MASTER Roblox Lighting With This Video — Transcript
Full transcript
- 0:00Fighting in Roblox can be pretty
- 0:02difficult, but it doesn't need to be.
- 0:04I'll be going over every single lighting
- 0:06setting along with multiple different
- 0:07scenarios to help you become a better
- 0:09developer.
- 0:11Okay, so what you want to do is go into
- 0:13this little lighting tab and go down
- 0:15here and we're going to start by
- 0:16tweaking all of these settings. So
- 0:18ambient is defined as the lighting hue
- 0:21applied to areas that are oluded from
- 0:23the sky, such as indoor areas. Now what
- 0:26that means is this affects the color of
- 0:28the shadows. So if you make it lighter
- 0:30the shadows become lighter. If you make
- 0:32it darker the shadows become darker. Now
- 0:34you can also give it a hue. You can make
- 0:36it a little bit blue. You can make it a
- 0:38little yellow. You can just change the
- 0:39color to anything you want. Now what I
- 0:42recommend is making the light a little
- 0:44bit blue in the shadow to make it look a
- 0:47little bit cooler. Then we're going to
- 0:49skip all these. Go into the lighting
- 0:50style. Now I always recommend using
- 0:52realistic but if you want to optimize
- 0:55performance then soft is the option
- 0:56[music] you want to choose. Next is the
- 0:58brightness. Now the brightness is the
- 1:01intensity of illumination in the place
- 1:03or in the game. What I would describe it
- 1:05as is how bright the sun is. So if you
- 1:07increase this everywhere where the sun
- 1:09hits is brighter. So for realistic
- 1:11looking games I like setting this pretty
- 1:13high because the sun is in fact bright.
- 1:16Next we'll talk about color shift
- 1:17bottom. Now color shift bottom's defined
- 1:19as the hue represented in light
- 1:21reflected in the opposite surfaces to
- 1:23those facing the sun or moon. Now most
- 1:25of the time if you change this you won't
- 1:27see any change in the place. So I
- 1:29recommend just setting this to a dark
- 1:31color and just leaving it for now. Now
- 1:33color shift top is defined as the hue
- 1:35represented in light reflected from
- 1:37surfaces facing the sun or moon. So what
- 1:39I would describe it as wherever the sun
- 1:41hits this color affects how it looks.
- 1:44So, if you want the sun to be a little
- 1:45bit bluer, a little bit cooler, you can
- 1:47make it blue. Or you can make it yellow
- 1:50to make the scene feel warmer. And
- 1:52that's what I typically recommend. Just
- 1:54giving a little bit of yellowish hue.
- 1:57Next is the environment diffuse scale.
- 2:00This is defined as the ambient light
- 2:02that is derived from the environment.
- 2:04So, if you increase or decrease this,
- 2:06it's a way of mimicking bounce lighting,
- 2:08but it doesn't do it in a great way.
- 2:09Okay, so I usually just set this pretty
- 2:11low, like 2 or.3 for most of my scenes.
- 2:14Then we'll move on to the environment
- 2:16specular scale. This is specular light
- 2:19derived from environment. I just brought
- 2:21in this little metal table to help
- 2:23visualize what this thing does. Now, the
- 2:25environment specular affects how metal
- 2:28and different specular light looks. So,
- 2:30if you bring this down, metal will look
- 2:32flatter and won't reflect light as much
- 2:35or even at all if it's at zero. So if
- 2:37you have a lot of metal in your game and
- 2:38you want nice reflections, I recommend
- 2:40keeping this at a high number. I usually
- 2:42keep this at 0.9 for most of my stuff.
- 2:45Then is the outdoor ambient. Now the
- 2:47outdoor ambient differs from the ambient
- 2:49because it only affects how outdoor
- 2:51shadows work while ambient affects how
- 2:53all of the shadows work inside, outside,
- 2:56anywhere. So if you want a specific look
- 2:58outside, you can change this and then it
- 3:00affects all the shadows differently.
- 3:02Then the shadow softness. This simply
- 3:04just controls how blurry the shadows
- 3:07are. If you set it to zero, it'll be
- 3:09really sharp. But if you set it to a
- 3:11higher number, it'll just blur it out a
- 3:13little bit. Now, next is this exposure
- 3:16compensation. Now, a lot of people don't
- 3:18know this is actually here cuz it's a
- 3:20little bit hidden away. Now, exposure
- 3:22compensation is defined as the property
- 3:25that determines the amount which applies
- 3:26a bias to the exposure level of the
- 3:28scene prior to the tone map step. So,
- 3:31what that means is you should just
- 3:32increase it slightly just to add a
- 3:34little bit more contrast. Next, we're
- 3:36going to go into all the different
- 3:37effects you can apply to lighting. So,
- 3:39in order to get them, you just click on
- 3:40this little icon here. Then, they should
- 3:42all pop up right here. First, we're
- 3:45going to use the sky. Now, the sky
- 3:47affects just the sky box. So, what I
- 3:50recommend is you get this plugin called
- 3:53HDRI inserter. And this just has a huge
- 3:55catalog of different skies you can just
- 3:57apply, just insert to your scenes. But
- 4:00if you don't want to get that plugin,
- 4:02you can always just go into toolbox, go
- 4:04into the sky and atmosphere, and just
- 4:07click on any one of these should apply
- 4:09it. And there you go. So I recommend
- 4:12building your scene around the sky
- 4:14because the sky will in fact influence
- 4:16how the light works. So once you get a
- 4:19sky that you like, you can go into the
- 4:21next effect, which will be the
- 4:22atmosphere. Now this just applies a
- 4:25little bit of fog. So it creates more of
- 4:27a depth between objects that are closer
- 4:29and that are farther away. Now Roblox
- 4:31defines atmosphere as something that
- 4:33simulates realistic environments by
- 4:35scattering sunlight in unique ways based
- 4:37on the properties that control air
- 4:39particles. So that's just pretty
- 4:42complicated way of saying fog. So
- 4:44depending on your scene, you can
- 4:45increase or decrease this density
- 4:47amount. Unless you have a really foggy
- 4:49or smoky scene, I would recommend
- 4:51keeping this pretty far out, pretty low,
- 4:53like 0.2 around there. Now, this offset
- 4:56property controls how light transmits
- 4:58between the camera and the sky
- 5:00background. When you increase this
- 5:01value, it creates a horizon silhouette.
