because by just dragg and
- 8:57dropping it here like like this and
- 9:00moving it up a little bit there we go
- 9:02now we have kind of a skylighting
- 9:04showing up and lighting our entire scene
- 9:06up very nicely and as a result it has an
- 9:10hdri projected on a dome here so if I
- 9:13select the sky here and press the F key
- 9:16you'll see the hdri is projected on the
- 9:18Dome if I were to change the cube map
- 9:20here in the details panel to something
- 9:23like ostrich Road 4K and going back here
- 9:27now we've got a nice overcast day feel
- 9:30very Misty cool little mountains and a
- 9:32road we can change the projection Center
- 9:35by clicking on the little Diamond here
- 9:37and lifting it or lowering it
- 9:40accordingly it's a really cool little
- 9:42tool to use but I wouldn't use this as
- 9:45my main source of light in my
- 9:46environments but it can give you a
- 9:48really good starting point we can also
- 9:51increase the intensity of this HD
- 9:53backdrop in the details panel right here
- 9:56so now that we have an understanding of
- 9:58all the light we can create I want to
- 10:00talk about lighting Basics and some of
- 10:03the most important things to know when
- 10:05it comes to lighting and that's Shadows
- 10:08so by deleting this right here I'm going
- 10:11to create another Point light right here
- 10:14if you remember just earlier when I
- 10:15showed you the wrecked light we had
- 10:17really soft Shadows that's because the
- 10:20light source was bigger but what if I
- 10:22told you that we can get soft Shadows
- 10:24with any of the other light actors that
- 10:27I just showed you so right here I've got
- 10:29my Point light selected and I'm going to
- 10:31zoom in here and you'll see in a
- 10:34detailed panel here we have Source
- 10:36radius if I start increasing this like
- 10:38that you'll notice a bit of a yellow
- 10:40Gizmo show up around it that is actually
- 10:44the size of our light so we can actually
- 10:47give it a shape and a size and as a
- 10:50result notice what happen to the Shadows
- 10:53the Shadows got soft if I make it
- 10:56smaller back to zero and make it larger
- 10:58notice my Shadows are getting softer
- 11:01this is what we call the shadow
- 11:03penumbra and basically it really boils
- 11:06down to the larger your light sources
- 11:09relative to your subject the softer your
- 11:11shadows will be this is the most
- 11:14important part of lighting understanding
- 11:16how to get soft Shadows understanding
- 11:19when Shadows should be soft is the most
- 11:23defining part of taking your lighting to
- 11:26the next level because when you have an
- 11:28understanding of how when and why
- 11:31Shadows are soft you're going to be
- 11:33looking at Lighting in a completely
- 11:35different way a classic example to
- 11:37demonstrate when Shadows are soft versus
- 11:40when they shouldn't be soft is to think
- 11:41about when you're walking in a parking
- 11:43lot in the middle of summer on a
- 11:45cloudless day the Shadows are very hard
- 11:47and sharp very harsh lighting but then
- 11:51you look at an overcast day and the
- 11:52Shadows are all soft and you might think
- 11:55that contradicts what I was just telling
- 11:57you the larger the light source Source
- 11:59the softer your shadows will be but the
- 12:01sun is the largest light source in our
- 12:04solar system so why would the Shadows be
- 12:06sharp and the reason for that is because
- 12:08while the sun is huge it is also
- 12:11extremely far away and as a result it's
- 12:13just a tiny little point in the sky but
- 12:16in overcast day however the entire Sky
- 12:20becomes our light source the light is
- 12:22diffused by the clouds and as a result
- 12:24that softens our shadows even though the
- 12:27sky is physically smaller than the sun
- 12:30the sky is closer to us and as a result
- 12:33it softens the Shadows so we can change
- 12:36the source radius on every single light
- 12:38except for the Skylight and the hdri
- 12:40backdrop so by deleting this light here
- 12:42and if I create a directional light here
- 12:44that's just the movable if I increase
- 12:46the source angle to something like 10
- 12:49you'll see my Shadows got soft and
- 12:52notice what happens in the reflection of
- 12:54our Chrome ball here this little white
- 12:56dot here is our sun if I select my
- 12:59directional light and change the source
- 13:00angle back to default it is much smaller
- 13:04and our shadows are sharp again make it
- 13:06larger so set the source angle back to
- 13:0910 and it softens our shadows this is
- 13:12the secret sauce this is the magical
- 13:14setting that can really help you take
- 13:16your lighting to the next level now with
- 13:19that said I want to take the time to
- 13:21show you the difference between the
- 13:23default Lumen virtual Shadow maps and
- 13:26retraced shadows so to demonstrate that
- 13:30I'm going to create a wrecked light here
- 13:32going to drag and drop in here like that
- 13:34and what I want you to pay attention to
- 13:36is the following so by zooming in here
- 13:38you'll see the Shadows are kind of sharp
- 13:41they're soft but they're also kind of
- 13:44sharp we get this odd bending we get
- 13:46this artifact here the same thing here
- 13:48we get a bit of a hard Edge there this
- 13:50is a limitation of virtual Shadow Maps
- 13:52you can't push the shadow penumbra that
