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These are the user uploaded subtitles that are being translated: 1 00:00:00,133 --> 00:00:01,733 today we're talking about one of the most 2 00:00:01,733 --> 00:00:03,533 underrated aspects of 3D 3 00:00:03,600 --> 00:00:05,333 and that is lighting 4 00:00:05,366 --> 00:00:07,300 those of you familiar with my channel know that 5 00:00:07,300 --> 00:00:09,166 most of my Unreal Engine videos 6 00:00:09,166 --> 00:00:10,066 target the more 7 00:00:10,100 --> 00:00:11,200 advanced users 8 00:00:11,200 --> 00:00:12,966 so I figured I would change it up a bit 9 00:00:12,966 --> 00:00:14,500 and talk about lighting 10 00:00:14,500 --> 00:00:16,466 for the absolute beginner 11 00:00:16,866 --> 00:00:18,566 if you don't know anything 12 00:00:18,800 --> 00:00:20,500 about lighting or how it works 13 00:00:20,500 --> 00:00:22,900 let alone how to get things looking good in Unreal 14 00:00:22,900 --> 00:00:25,533 Engine this is the video for you 15 00:00:25,866 --> 00:00:26,966 and just to be clear 16 00:00:26,966 --> 00:00:30,100 in this tutorial we'll be using lumen and UE5 17 00:00:30,100 --> 00:00:32,700 with a fully dynamic lighting approach 18 00:00:32,700 --> 00:00:35,166 we will not be learning about baked lighting 19 00:00:35,166 --> 00:00:37,500 so I'm not gonna waste any more time with the intro 20 00:00:37,533 --> 00:00:39,300 let's jump straight into lighting 21 00:00:39,300 --> 00:00:40,933 right after I tell you about my sponsor 22 00:00:41,466 --> 00:00:42,400 so a big thank you to 23 00:00:42,400 --> 00:00:44,266 CG Spectrum for sponsoring this video 24 00:00:44,366 --> 00:00:47,366 CG Spectrum is a global top ranked training provider 25 00:00:47,366 --> 00:00:50,333 offering specialized online courses in real time 3D 26 00:00:50,533 --> 00:00:54,266 Game Development Animation VFX and Digital Painting 27 00:00:54,600 --> 00:00:56,400 they're an Unreal Authorized Training Center 28 00:00:56,400 --> 00:00:58,133 and Unreal Academic Partner 29 00:00:58,133 --> 00:01:00,000 and their courses include personalized 30 00:01:00,000 --> 00:01:02,100 mentorship from industry professionals 31 00:01:02,266 --> 00:01:03,933 I help develop their real time 3D 32 00:01:03,933 --> 00:01:05,800 technical and virtual production course 33 00:01:05,800 --> 00:01:07,500 I mentor their part time myself 34 00:01:07,500 --> 00:01:08,066 and 35 00:01:08,066 --> 00:01:10,933 here are a few examples from some of my own students 36 00:01:10,933 --> 00:01:12,466 so if learning Unreal Engine 37 00:01:12,466 --> 00:01:13,566 with the help of an industry 38 00:01:13,566 --> 00:01:15,333 mentor is something you're interested in 39 00:01:15,566 --> 00:01:18,300 do check out the link down below or visit tgspectrum 40 00:01:18,300 --> 00:01:19,800 com for more info 41 00:01:20,166 --> 00:01:23,333 you'll get the most practical and up to date knowledge 42 00:01:23,333 --> 00:01:24,200 connections 43 00:01:24,200 --> 00:01:27,066 skills and industry awareness that studios in 44 00:01:27,066 --> 00:01:29,266 both the games and film industry 45 00:01:29,400 --> 00:01:30,366 are hiring for 46 00:01:30,600 --> 00:01:31,000 so thanks 47 00:01:31,000 --> 00:01:33,000 again to CG Spectrum for sponsoring this video 48 00:01:33,100 --> 00:01:35,566 and now let's jump straight into lighting 49 00:01:35,700 --> 00:01:37,300 all right so now that we're unreal 50 00:01:37,300 --> 00:01:38,066 we need to make sure 51 00:01:38,066 --> 00:01:40,100 that our project settings are set up correctly 52 00:01:40,100 --> 00:01:42,900 to make sure that everything behaves as expected 53 00:01:43,000 --> 00:01:44,766 to get the best possible results 54 00:01:44,766 --> 00:01:47,666 and make the most of what Lumen has to offer 55 00:01:48,200 --> 00:01:51,166 so we're going to go to the settings tab up top here 56 00:01:51,500 --> 00:01:52,966 click on Project Settings 57 00:01:53,900 --> 00:01:55,366 and in the search detailed panel 58 00:01:55,366 --> 00:01:57,733 we're going to search for Directx 59 00:01:57,900 --> 00:02:00,366 and we need to make sure that our default 60 00:02:00,366 --> 00:02:02,200 RHI is at the Directx 12 61 00:02:02,600 --> 00:02:06,066 and Directx 11 and 12sm5 is turned on 62 00:02:07,000 --> 00:02:08,533 next we're going to scroll down to the 63 00:02:08,533 --> 00:02:10,366 rendering tab right here 64 00:02:10,666 --> 00:02:13,600 and by scrolling down to the Lumen section right here 65 00:02:13,600 --> 00:02:16,066 we need to make sure that we have the following 66 00:02:16,066 --> 00:02:17,200 project settings 67 00:02:17,266 --> 00:02:18,333 set up correctly 68 00:02:19,166 --> 00:02:21,666 dynamic local illumination set to Lumen 69 00:02:22,100 --> 00:02:24,300 array lighting mode set to Surface Cache 70 00:02:24,300 --> 00:02:26,866 software Ray tracing mode set the detail tray thing 71 00:02:27,066 --> 00:02:30,066 shadow map method set the virtual Shadow Maps beta 72 00:02:30,600 --> 00:02:34,100 and one more thing that I like to have turned on is 73 00:02:34,166 --> 00:02:35,866 support hardware ray tracing 74 00:02:35,866 --> 00:02:36,700 turned it on 75 00:02:36,733 --> 00:02:39,766 and use hardware ray tracing when available 76 00:02:39,800 --> 00:02:42,066 now keep in mind the hardware ray tracing 77 00:02:42,566 --> 00:02:45,466 settings are only going to work if you have a GPU 78 00:02:45,533 --> 00:02:47,733 that is capable of hardware ray tracing 79 00:02:47,733 --> 00:02:49,533 so any of the Nvidia 80 00:02:49,666 --> 00:02:52,000 RTX cards will work just fine 81 00:02:52,000 --> 00:02:55,133 if you don't have a GPU that can do ray tracing 82 00:02:55,266 --> 00:02:57,466 don't worry if not the end of the world 83 00:02:57,500 --> 00:02:59,600 you're still going to be able to get good results 84 00:02:59,600 --> 00:03:02,700 but I like to use it because in many cases 85 00:03:02,866 --> 00:03:04,666 Ray traced shadows will look 86 00:03:04,733 --> 00:03:07,366 much better as you're going to see a little bit later 87 00:03:07,500 --> 00:03:10,200 so with these project settings changed 88 00:03:10,200 --> 00:03:12,066 you're going to have to restart the engine 89 00:03:12,066 --> 00:03:14,266 and it's going to have to recompile all the shaders 90 00:03:14,266 --> 00:03:15,900 so go make yourself a cup of coffee 91 00:03:15,900 --> 00:03:17,600 and then we'll be ready to get started 92 00:03:17,900 --> 00:03:19,266 so I'm going to x this out 93 00:03:19,300 --> 00:03:21,133 and now we have a blank scene here 94 00:03:21,133 --> 00:03:22,366 and I'm going to show you 95 00:03:22,600 --> 00:03:23,900 everything you need to know 96 00:03:23,900 --> 00:03:26,966 about every light that is available in Unreal Engine 5 97 00:03:27,100 --> 00:03:29,000 and in order to create our first light 98 00:03:29,000 --> 00:03:30,966 we need to go to the place actors tab 99 00:03:31,166 --> 00:03:33,866 and in the little light icon here 100 00:03:33,866 --> 00:03:36,133 you'll have a list of all the available light 101 00:03:36,366 --> 00:03:39,400 if your UI looks a little bit different than mine 102 00:03:39,533 --> 00:03:42,133 don't worry you can go to the Windows tab 103 00:03:42,566 --> 00:03:46,266 load layout and I'm using the ue4 classic layout 104 00:03:46,333 --> 00:03:48,733 just because I like the way that it is set up 105 00:03:48,733 --> 00:03:50,533 to me it works a little bit better 106 00:03:50,700 --> 00:03:52,933 so if you want to follow along 107 00:03:53,200 --> 00:03:55,133 this the layout that I am using 108 00:03:55,366 --> 