- 5:03When you decrease this value, it blends
- 5:05distant objects into the sky for
- 5:07seemingly endless and seamless open
- 5:09world. Let me just increase this density
- 5:11a lot. If you set it to zero, it blends
- 5:14the objects in the sky more. But if you
- 5:16increase it to one, the objects will
- 5:17stand out more. So, I recommend keeping
- 5:19this pretty low. Next is this color. And
- 5:22this color sets the hue of the
- 5:23atmosphere for subtle environment modes
- 5:25and themes. To expand this property's
- 5:28visible effect, combine it with the haze
- 5:30property value. I'm just going to
- 5:31increase these a little bit to show this
- 5:33off. Decay color affects this bottom
- 5:36area. So, you can create some pretty
- 5:38weird examples of this. I don't usually
- 5:41use these settings that much. Increasing
- 5:43or decreasing this haze just affects how
- 5:46high it rises. And this glare right here
- 5:48when combined with haze just affects how
- 5:50the sun affects the lighting. So yeah,
- 5:54can create some pretty weird results. I
- 5:57recommend just not using these for most
- 6:00of your builds. Okay, next is the
- 6:03sunrays effect. Now, this just quickly
- 6:06creates these little god rays that just
- 6:08cast light, creates a nice little
- 6:10realistic effect, but I see it you
- 6:12overused a whole lot. So, I would just
- 6:15recommend first of all going into your
- 6:18sky texture and decreasing this sun
- 6:21angular size. Just set this to five.
- 6:23[music] It makes it a lot smaller. So, I
- 6:26recommend decreasing the intensity of
- 6:28these. Make it very subtle and
- 6:31decreasing the spread so it's more
- 6:34confined. Something like that works.
- 6:36Next is the color correction effect. And
- 6:39I would consider this to be the best
- 6:40effect that we are given. Now, we'll
- 6:43start off with the brightness. And
- 6:45unlike the brightness setting in the
- 6:46lighting, which only affects how the sun
- 6:48affects the scene, the brightness and
- 6:51color correction affects the brightness
- 6:53across the entire scene. Just increases
- 6:56the brightness. Who would have thought?
- 6:57So, if you do increase this, I would
- 6:59make it very, very subtle. Now, the
- 7:01contrast, this just increases or
- 7:04decreases how defined the colors and the
- 7:08tones are in your game. So, I would
- 7:11always recommend increasing the contrast
- 7:13at least [music] a little bit. Create a
- 7:15more defined and less washed out look.
- 7:18Now, for the saturation, it boosts the
- 7:20colors or makes it black and white. Now,
- 7:22depending on if you want a realistic or
- 7:24unrealistic scene, you can increase or
- 7:26decrease this. For most realistic
- 7:28scenes, I would recommend decreasing
- 7:29this just a little bit. If you want like
- 7:31a cartoony scene, then you can just
- 7:32increase this. Now, the tint color is
- 7:34just a color that's going to tint over
- 7:36the whole scene. So just make it red,
- 7:39make it blue, make it anything. If you
- 7:41do use this, I recommend being very
- 7:43subtle. So if you want a little slight
- 7:45blue to make the scene feel a little
- 7:46cooler, you can do that. Or if you want
- 7:48it to be yellow to make it a little
- 7:49warmer, you can do that, too. I usually
- 7:52just make scenes a little bit yellow to
- 7:54add a little bit of warmth. Next is the
- 7:56bloom effect. If you have a light or a
- 7:58part, for example, then this bloom
- 8:01effect will affect how it looks. So if
- 8:04you set this to pure white, it'll get a
- 8:06nice little glow to it. Now, bloom is
- 8:08defined as an effect that exaggerates
- 8:10light within your game by simulating a
- 8:12camera viewing a bright light. When this
- 8:15effect has a high value, parts of the
- 8:17light colors glow. So, basically, that
- 8:18just means it mimics how light works on
- 8:21cameras. So, we'll start in the
- 8:22intensity. This just changes how intense
- 8:26the bloom is. So, if you set it to one,
- 8:28it will be as powerful as it can be. But
- 8:30if you decrease it, you can see it
- 8:32subtly falls off a little bit. Now, the
- 8:34size affects how big the bloom will be.