- 13:55far before it starts falling apart
- 13:57that's where R Trace Shadows come in
- 13:59this is why I recommend using Hardware R
- 14:02tracing if you have it it will make a
- 14:04big difference so if I select my wed
- 14:06light here and search for Ray you'll see
- 14:11here I've got cast Ray tracing shadows
- 14:13I'm going to set this here and before I
- 14:16do pay attention to the quality of the
- 14:18Shadows right here so to enabled you'll
- 14:23see the Shadows got much softer much
- 14:26better no more ugly artifacts the
- 14:29Shadows are just better in every single
- 14:33way it's day and night it's no
- 14:35comparison to demonstrate this even
- 14:37further I'm going to rotate my light
- 14:39like
- 14:41this put it way above like this and make
- 14:45my light massive so I'm going to change
- 14:48my source width to something like 300 by
- 14:51300 and so now we got this really cool
- 14:55Moody top down look on our character
- 14:57here right the shadow are very soft and
- 15:00diffused the lighting actually looks
- 15:01pretty cool but if I select my Rec light
- 15:04here search for Ray and revert this back
- 15:08to default virtual Shadow
- 15:11Maps notice how now the Shadows are ugly
- 15:15again they really look terrible
- 15:18especially here we get this nasty harsh
- 15:21lines again I'm pushing the virtual
- 15:24Shadow maps to they're absolute limits
- 15:26here don't worry in most situations
- 15:29virtual Shadow maps are fine I just
- 15:31wanted to really demonstrate the
- 15:33difference between R trace and virtual
- 15:35Shadow Maps Okay so again if I set this
- 15:38back down
- 15:39to enabled we get this really really
- 15:42nice soft Shadows it looks a lot better
- 15:45you'll notice though that when you push
- 15:47it too far you'll see we got a lot of
- 15:49noise showing up here and I hope you can
- 15:51see this in the video but that's an easy
- 15:53fix in the search details panel we're
- 15:54going to search for sample and we're
- 15:57going to set the sample per pixel to
- 15:59four and as a result it cleaned right up
- 16:02everything looks a whole lot better this
- 16:04does have an impact on performance
- 16:06however so keep that in mind now you
- 16:09might be wondering why I have four
- 16:12random spheres of different colors here
- 16:15these spheres are there to help you
- 16:16gauge the exposure and lighting of a
- 16:18scene we've got a black one with an albo
- 16:21of
- 16:220.04 because no natural material out
- 16:25there is pure black coal has an albo of
- 16:2804 for so I'll be using that as my
- 16:30Baseline we've got a white one with an
- 16:32albo of
- 16:330.85 because the albo of fresh snow is
- 16:37about 0.8 to
- 16:390.9 no object or material out there
- 16:42reflects 100% of all the light
- 16:45everything absorbs at least a little bit
- 16:48of light so you don't want any material
- 16:50in your scene to have an albo value of
- 16:53one it's not physically possible and it
- 16:55will throw off your lighting then we
- 16:58have a great ball here with an albo of
- 17:010.18 which is actually the middle gray
- 17:06value you would think that the middle
- 17:08gray value between 0 and 1 is 0.5 right
- 17:1150% gray well not quite exposure is a
- 17:15bit more complicated than that and it is
- 17:18not linear this may seem
- 17:20counterintuitive but 18% gray is in fact
- 17:23the middle gray between black and white
- 17:26this gray ball helps you figure out
- 17:28theur cor exposure of a given scene at
- 17:32least it should give you a really good
- 17:34starting point then lastly we have a
- 17:37chrome ball which helps us see what is
- 17:39being reflected in the scene I recommend
- 17:41having these in your scene at all times
- 17:44when lighting they're really going to
- 17:46help you now one of the main advantages
- 17:49of using Lumen involves the ability to
- 17:51control the indirect lighting so to
- 17:53demonstrate this I've created an amazing
- 17:56looking house right here so by going
- 17:58inside side here we'll see we do have a
- 18:01little bit of indirect lighting coming
- 18:03in on the top here and a little bit on
- 18:05the side but it's not very much and
- 18:08fortunately we have three different ways
- 18:10to control the amount of indirect
- 18:13lighting using Lumen the first and
- 18:15easiest way is to select your light and
- 18:17increase the intensity of your light so
- 18:19let's say if I set this to 50 you'll see
- 18:22as a result we get way more indirect
- 18:24lighting coming inside here but you know
- 18:27it's still not very much
- 18:29the next thing we can do is again
- 18:32selecting our directional light and
- 18:34you'll see here we have indirect
- 18:36lighting intensity if I set this higher
- 18:39to something like five you'll see our
- 18:41indirect lighting has been accentuated
- 18:43quite a bit but that leaves us our third
- 18:47option and this is actually the option
- 18:50you should keep in mind most of the time
- 18:52when you're using Lumen the albo or the
- 18:56base color value directly contributes to
- 18:59the amount of light being bounced around
- 19:01so by selecting this wall right here and
- 19:04opening up the material itself you'll
- 19:06see this base color of this material has
- 19:08a value
- 19:10of8 as I increase this value the
- 19:13indirect lighting will be accentuated
- 19:16accordingly so if I set this to 0.