- 8:37So, you can set this to really small or
- 8:39really large. And then the threshold
- 8:41[music] alters at what point bloom will
- 8:43be applied to an object. So, if you set
- 8:45this to the highest, then bloom won't be
- 8:47applied to anything. If you set this
- 8:48really low, then a lot of light colors
- 8:51will have bloom, even the skybox. So, I
- 8:53recommend set it relatively low. I set
- 8:56the size pretty high, but I decrease
- 8:59intensity a lot. That way, it just
- 9:00creates a nice little glowing effect.
- 9:02Okay. Next is the blur effect. You might
- 9:06be able to guess what this does. It is
- 9:08defined as an effect that applies a
- 9:10gajon blur to the entirety of the 3D
- 9:12world view. All you really need to know
- 9:14is that the size increases or decreases
- 9:17how sharp the image looks. So, I don't
- 9:20ever use this in my games. I would only
- 9:22recommend using it if you have like a UI
- 9:23open or something you just don't want to
- 9:26focus on or like a cinematic, I don't
- 9:28know. But, I don't ever use it, so I'm
- 9:30just going to delete it. Okay. Next is
- 9:32the depth of field effect. Now, this
- 9:35functions similar to blur, except that
- 9:37it only blurs things that are further
- 9:39away from the camera. As you can see
- 9:41here, this part is close to the camera,
- 9:42so I can see it clearly. These trees in
- 9:45the background are blurry because
- 9:47they're further away. Now, far intensity
- 9:49just changes how sharp an image will
- 9:52look the farther away it is. As you can
- 9:55see, those are really blurred out back
- 9:56there. Now, the focus distance is the
- 9:58distance away from the camera that
- 10:00things are in focus. So if you increase
- 10:02this then the focus distance will be
- 10:04further away from the camera. Meaning
- 10:06this rock is now in focus because I
- 10:08increased the amount of focus distance.
- 10:11[music] So you can set this to really
- 10:12far away if you wanted to for some
- 10:14reason. So it just changes how the blur
- 10:16affects and where it affects. Now the
- 10:18infocus distance controls the distance
- 10:20away from the focus distance where no
- 10:22blur is applied. So that basically just
- 10:24means if it's blurry or not right in
- 10:26front of your camera. So as you can see
- 10:28it's really blurry since this is set to
- 10:30zero. If I increase it, it no longer
- 10:32[music] is blurry. And then the near
- 10:34intensity is just the intensity of the
- 10:36near field blur. Now, what I recommend
- 10:38doing, setting this to zero, setting in
- 10:41focus to 50, setting the focus distance
- 10:43to zero, and then just changing the far
- 10:45intensity to making things that are very
- 10:47far in the background just slightly
- 10:50blurry. You don't want to overdo it or
- 10:52anything. Pardon my interruption, but if
- 10:54you find this video helpful, then
- 10:55consider [music] helping me reach my
- 10:56subscriber goal of 10,000 by the end of
- 10:58the year. I also just made a Discord
- 11:00server. So, if you're looking for a
- 11:02place to help you grow as a developer or
- 11:04if you have any video ideas, then
- 11:05consider joining.
- 11:07First of all, you're going to have to
- 11:08make it night. And the way you can do
- 11:10that is simply by going into the
- 11:12lighting property and then changing this
- 11:15clock time. And this just runs on the
- 11:17regular 24-hour clock schedule. So, if
- 11:20you set it anywhere past 18, it'll
- 11:24become night. So, if we just kept with
- 11:26the daylight settings we had, the scene
- 11:28is just way too dark. Now, you might be
- 11:30surprised to hear that night is in fact
- 11:32dark. Really dark. But games shouldn't
- 11:36be really dark because if a game is so
- 11:38dark that players can't even see in
- 11:40front of them, then that's just bad
- 11:41gameplay. And you don't want to have bad
- 11:43gameplay in your games, right? So, we're
- 11:45going to tweak the settings slightly
- 11:46from what we had during the day. Mainly,
- 11:48what we're going to do is increase this
- 11:50ambient to make it a little bit lighter.
- 11:52You can make it even more blue. [music]
- 11:54Now, if you really wanted to, and now
- 11:56the color shift top, it's being
- 11:57reflected by the moonlight instead of
- 11:59the sunlight. So, instead of making this
- 12:01yellow, you can make it a little bit
- 12:02blue. And now you can increase this
- 12:05environment diffuse scale if you want a
- 12:07more pronounced moonlight. But don't do
- 12:10it too much because the moon really
- 12:11isn't that bright. And what I like to do
- 12:14in night scenes is increase this
- 12:16atmosphere more. That way, you can't see
- 12:19as far and it mimics more of a darker
- 12:21setting. And since technically in real
- 12:23life night is less contrasty than day,
- 12:25you can just decrease this contrast if
- 12:27you really wanted to a little bit. I'm
- 12:29just going to leave it at zero for now.
- 12:31[music] Okay. So, first we're going to
- 12:33start off with this common little error
- 12:35I see. So, if you have light bleeding
- 12:37through your walls, then they're
- 12:39probably too thin. So, you can just
- 12:41increase the scaling up like this,
- 12:45and it will go away. But if you
- 12:48obviously don't want your walls to be
- 12:49this size, another thing you can do is
- 12:52let's go into your lighting settings
- 12:54[music] and just bring this down and
- 12:56that'll help it a little bit. So yeah,
- 12:59so first we're going to start with the
- 13:01point lights. Now what the point light
- 13:03does is that it emits illumination from
- 13:06a single point. That just means that
- 13:09light emits from this one point in a
- 13:11sphere like this. You can increase the
- 13:14brightness. This simply just increases
- 13:17the brightness. And then you can change
- 13:19the range. This is how far it will be
- 13:21emitted. So you want it to be massive,
- 13:23you can do that. And then you can enable
- 13:25shadows. I recommend doing this for all
- 13:27of your lights. [music] That way it
- 13:29actually casts some shadows instead of
- 13:32just being a flat little light. Then the
- 13:34color, as you might expect, changes the
- 13:36color. I'm just going to show you some
- 13:39ways that I would recommend using point
- 13:41lights in your interior lighting. So,
- 13:43starting with any light that really
- 13:44isn't covered, so like this light bulb,
- 13:47something that would be covered is like
- 13:48this lamp. So, I wouldn't recommend
- 13:50using just a point light. I would
- 13:52recommend using some spotlights and
- 13:53such, but we'll get to that later. And
- 13:55another thing is that I would recommend
- 13:57putting all of your lights in an
- 13:58attachment. This way, you can easily
- 14:00move it instead of putting it in a part
- 14:03cuz that can get in the way sometimes.
- 14:05Now, whenever you're doing point lights,
- 14:07I always recommend adding at least two.
- 14:10This is because point lights have a
- 14:12really ugly looking fall-off. It looks
- 14:14like it just radiates an area then just
- 14:17blurs off instead of having a nice soft
- 14:19falloff. So I typically try to fake this
- 14:22by adding in multiple and decreasing the
- 14:25range each time and then decreasing the
- 14:28brightness manually. So it just is as if
- 14:31it's like a gradient. Now, some
- 14:33instances I would use a point light is
- 14:35with candles mainly, light bulbs as I
- 14:38mentioned earlier, and then lights like
- 14:40this. You can also use a point light,
- 14:43but point light is my personal least
- 14:45favorite of all the light options. So,
- 14:48whenever I do use a point light, I
- 14:50always combine it with other light
- 14:52types, which I'll get into later.
- 14:54Okay, so next we're going to be going
- 14:57over some spotlights. Now, spotlights
- 15:01[music] are defined as a light source
- 15:03that emits light directionally in the
- 15:05shape of a cone with a spherical base.
- 15:08Basically, it's like a point light, but
- 15:10it only emits light in one [music]
- 15:11direction. So, just straight down. Now,
- 15:14the settings are pretty much the same.
- 15:15Brightness increases the brightness.
- 15:17Range increases how far it is. And then
- 15:20the angle is how wide this cone will be.
- 15:24So if you set this to like really low
- 15:26like 45, it'll be a more sharp angle. If
- 15:29you make it wider, it'll be wider. So
- 15:32different use cases. Now, whenever I
- 15:34make lights, I always recommend setting
- 15:37the [music] range to just about floor
- 15:39level, maybe a little bit lower. This
- 15:41way creates a nicer fall-off if it just
- 15:44barely hits the floor instead of going
- 15:45straight through the floor. Now, some
- 15:47common use cases for spotlights are
- 15:50flashlights like right here, lights like
- 15:53this that you just want to cast
- 15:54downward, and then lamps like this.
- 15:57Basically, anything that covers a light
- 15:59source so it filters through a cone.
- 16:01That way, it just makes sense that the
- 16:04spotlight would have that shape.
- 16:07Next, we're going to be talking about my
- 16:08favorite type of light, the surface
- 16:10light. Now, a surface light is pretty
- 16:12similar to a spotlight, but instead of
- 16:16emitting from a single point, it emits
- 16:18from a face. So, you can scale this to
- 16:20as long as you like, and it just emits
- 16:24completely from this. Now, all these
- 16:26settings are pretty similar to the
- 16:27spotlight. The angle just increases or
- 16:30decreases the angle. If you set it to
- 16:31zero, it'll be pretty sharp like this.
- 16:34If you increase the angle, has a softer
- 16:37fall-off. The range is the same. The
- 16:39brightness is the same. Now, the best
- 16:41use cases for this are longer tube
- 16:43lights like this where it doesn't emit
- 16:45from a single point but stretches. So,
- 16:47any panels, any like billboards or signs
- 16:50you want to use, TVs are a good one.
- 16:52Now, unfortunately, the surface light
- 16:54doesn't take the shape of the object,
- 16:56just takes the sizing. So, as you can
- 16:58see here, the light emitted isn't a
- 17:00triangle, it's a square, but the
- 17:03dimensions are the same.
- 17:06But the best results always come from
- 17:08combining different light types
- 17:09throughout the scene. So you don't want
- 17:10to only just use point lights. You want
- 17:12to use a combination. And even using
- 17:15multiple different light types for a
- 17:17single light, like having point lights
- 17:18and spotlights coming from a lamp and so
- 17:21on and so forth. And this just creates a
- 17:23more unique and realistic looking scene.