- 19:18five notice how now we have way way more
- 19:23indirect Lighting in our scene because
- 19:26like I said the base color is the the
- 19:28reflectance of our object so the
- 19:31brighter our object is the more it's
- 19:33going to reflect light this is the
- 19:35exactly how materials behave in real
- 19:38life so if you notice that your
- 19:39environment feels a little bit dark and
- 19:42the indirect lighting isn't really doing
- 19:44what you think it's supposed to be doing
- 19:46make sure your materials are not too
- 19:48dark this can help you get some extra
- 19:50indirect lighting for free basically
- 19:53without having to change any other light
- 19:56setting and alternatively if you want to
- 19:59reduce the amount of light being bounced
- 20:00around you can turn down the
- 20:03brightness like this and as a result
- 20:06very little light will be reflected this
- 20:09is very important to keep in mind when
- 20:11you're lighting your environment always
- 20:13pay attention to the base color or the
- 20:15albo value of your textures and your
- 20:18materials hey so future will chiming in
- 20:21here I just wanted to take a quick
- 20:22moment to talk about something I get a
- 20:24lot of questions about and that's in
- 20:26regards to very shiny reflective or
- 20:30metallic material so zooming in here on
- 20:32my Chrome ball here you'll see we get
- 20:35some Reflections but this doesn't really
- 20:38look like a chrome ball at all right
- 20:40because everything is black this doesn't
- 20:42feel very metallic and you might be
- 20:45wondering why the reason for that is
- 20:47because there's nothing to reflect in
- 20:49the scene you'll see we have a totally
- 20:51black empty blank scene and as a result
- 20:54metallic or reflective materials are not
- 20:56necessarily going to look right because
- 20:59shiny reflective materials are dependent
- 21:01on having something to reflect so a
- 21:04quick and easy way to get something to
- 21:06reflect in here is to add an hdri
- 21:09backdrop like we added
- 21:10earlier like this and you'll see right
- 21:13away we have our sky and our environment
- 21:15around it working just fine and the
- 21:18reason that's working is because this HT
- 21:20backdrop has a skylight actor in it so
- 21:23I'm going to delete this and I'm going
- 21:24to create a skylight I know I said I
- 21:27wasn't going to show you the sky light
- 21:28in this part of the video but in this
- 21:30case it is actually kind of important in
- 21:33the search details panel here we've got
- 21:35Source type we've got SLS captured scene
- 21:38and that's essentially going to
- 21:40basically create an hdri based on what
- 21:42is around the Skylight again I talk
- 21:45about that in my Skylight video right
- 21:46here but what we're going to set it to
- 21:48right now is SLS specified Cub map and
- 21:51this is basically where you load in an
- 21:54hdri and so contrary to the hdri
- 21:57backdrop the Skylight is not going to
- 22:00create an actual Dome around you this is
- 22:02only going to light your scene with an
- 22:05hdri so in the cube map section right
- 22:07here I'm going to select none and just
- 22:10load in whatever Cube map that is
- 22:12already loaded you can import any HD you
- 22:15want a great place to find these is by
- 22:17going to poly haven.com they have a huge
- 22:20library of free HD to choose from so
- 22:23great resource right there I'm going to
- 22:26use the HD Forest right here and you'll
- 22:29see now we have our forest HD in here
- 22:33now you'll see the bottom of the Horizon
- 22:35is totally black and that's because in
- 22:37the Skylight if we scroll
- 22:39down in the advanced tab we have lower
- 22:43hemisphere is solid color I'm going to
- 22:45turn this off and now you'll see if I
- 22:48hide this plane here we now have our HD
- 22:52affecting our Chrome ball the way we
- 22:54would expect so that is how you can get
- 22:56reflective or metallic material
- 22:59to kind of render correctly so to speak
- 23:02again reflective materials are dependent
- 23:05on having something to reflect and if
- 23:07there's nothing there they're not going
- 23:08to reflect anything So Pro tip and with
- 23:12that said let's go back to pest will now
- 23:15one last thing I want to show you before
- 23:16we start lighting our environment that's
- 23:19emissive materials so I'm going to
- 23:21create what we call an emissive material
- 23:24because Lumen actually allows emissive
- 23:27materials glob materials to emit light
- 23:30as I'll demonstrate right here so we're
- 23:32going to right click in our content
- 23:34browser create a new material I'm going
- 23:36to call this emissive 01 I'm going to
- 23:39open this material up and I'm going to
- 23:40create three
- 23:42nodes I'm going to press and hold the
- 23:44one key and click press and hold the
- 23:47three key and click and press and hold
- 23:50the m key and click I'm going to select
- 23:53these two nodes right click convert to
- 23:56parameter and I'm going to call call
- 23:58this one light
- 24:01color and I'm going to call this
- 24:04one light intensity I'm going to plug
- 24:08light intensity into B of the multiply
- 24:11node and plug the light color into the a
- 24:14of the multiply node and plug the
- 24:16multiply into emissive color I'm going
- 24:19to set the light intensity to something
- 24:21like
- 24:22100 and set the light color to something
- 24:25ridiculous like a bright flashy orange
- 24:28or something like that and hit
- 24:32okay now we're going to hit save I'm
- 24:35going to make this window smaller and
- 24:37I'm going to apply this material to one
- 24:40of our spheres
- 24:42here like this and if I hide this
- 24:44wrecked light you'll see this emissive
- 24:47material is actually casting light it is
- 24:50actually casting
- 24:51shadows and this is awesome because it
- 24:55can help give your environment a little
- 24:57bit of oomph but don't want to rely on
- 24:59this too heavily because if I zoom out
- 25:01here you'll see a if I zoom out too far
- 25:04the light disappears and you'll also
- 25:06notice that the light itself is very
- 25:08noisy and splotchy so like I said you
- 25:10don't want to have your entire scene
- 25:13being lit exclusively with emissive
- 25:15materials it's not going to look very
- 25:17good but I still wanted to take the time
- 25:19to show you that this does work so now
- 25:23that we have an understanding of how the
- 25:25lights work how to bend and shape the
- 25:28the light the way we want now we're
- 25:30ready to get started and light this
- 25:32entire scene here from scratch so I'm
- 25:35going to go ahead I'm going to delete
- 25:36all of these lights and start off with a
- 25:38completely blank slate and you'll see
- 25:41it's a whole lot easier than you might
- 25:42think so I'm going to be using the mega
- 25:45scans abandoned Apartment scene that you
- 25:47can find for free on the Epic
- 25:50Marketplace so go ahead and download
- 25:52that if you want to follow along now
- 25:54before we get started I want to do a
- 25:56little segue into explaining that Lumen
- 26:00works a lot better with nanite meshes
- 26:02performance- wise you're going to get
- 26:04much better frame rates if you convert
- 26:06as many meshes to nanite as possible
- 26:09I've made a dedicated video on nanite
- 26:11right here so you can check that out if
- 26:13you're so inclined but if I go here to
- 26:15LIT go to Nite visualization triangles
- 26:18you'll see everything that has a
- 26:20colorful triangle on it is actually a
- 26:22nanite mesh this project here the mega
- 26:25scan the Benton apartment scene does not
- 26:27have manite turned on by default so what
- 26:30I did is in the content browser I
- 26:33filtered by Static mesh and I selected
- 26:36the static measure I wanted to
- 26:37convert right clicked nanite
- 26:41enable again I don't want to dive too
- 26:43deep into the advanced settings here
- 26:45because this is a beginner tutorial but
- 26:47still I wanted to point you in the right
- 26:49direction so with that little segue done
- 26:52I'm going to delete all of the lights in
- 26:54our scene here and start off from Total
- 26:58scratch and just so you know this
- 27:00environment here has a Skybox in the
- 27:02scene we can delete that for now we're
- 27:04not going to need it so if you're like
- 27:06me and you've deleted your lights and
- 27:08you still have some lights in here as in
- 27:12it's not totally black like I had it the
- 27:14reason for that is because there is
- 27:16still some baked lighting information in
- 27:18the scene we're going to click on the
- 27:20settings tab up top here go to world
- 27:23settings and we're going to search for
- 27:25force and we want to click on Force no
- 27:28pre-computed lighting click on this hit
- 27:32okay and now we just need to go to the
- 27:34build button up top here and click on
- 27:36build lighting only and now once you do
- 27:39that all of your lights will be
- 27:41completely gone there are no more lights
- 27:44no Bak lighting information and we're
- 27:46ready to go so now you'll see we have a