- 17:27Okay. Next, we're going to be talking
- 17:29about windows. Now, the sun is bright,
- 17:33so having windows will automatically
- 17:36brighten up your room a lot from all the
- 17:38bounce lighting. But unfortunately,
- 17:40Roblox doesn't have bounce lighting. So,
- 17:43you can either add some lights to this
- 17:45or what I recommend is increasing the
- 17:47ambience just a little bit. So, it just
- 17:49brightens up the room a little bit more.
- 17:51Now, another thing you can do is adding
- 17:53little point lights from the window that
- 17:56will cast light in. Now, this is manual
- 17:58lighting, and it does take some time to
- 18:01get right. This scene's pretty messy, so
- 18:03you might want to change some things.
- 18:05But what I recommend is adding a couple
- 18:06lights and having them orientated
- 18:08slightly differently, so it creates more
- 18:10unique looking shadows. When you're
- 18:12doing this, don't make something like
- 18:13this. Now, this doesn't look good
- 18:15because the shadows are pretty messy and
- 18:18it's just not really illuminating where
- 18:20the window is. This is mainly because
- 18:22these windows are too small to cast
- 18:24light in. Well, though, if you do add
- 18:27some manual lighting from the windows,
- 18:29make sure that they're adequately sized.
- 18:33Okay, now we're moving on to some more
- 18:34manual lighting. As I mentioned
- 18:36previously, Roblox doesn't have bounce
- 18:39lighting or global illumination of any
- 18:41type. So, what a lot of builders do is
- 18:44they add in some manual shading. Now,
- 18:46what I do for this is I add in a
- 18:49vignette to the lower and ceiling. And
- 18:52that just means something with shading
- 18:54around all of the edges like this. Okay,
- 18:57so I forgot to mention this in the
- 18:58video, but in order to get those shading
- 19:01decals, what you want to do is you want
- 19:02to grab a part. Then you can go into
- 19:04toolbox, select decals under 2D assets,
- 19:08search up vignette. You can just drag
- 19:10this onto the part. You'll see it
- 19:12applied. Then what you want to do is set
- 19:14the art transparency to one so it's
- 19:17completely transparent. I would also
- 19:19recommend disabling the cast shadow and
- 19:21making this completely flat. Then what
- 19:23you could do is since this image is
- 19:26black, changing the color won't do
- 19:27anything, but I recommend increasing
- 19:29this transparency a little so it's not
- 19:31as [music] dark. And then I add in a
- 19:33little black gradient to the walls. Now,
- 19:35the key thing about this is to be
- 19:37subtle. You don't want a super dark
- 19:40texture cuz that that's pretty
- 19:42distracting. You just want it to be
- 19:43subtle as if it's meant to be there. And
- 19:45it just really adds just a little bit
- 19:48more depth to the scene. Now, I add this
- 19:50to every single little corner. I think
- 19:52it just looks a little bit softer. It
- 19:53makes the edges look more cohesive and
- 19:56such, and it's pretty quick, and it
- 19:58doesn't really cause that much lag. Now,
- 20:00the next thing you can do for manual
- 20:02shading is adding little shadows beneath
- 20:05every object. Now, for these shadows,
- 20:07it's just a square little glow with a
- 20:10little bit of blur on the edges. Now
- 20:12again, the key thing with this is to be
- 20:14very subtle. It wouldn't look great if
- 20:17you just had a little black blob because
- 20:19that wouldn't look realistic and it's
- 20:21pretty distracting. Just underneath
- 20:22every object, just add a little bit of
- 20:24shading, a little bit of shadows. Now,
- 20:26for circular objects like this, instead
- 20:29of grabbing a square shadow, you can
- 20:30just add in a circle with a little bit
- 20:32of blur just for a nice little fall-off.
- 20:35Now, what I see people do sometimes is
- 20:38adding shading to every single object in
- 20:41the scene. And while you can do that, it
- 20:44does take a long time to add it to every
- 20:47object and have it looking good. So
- 20:48really, you want to weigh your options
- 20:51and decide if it's a good use of time to
- 20:54shade every single object or if your
- 20:56time would be better spent refining the
- 20:59things that you do have. So if you have
- 21:00a small little showcase, then yeah, you
- 21:02can add shading to every object. But if
- 21:04you have a massive map with thousands of
- 21:06rooms, then it's probably not worth your
- 21:08time adding little bits of shading to
- 21:10everything. Now for the final piece of
- 21:12manual lighting is adding in just little
- 21:14soft point lights around the scene just
- 21:16to brighten it up a little bit. Now the
- 21:18way I do that is by just adding little
- 21:21attachments with just two point lights
- 21:24creating a nice little fall-off that
- 21:26just brightens up the scene a little
- 21:27bit. It's important that you put this
- 21:29where light is emitted from so it makes
- 21:31sense. We wouldn't want it just in the
- 21:32middle of the room where no light is. So
- 21:35yeah, just put it in the corners and
- 21:36such. It just brightens up the room
- 21:38quite a bit and just looks pretty nice.
- 21:40Oh yeah, another thing I should mention
- 21:42is that all the time I see people making
- 21:45their point lights completely a
- 21:47saturated ugly yellow and this just
- 21:50looks terrible. If you're making a
- 21:52yellow light, you want to be subtle with
- 21:53it. Most room lights like this cast a
- 21:56very faint yellow and really only fire
- 21:59or flames cause really deep, dark, rich,
- 22:03saturated yellow. So keep it
- 22:04unsaturated.
- 22:07Okay, let's go over some poor lighting.
- 22:09Now, before we begin, I'm just going to
- 22:11say that your scene will probably look
- 22:13different from mine, so don't copy
- 22:15exactly what I do. Just use these basic
- 22:17principles and then just go on from
- 22:19there. Now, most horror games will
- 22:22probably be set at night, so make sure
- 22:23your sky is night and should probably be
- 22:26gloomy and dark, have a moody scene like
- 22:28this. So, let's go into these lighting
- 22:30settings first. And as you can see, the
- 22:32ambient pretty low, just adds a nice
- 22:35little darkness to the shadows. You can
- 22:37set the brightness high. It doesn't
- 22:38really matter. It just affects how the
- 22:40moonlight hits the scene. Set the
- 22:42environment diffuse scale to 0.2, the
- 22:43specular to 0.9. That way you still have
- 22:45some nice reflections in the metal. Make
- 22:47sure the lighting style is set to
- 22:49realistic. The outdoor ambient doesn't
- 22:51matter since we're inside. Shadow
- 22:53softness, you could honestly set this to
- 22:55like 0.2, but it really doesn't matter.
- 22:57Okay. Now, for these lights, they're
- 22:59pretty simple. I have two different
- 23:01attachments for the point light and the
- 23:03spotlight. That way, I can position them
- 23:05differently because I typically want
- 23:07point lights lower. That way, they're
- 23:09just not casting directly onto the
- 23:11ceiling. But, yeah, I like having it
- 23:13lower so it affects the walls
- 23:15differently. Now, these point lights are
- 23:17set pretty low brightness-wise. That
- 23:20way, it doesn't overexpose the scene or
- 23:22anything. Set the color to be slightly
- 23:25yellow. And as I did before, I set one
- 23:28to be slightly shorter in range and
- 23:30slightly brighter and one slightly
- 23:32further in range and less bright. That
- 23:34way, it creates a nicer looking
- 23:36fall-off. That's something I recommend
- 23:37everyone do. Now, for the spotlights,
- 23:40this will hit the floor and be the main
- 23:41lighting for all these objects. So, I
- 23:44increase the brightness and the angle.
- 23:46And it follows the same principles as
- 23:48the point lights, having one be a softer
- 23:50fall-off and one being more of a direct
- 23:52one. You want the range to be just at
- 23:54touching the floor. Slightly faceted
- 23:56even. Keep the brightness low because
- 23:58you don't want the scene to be too
- 23:59bright. Honestly, you could even
- 24:01increase it a little bit more. I kind of
- 24:02like that. And then you basically just
- 24:04copy and paste these all around. Now,
- 24:06for every scene, I recommend having
- 24:08different light sources across the scene
- 24:11instead of just plain old ones across
- 24:13the ceiling. This way it creates more
- 24:15dynamic and unique looking lighting
- 24:17array and it plays with the shadows a
- 24:19little bit more so you get more
- 24:21interesting little reflections and it
- 24:24just creates nicer look in my opinion.
- 24:26So just add a little weird lights around
- 24:28that will just break up the scene and
- 24:30the homogyny of the lighting. So I have
- 24:32this little lamp here just casting some
- 24:34light just three point lights each one
- 24:37with increasing brightness and falloff.
- 24:39That way it creates a nicer gradient.
- 24:41And then I have this flashlight here to
- 24:43highlight that back wall a little bit
- 24:45more. And this is just a spotlight with
- 24:47a brightness set pretty high for this
- 24:49scene. The range [music] just barely
- 24:52touching this back wall. That way it
- 24:54creates a nicer falloff instead of being
- 24:56harsh like that. And the angle, you
- 24:57don't want to be too extreme with the
- 24:59angle, but you want it to actually hit
- 25:00the scene. So yeah, this is my basic
- 25:02little setup for most of the horror
- 25:04scenes I'll do. One thing I would change
- 25:06in the scene is just adding more areas
- 25:08where light could emit just so it
- 25:10creates more interesting [music]
- 25:11shadows. But there's nothing that would
- 25:13really make sense for the scene. So
- 25:15yeah, that's why it's like this. And
- 25:17again, I used some manual shading, just
- 25:21some decals with different gradients and
- 25:23such, just to add some more darkness to
- 25:25these corners and the roof. Just add
- 25:27some more depth, some more realism to
- 25:29the scene, and it looks pretty nice.
- 25:32Okay, particles. They can be used to
- 25:34create nice lighting effects for a
- 25:36variety of different objects. Now, one
- 25:39thing I forgot to mention in previous
- 25:41parts of the video is that typically you
- 25:44want to make any part that emits light
- 25:46to be a neon material. This way, it just
- 25:49creates a stereotypical glow around. It
- 25:52just makes it look a little bit nicer.