- 27:48completely dark scene and what we're
- 27:50going to do now is use unreal's most
- 27:53underrated tool the environment light
- 27:56mixer so going to window
- 27:59EnV light mixer and we have a new tab
- 28:02showing up here and what we're going to
- 28:04do if we're going to create Skylight
- 28:07create atmospheric light zero create Sky
- 28:10atmosphere create volumetric cloud and
- 28:13create height fog you'll see uh okay we
- 28:16have something here but if we move to
- 28:18camera outside you'll see we now have an
- 28:21entire atmosphere Sky system done for us
- 28:25with just a few clicks if I press and
- 28:27hold a control L shortcut and move my
- 28:30mouse you'll see the sun moves in our
- 28:32Sky the clouds react accordingly and our
- 28:36Sky changes color based on the position
- 28:38of the sun in the
- 28:40sky this is such an amazing tool and I
- 28:44use this every single time I start a new
- 28:47project hands down every time doesn't
- 28:50matter if I'm making an exterior
- 28:51environment or an interior environment
- 28:54this provides you a fantastic starting
- 28:57point so I hope wholeheartedly recommend
- 28:59that you use this moving forward if
- 29:01you're working on an exterior
- 29:03environment this gets you 90% of the way
- 29:06there on the first try so now we're
- 29:08going to go down here back into our
- 29:10scene I'm going to use the control L
- 29:11shortcut to get the sun shining in a
- 29:14rough angle that I want it to so
- 29:16something like that but you'll notice
- 29:18that depending on where you're looking
- 29:21where you're pointing to camera to now
- 29:23you'll see the interior of our scene got
- 29:25a bit brighter but as I move the camera
- 29:27this way
- 29:29oh everything gets dark again the reason
- 29:31for that is because of Auto exposure and
- 29:34the next step is to actually turn off
- 29:37auto exposure because that's really
- 29:38annoying and I don't like that I don't
- 29:40want unreal to automatically adjust the
- 29:42brightness of my scene for me no bad dog
- 29:45so what we're going to do is we're going
- 29:47to create a postprocess volume and this
- 29:50is quite possibly one of the most
- 29:52important Tools in your scene the
- 29:55post-process volume is where you control
- 29:57the exposure if you're scene some camera
- 29:59settings the all the Lumen quality
- 30:02settings your ray tracing settings so
- 30:03you need to have a postprocess volume in
- 30:06your scene just so you know I will call
- 30:08this the ppv moving forward it's easier
- 30:10to say so now in the place actors tab
- 30:14I'm going to search for post and dragon
- 30:17drop a post process volume in my scene
- 30:19like this the actual position of the ppv
- 30:23does not matter because in the search
- 30:26details panel here we're we're going to
- 30:28search for
- 30:29Unbound and set the infinite extent
- 30:31Unbound on this means that the
- 30:34postprocess volume is going to affect
- 30:36the entire scene regardless of where it
- 30:39is in the level by the way Pro tip if
- 30:41you want to hide these icons here you
- 30:44can press the G shortcut now we need to
- 30:47select our ppv and search for exp short
- 30:51for
- 30:52exposure and this is where we're going
- 30:54to disable auto exposure so now we need
- 30:57to change a few things metering mode
- 31:00we're going to set this to manual and
- 31:02now you'll see it goes totally black
- 31:04that's fine don't worry next we need to
- 31:06check apply physical camera exposure and
- 31:09turn this off so now this is how you can
- 31:13easily disable auto exposure because now
- 31:16regardless of where the camera is
- 31:17looking it's not getting brighter and
- 31:20that's good we we don't want unreal to
- 31:22do that for us but you know it it's way
- 31:25too dark obviously like it doesn't look
- 31:27like Lumin doing anything for us why is
- 31:29that and you'll see that the sky is
- 31:32actually well exposed right the sky
- 31:34looks great it's fantastic and you might
- 31:36think that's weird but this is exactly
- 31:39how cameras behave in real life and
- 31:41looking at this example here if you've
- 31:42ever been inside and you try to take a
- 31:44photo of something outside if you expose
- 31:47for the outside the inside of your house
- 31:49or your apartment or whatever will be
- 31:51completely underexposed alternatively if
- 31:54you try to expose for something inside
- 31:57the windows will be completely blown out
- 31:59Overexposed way too bright this is how
- 32:02cameras behave in real life because