- 25:54Now, first we're going to be going over
- 25:56these little vignettes. Now, technically
- 25:58these aren't particles. These are simply
- 26:00just decals with images, but as you can
- 26:03see, they create nicer little fall-offs
- 26:06around the edges. And you can use
- 26:08different ones for different lighting
- 26:09scenarios. So, if you have a dirty scene
- 26:12like or a horror scene, you can create a
- 26:14little grungy vignette. Or you could
- 26:16just have a nicer fall-off. It's a
- 26:18variety of different use cases and then
- 26:21increase or decrease the transparency
- 26:23accordingly. Can change the color. It's
- 26:26pretty simple. Now, in order to create
- 26:28these glowing particle effects, what you
- 26:30want to do is you want to add an
- 26:31attachment and a particle emitter and a
- 26:33point light. Now, for the particle
- 26:35emitter, you want to set the light
- 26:36influence to one. You could increase the
- 26:39light emission, but I'm just going to
- 26:40leave that at zero for now. Make sure
- 26:42the orientation's facing the camera.
- 26:44That way, the effect will always work.
- 26:45Now, for the size, what I like to do is
- 26:48you want the start and the end to be
- 26:51about exactly the same. That way,
- 26:53there's less flickering going on.
- 26:55Because if you set the one really high,
- 26:56every time a new particle spawns in,
- 26:58it'll get this weird little little
- 27:00flicker, which I think looks pretty bad.
- 27:02So, you want to start small and then
- 27:05increase, then go back down. This way,
- 27:07it creates a little humming glow effect,
- 27:09if that makes sense. Now, to add more
- 27:11variation, you can increase or decrease
- 27:13this envelope right here. That means
- 27:15this value could be anywhere within this
- 27:18range. So, it could be like nine, it
- 27:20could be four or something. So, if you
- 27:22just increase this, it'll add more
- 27:23variation. But I wouldn't go over the
- 27:25top because it can also add to the
- 27:27flicker which I just personally don't
- 27:29like. Then for the transparency, it's
- 27:31basically the same principle. You want
- 27:33it to be pretty transparent at the start
- 27:36and the end. That way there's no ugly
- 27:38flickering going on. Again, you want the
- 27:40you want the transition to different
- 27:42particles to be as seamless as you can.
- 27:44That way it's not as distracting. You
- 27:46could even set it to completely
- 27:47transparent at the start and the end.
- 27:49And then you want it to increase in
- 27:51transparency. That way you can actually
- 27:52see the particle. can add some variation
- 27:54through the envelope. Then the lifetime
- 27:56set to two, meaning the particle will
- 27:58last for two seconds. And then the rate
- 28:00is set to two, meaning that two will
- 28:02spawn every second. That means four
- 28:04particles will exist at once. That way,
- 28:06it just creates a nice little effect and
- 28:08looks a little bit more seamless. Then
- 28:10we'll get into the rotation and rotation
- 28:11speed for these other particles. But for
- 28:13this type of glow, you can just leave
- 28:15that as it is. If you wanted to, you
- 28:17could increase speed. That'll just cast
- 28:19it up. I recommend just keeping this at
- 28:21zero. Then the other setting I recommend
- 28:23changing is the time scale. Decrease
- 28:25this from one, it will slow the particle
- 28:28animation. So at one is the normal
- 28:30speed. And as you can see, this is
- 28:32playing pretty fast. So what I recommend
- 28:34doing is just decreasing this slightly.
- 28:36So it's a little more drawn out, a
- 28:38little slower animation. Now, all of
- 28:40these other glow effects follow the same
- 28:43principles as this one. They actually
- 28:44copy the exact same settings except for
- 28:47the rotation. Since you can actually see
- 28:50some differences across this texture
- 28:52instead of just being a blob like this
- 28:53one, you could benefit from adding some
- 28:55rotation. So I just set it to negative
- 28:57360 and 360 so it's completely random
- 29:00and then add just a little bit of
- 29:01rotation speed. That way you can see it
- 29:03moving slightly and everything else is
- 29:06exactly the same. Now the reason we add
- 29:08point lights is so that it affects the
- 29:11light emission. Just creates more
- 29:12realistic lighting glow. And these point
- 29:14lights don't have to be anything
- 29:15special. Usually the point light can be
- 29:18replaced by the actual light source
- 29:20you'll be using. The source itself
- 29:21doesn't need to have any specific
- 29:23settings to create this effect. Now
- 29:25following similar principles are these
- 29:28flare glows, but instead of just having
- 29:30one glow particle, I have two. One for
- 29:33the actual flare and one for the
- 29:35background glow. Now, you don't need
- 29:37that background glow, but I just like
- 29:38the effect it creates. So yeah, the only
- 29:41differences between these and these
- 29:43glows is the texture used. So you could
- 29:46just plug in any texture you want and it
- 29:49will create a little flare. So yeah, all
- 29:52the principles are exactly the same. Now
- 29:54the next particle I like using is this
- 29:57beam type. This is great for spotlights
- 29:59and just creating a more volutric
- 30:01looking light. Now, you could use this
- 30:03for windows. You can use this for any
- 30:05light, but it just looks really nice on
- 30:07spotlights that are casting directly
- 30:09downward. Now, for this, you're going to
- 30:11want two attachments. And make sure you
- 30:13name them separately. I have I have the
- 30:15first one named one, the second one
- 30:16named two. Then, you want to add in a
- 30:18beam. Now, with this beam, you want to
- 30:20first set the attachment zero to the
- 30:22first attachment you have, and then
- 30:24attachment one to the second attachment
- 30:26you have. Then, you want to position
- 30:28these however you want. The second
- 30:30attachment should be at the bottom. The
- 30:32first attachment should be at the top.
- 30:34Then go into here, set your texture mode
- 30:36to stretch, then adjust this texture
- 30:39length. Most of the time, setting it to
- 30:41one will work the best. Then you can
- 30:43just adjust it to however you want it to
- 30:46look. I always recommend just putting
- 30:48the attachment on the floor and the top
- 30:49one on the actual light itself. Now,
- 30:51similar to those glowing lights, I
- 30:53recommend setting the beam light
- 30:55influence to one. This way, the light
- 30:57actually affects it. And for this one, I
- 30:59have the light emission also set to one.
- 31:01Now, for the transparency, I always
- 31:03recommend making it fully transparent at
- 31:06the bottom. That way, you can't see the
- 31:08seam of the texture and just creates a
- 31:10nicer looking fall-off. You can add
- 31:11different points to change the fall-off
- 31:13and such. And then I also recommend
- 31:16setting the starting bit to at least
- 31:18somewhat transparent so it's not too
- 31:20intense at the top. So, I just set a
- 31:22little bit transparent, bring it all the
- 31:24way down for the main part of the light,
- 31:26and then have it fade out towards the
- 31:28bottom. Now for the shape itself.
- 31:29Typically for spotlights like this, it
- 31:31can create this little curving effect.
- 31:34So yeah, just set this width to fit the
- 31:36light size. If you have it too big, it
- 31:39will look weird and will clip outside of
- 31:41the light, which just looks pretty bad.
- 31:43So I just recommend setting the width
- 31:44zero to slightly smaller than the width
- 31:46one. That way it creates a nice little
- 31:49little arcing effect. than the spotlight
- 31:51itself. I just recommend making sure the
- 31:54angle is at least somewhat close to the
- 31:57arc of the beam. If it's too narrow,
- 31:59then the light casted won't fit
- 32:01properly. And if it's too wide, it also
- 32:03won't fit properly. So, just have it
- 32:05somewhat close so it fits better. And
- 32:07you want the range to be somewhat close
- 32:08to the floor. Okay, so this is how I
- 32:12would personally do some cartoon
- 32:13lighting. So, starting with these
- 32:14settings, I have the ambient set pretty
- 32:17high. That way, the shadows aren't too
- 32:19dark. I have it set very blue just to
- 32:21add some nice cartoony bluish tint to
- 32:24the shadows. Now the brightness I've set
- 32:26it to 4.5 just to get a nice bright
- 32:29little scene. The color shift top I make
- 32:31very yellow. That way anywhere where
- 32:34light's hitting it's nice and bright and
- 32:36yellow and adds a nice contrast to the
- 32:38blue shadows. Then the environment
- 32:40diffuse scale. Since this isn't a
- 32:42realistic scene, I have it set pretty
- 32:43high. That way the shadows aren't too
- 32:45dark and moody. Then I have the
- 32:46environment specular set pretty high for
- 32:48similar reasons. Outdoor ambience the
- 32:50same as ambient because this is an
- 32:53outdoor scene so it doesn't really
- 32:54matter that much. Then I increase the
- 32:56shadow softness pretty high just to get
- 32:58some sharper shadows. I know some people
- 33:00who like increasing this for cartoony
- 33:03scenes but I don't like doing that. Then
- 33:05you can go down to this exposure
- 33:07compensation and increase it a little
- 33:08bit. Just add a little bit more
- 33:10brightness. Then the sky I think is what
- 33:12really carries the scene. If you delete
- 33:14it, everything looks really dull and
- 33:16bland. So, just adding a nice cartoony
- 33:19sky to the scene just helped a lot. Now,
- 33:21for the atmosphere, I have it set pretty
- 33:24dense just to get a nicer looking
- 33:26fall-off in the distance. And I have the
- 33:28offset set to zero, and I didn't mess
- 33:30with these at all. Then, for the bloom,
- 33:32decrease the threshold a lot so it
- 33:33affects a lot of objects. Increase the
- 33:36size a ton, and decrease [music]
- 33:38intensity so it's not overbearing or
- 33:40anything. Just a nice little glow in
- 33:42some areas. It might be [music] even a
- 33:43little too intense right now. Then the
- 33:45color correction. I brightened it up a
- 33:47little bit just so it hurts your eyes a
- 33:48little. And then I add some contrast to
- 33:51get a nice punchy look so it doesn't
- 33:53look too washed out or anything. Then I
- 33:55have the saturation increase a little
- 33:56bit since it's a cartoony scene. Colors
- 33:59are meant to be vibrant or something
- 34:00like that. Then for the tint color, I
- 34:03just set it to a little bit more
- 34:04blueish. Don't go over the top with this
- 34:07just to make it feel a little bit
- 34:08cooler. the sun rays. Just set the
- 34:10spread very low and the intensity very
- 34:12low just so it creates a nicer looking
- 34:14glow around the sun. If you go over the
- 34:16top with this, it will just overexpose
- 34:18everything and just look terrible.
- 34:22Congratulations on [music] reaching the
- 34:24end of the video. I hope I went over
- 34:26everything that's useful. If I did miss
- 34:27something, then please comment what and
- 34:29I'll make a second video on lighting in
- 34:31the future. And as I mentioned
- 34:32previously, I made a Discord server, so
- 34:34feel free to join that. This video took
- 34:36me a while to make, so don't forget to
- 34:37subscribe and like to help me in the
- 34:39algorithm.
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