- 32:05cameras don't really have the dynamic
- 32:07range to capture both the very very
- 32:09bright areas and the very very dark
- 32:11areas okay so understanding exposure is
- 32:16really important as a lighter I cannot
- 32:19stress this enough it's so important and
- 32:21so I'm going to demonstrate how we can
- 32:23drastically change the look of the scene
- 32:25with one slider you do not need to go
- 32:28ahead and select your directional light
- 32:31and you know increase the brightness yes
- 32:33that will work like that but we don't
- 32:35need to do that because then it kind of
- 32:37throws off the brightness of all the
- 32:38other lights if you have multiple light
- 32:39systems in your scene I'm going to leave
- 32:42everything at default and all I'm going
- 32:44to change is in the post process volume
- 32:48change the exposure compensation slider
- 32:51here and I'm going to increase this
- 32:54slowly you'll see now this is before and
- 32:59this is after by adjusting one little
- 33:01exposure slider we haven't changed any
- 33:04default settings of any of our lights it
- 33:07just works really well just like that
- 33:10and now we have Lumen doing all the hard
- 33:12work for us by lighting up the rest of
- 33:14the apartment with indirect lighting see
- 33:17here the light is kind of shining
- 33:18through the door hitting here and
- 33:20bouncing up and lighting up the rest of
- 33:22our scene it's fantastic and if I hold
- 33:25the control L shortcut you'll see the
- 33:28lighting changes
- 33:29drastically as the sun changes that is
- 33:33the beauty of lumen Lumen makes lighting
- 33:37so much easier with just a few clicks
- 33:39using the environment light mixer and
- 33:41adjusting the exposure
- 33:43compensation we got our scene in a very
- 33:46good place I would say we're about 85 to
- 33:4990% done already but they're still one
- 33:53or two more things we can do to really
- 33:54push this scene to the next level and
- 33:57what we're going to do now is we're
- 33:59going to select our exponential height
- 34:01fog scroll
- 34:03down and we're going to turn on
- 34:05volumetric fog because I want to have
- 34:07some God Ray shining through here and
- 34:10I'm not a huge fan of like the bluish
- 34:12tint that the fog has here switching
- 34:14this to volumetric fog is going to fix
- 34:16that for us so by clicking here you'll
- 34:19see now we got rid of the bluish ugly
- 34:22tint and we got a bit more God Ray
- 34:25shining through you'll see the god rays
- 34:26are not very visible though
- 34:28so we can go accentuate those very
- 34:30easily by selecting our directional
- 34:33light and scrolling down and we see here
- 34:36we have the volumetric scattering
- 34:38intensity I'm going to set that to 10 to
- 34:40really exaggerate it for effect and
- 34:43you'll see now we have God Rays shining
- 34:46through our Windows thanks to volumetric
- 34:49fog so you'll see environment light
- 34:52mixer exposure compensation volumetric
- 34:55fog and we've gotten our Rene in a very
- 34:58good place as I rotate the Sun the fog
- 35:00is going to update automatically it is
- 35:03frankly ridiculous how easy it is to get
- 35:05the scene looking so good so quickly now
- 35:07I do want to show you a Nifty little way
- 35:09to Art direct the volumetric fog a
- 35:11little bit if I zoom in here and you'll
- 35:14see the volumetric fog invisible from
- 35:16the side right what we can do is we can
- 35:18change the way that the volumetric fog
- 35:20behaves and how it looks by clicking on
- 35:22the exponential he fog actor here
- 35:24scrolling down to the volumetric fog
- 35:26section and we're going to change the
- 35:28scattering in distribution value to
- 35:30something like .9 and your first
- 35:33reaction may be oh no we lost our God
- 35:35rays but not quite they're just visible
- 35:38differently if I move the camera to have
- 35:41it looking up towards the light like
- 35:43this you'll see it's a very dreamy light
- 35:45shaft shining through here depending on
- 35:48your shot this can absolutely be the
- 35:49result you want to go for if I were to
- 35:52revert this back to default settings
- 35:54which is 0.2 right here you'll
- 35:58see it's similar but it's not quite the
- 36:02same look right
- 36:04again9 it's a little bit more of a a
- 36:07slightly dreamier look there's no right
- 36:10or wrong answer here this is purely an
- 36:12art Direction setting this allows you to
- 36:15get full control over the look of the
- 36:17shot you're going for but for now I'm
- 36:19going to leave it back at default
- 36:20settings right here because I do like
- 36:23the god Rays being visible from the side
- 36:25like that now while we're here you may
- 36:27notice that we have a little bit of
- 36:28flickering up here sometimes in some of
- 36:30the indirect lighting areas we get a bit
- 36:32of jitteriness I hope you can see that
- 36:34in the video it's not always very
- 36:36obvious but hopefully it just gets the
- 36:38point across there's a few things we can
- 36:40do to fix that or at least make it a
- 36:43little bit less noticeable so we're
- 36:45going to go into our
- 36:47ppv in a search details panel we're
- 36:49going to search for Lumen and the
- 36:52setting we want to change here are the
- 36:54Lumen scene lighting quality final
- 36:57gather quality
- 36:58and the final gather lighting update
- 37:00speed I'm going to set this to
- 37:02two set this to two as well and set this
- 37:05to
- 37:060.5 and now hopefully you can see the
- 37:09jitteriness is not quite as apparent
- 37:12it's still kind of there but it is a lot
- 37:15better than it was if I revert this back
- 37:17to
- 37:19default you'll see it's definitely a
- 37:22little bit worse so using these values
- 37:24can definitely help your scene Jitter a
- 37:26little bit less
- 37:28this may not be the finest example but I
- 37:30hope it gets the point across so here
- 37:32I'm going to show you real quick how to
- 37:34utilize the four spheres I talked about
- 37:36earlier in the video by placing them
- 37:38right here you'll see this gives us a
- 37:40pretty good indication of what the
- 37:42exposure of the scene is at and what the
- 37:45brightest and darkest materials are
- 37:47looking like so you'll see we can
- 37:50clearly tell the shape of every single
- 37:52one of these spheres that tells us that
- 37:54this scene is pretty well exposed if for
- 37:57example I select my postprocess volume
- 37:59and underexpose a little bit something
- 38:01like that this part of the scene might
- 38:03seem fine but looking at the black
- 38:06sphere here it almost disappears in the
- 38:09shadows that tells us that our scene is
- 38:11a bit underexposed anything that has a
- 38:14very dark material will just be clipped
- 38:16and may disappear conversely if I were
- 38:19to overexpose the scene a little bit
- 38:21something like that this might seem
- 38:24great looking at this hallway here this
- 38:26might seem really good
- 38:28but we can kind of tell that we've lost
- 38:30some detail in our white sphere here
- 38:32it's not an exact science these spheres
- 38:35are really there to just guide you more
- 38:37than anything else so going back to the
- 38:39exposure that it was before you'll see
- 38:42now all of our materials are kind of in
- 38:44a good place but neither one is so
- 38:46extreme that we lose detail in the
- 38:48highlights nor do we lose detail in the
- 38:51shadows that is how these can really
- 38:53help you especially the Chrome ball the
- 38:55Chrome ball should always feel feel
- 38:57pretty well integrated in the scene it
- 38:59should accurately reflect whatever is
- 39:02around it if you're noticing some weird
- 39:04highlights or some weird light shining
- 39:06on it you'll know right away what's
- 39:07causing it so now that we set up a very
- 39:10quick and easy daylight system like this
- 39:13this is all fine and great but what if
- 39:15we wanted a totally different mood right
- 39:17so this is kind of a very dreamy late
- 39:20afternoon type of feel but what if we
- 39:22wanted to make this scene a gloomy dark
- 39:26overcast day a feel how would we do that
- 39:30again we're going to select all of our
- 39:32lights and start from scratch I'm going
- 39:34to select everything except for the ppv
- 39:37and the fog because I want to keep both
- 39:39of those again now we have a totally
- 39:42dark scene to work with what we're going
- 39:44to do now we're going to create the hdri
- 39:47backdrop and drag and drop it into the
- 39:50scene like this I'm got to move it down
- 39:52a little bit
- 39:53lower and just like that I mean
- 39:57literally one
- 39:58click we're in a pretty good place
- 40:01already it's not perfect but as you can
- 40:04see the H backdrop did a whole lot of
- 40:07work for us right we got some nice soft
- 40:09lighting coming through the door here
- 40:11nice light coming in through the opening
- 40:13in the wall it looks really good now
- 40:16again we're only about 80% done there's
- 40:19still one or two more things we can do
- 40:21here to really make this okay so as
- 40:24you'll see right here in this video we
- 40:25got a whole lot of Jitter in here and
- 40:28that's again usually due to the fact
- 40:30that it's only indirect lighting so
- 40:33we're going to add a bit of direct
- 40:34lighting to help with that and what
- 40:36we're going to do is I'm going to go
- 40:38create a new wrecked light right
- 40:41here going to move this up like that
- 40:44move it
- 40:46outside rotate it towards
- 40:49us and I'm going to make it much larger
- 40:52so something like 200 by 200 like that
- 40:57so like this and maybe I'm going to make
- 40:59it a little bit it's a little bit bright
- 41:01now so I'm going to make it a little bit
- 41:04darker scroll down set the intensity to
- 41:07one or two so this is with it off and
- 41:10this is with that two you'll notice the
- 41:13W light really gave us a bit more of
- 41:15those specular highlights those little
- 41:17pings on the leaves it helped make
- 41:20things pop a little bit more so again if
- 41:22I just toggle this light on and off it's
- 41:25subtle but it makes a difference having
- 41:27these spheres in the level is very
- 41:29helpful and tells us that our scene is
- 41:32pretty well exposed the black material
- 41:34is pretty dark but not so black that we
- 41:37lost any and all detail on it and the
- 41:39white sphere here is also bright but the
- 41:43highlights are not completely clipped
- 41:44either the gray ball tells us that
- 41:46that's the midpoint and the Chrome ball
- 41:48as always accurately reflects whatever
- 41:51is in the level now if you remember back
- 41:54in the lighting basics part of this
- 41:56tutorial I use Ray Trace Shadows to get
- 41:59some better Shadow detail and I'm going
- 42:00to do the same thing here so by
- 42:02selecting this light here search for Ray
- 42:05and I'm going to turn R tray Shadows
- 42:09on everything gets a little bit softer a
- 42:12little bit better just before and after
- 42:15before and after it does soften things
- 42:19quite a bit so now I'm going to go ahead
- 42:21and do the same thing to this window
- 42:23here by selecting my light press and
- 42:25hold the ALT key and drag to duplicate
- 42:29the light I'm G to move it here rotate
- 42:32it like that and I'm going to make the
- 42:34light a bit smaller revert it to a
- 42:36default size and kind of find a nice
- 42:39point for it something
- 42:41like something like that I think looks
- 42:44pretty good it's nice to get that extra
- 42:46little bit of light coming in from the
- 42:48side here it looks pretty good and now
- 42:50I'll do it one more time for the door
- 42:53over here just to get a little bit more
- 42:55light coming through the doorway here
- 42:57press and hold the ALT key
- 43:00drag and I'm going to move this light
- 43:03right over here just outside our door of
- 43:06our scene
- 43:07here like that go into the hallway and
- 43:11see how this
- 43:12looks let's say something like that
- 43:15there we go before and after I may
- 43:19actually make this light a bit darker
- 43:20because it's a bit strong here for my
- 43:22taste so maybe a brightness of one this
- 43:24is off and this is one so just just a
- 43:27little bit any just a little bit
- 43:29helps there we go and now just to get a
- 43:32bit more mood in here I'm going to
- 43:35select this light and I'm going to set
- 43:37the volumetric scattering intensity to
- 43:39something crazy like
- 43:40100 this may be too much 50 20 so this
- 43:46is off and this is 20 I just want to add
- 43:49a little bit of haze just to add a tiny
- 43:52little bit of localized fog right here
- 43:55just a little bit to help give our scene
- 43:58a little bit of oomph here and just like
- 44:00that with two or three Rec lights with
- 44:04one HD backdrop we've got our overcast
- 44:07scene looking pretty good it's in a very
- 44:10good place right now and that's what I
- 44:12mean lighting doesn't have to be
- 44:14complicated you just need to know about
- 44:16the tools that are available to you it's
- 44:18really as simple as that and that's it
- 44:20guys you've learned everything you need
- 44:22to know to get started with Lighting in
- 44:24Unreal Engine so guys I know this was a
- 44:26long one
- 44:27most of my videos have been really long
- 44:29lately I'm not sure what the deal is
- 44:30with that but hey it is what it is I
- 44:33hope you found this video helpful and if
- 44:34you did do consider subscribing and
- 44:36giving it the old thumbs up thank you so
- 44:38much for watching and as
- 44:40always happy rendering
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