00:03:56,966 so let's start off with the 109 00:03:57,300 --> 00:03:59,600 first light here and that is the directional light 110 00:03:59,600 --> 00:04:01,800 I'm going to drag and drop this into my scene here 111 00:04:02,266 --> 00:04:04,933 and as you can see as I rotate around here 112 00:04:05,600 --> 00:04:07,733 the directional light does with the name implies 113 00:04:07,733 --> 00:04:09,266 it behaves a lot like 114 00:04:09,266 --> 00:04:12,500 a sun or moonlight or any kind of light that is very 115 00:04:12,500 --> 00:04:13,733 directional in nature 116 00:04:14,000 --> 00:04:16,466 so directional lights are usually used for 117 00:04:16,466 --> 00:04:17,866 exterior environments 118 00:04:17,900 --> 00:04:19,466 or when you want to have sunlight 119 00:04:19,466 --> 00:04:20,766 shining through a window 120 00:04:20,866 --> 00:04:22,733 for interior environments 121 00:04:22,766 --> 00:04:24,200 now what's really cool about 122 00:04:24,200 --> 00:04:26,933 Lumen is that it just works out of the box 123 00:04:26,933 --> 00:04:28,100 and as you can see here 124 00:04:28,100 --> 00:04:30,100 we've got some nice indirect lighting 125 00:04:30,333 --> 00:04:32,000 lighting up our character here 126 00:04:32,100 --> 00:04:33,966 because if Lumen was disabled 127 00:04:33,966 --> 00:04:36,366 it would actually just be pure black like this 128 00:04:36,366 --> 00:04:37,366 but thanks to Lumen 129 00:04:37,366 --> 00:04:39,066 we do get a little bit of that nice 130 00:04:39,200 --> 00:04:41,800 bounce lighting bouncing off the ground here 131 00:04:41,800 --> 00:04:44,800 now you can choose the settings of every single light 132 00:04:45,166 --> 00:04:48,100 in the detailed panel on the right hand side here 133 00:04:48,100 --> 00:04:50,566 so here we've got the transform tab 134 00:04:50,766 --> 00:04:52,866 we've got the mobility and the light setting 135 00:04:52,866 --> 00:04:55,500 so we can choose the intensity of the light like this 136 00:04:56,600 --> 00:04:59,400 we can choose the color of the light like so 137 00:05:00,700 --> 00:05:02,566 or alternatively you can choose the color 138 00:05:02,566 --> 00:05:04,333 temperature by clicking on this 139 00:05:04,700 --> 00:05:08,600 and making the light warmer or colder like that 140 00:05:09,300 --> 00:05:10,300 now you're gonna see here 141 00:05:10,300 --> 00:05:12,700 we have a bit of a weird thing called mobility 142 00:05:12,700 --> 00:05:14,966 and you'll see we have static 143 00:05:15,000 --> 00:05:16,766 stationary and movable 144 00:05:16,866 --> 00:05:20,100 so Unreal Engine has two different lighting methods 145 00:05:20,100 --> 00:05:22,933 we've got baked or static lighting and we have 146 00:05:22,933 --> 00:05:24,066 dynamic lighting 147 00:05:24,100 --> 00:05:26,800 now this tutorial is not going to cover baked lighting 148 00:05:26,800 --> 00:05:29,200 because baked lighting is a little bit more advanced 149 00:05:29,200 --> 00:05:30,700 there's way more moving parts 150 00:05:30,700 --> 00:05:32,366 there's a lot more that can go wrong 151 00:05:32,366 --> 00:05:33,933 I myself prefer to use 152 00:05:33,933 --> 00:05:35,566 dynamic lighting because what you see 153 00:05:35,566 --> 00:05:36,933 and what you get there's 154 00:05:37,133 --> 00:05:39,066 it just works very well out of the box 155 00:05:39,066 --> 00:05:42,766 it works extremely well with lumen and it's actually 156 00:05:43,000 --> 00:05:45,400 way easier to use and is more beginner friendly 157 00:05:45,400 --> 00:05:47,466 if you are interested in baked lighting 158 00:05:47,466 --> 00:05:50,000 I do have a tutorial on baked lighting right here 159 00:05:50,100 --> 00:05:52,166 I'll put the link down below the like button 160 00:05:52,300 --> 00:05:55,600 so static and stationary lights are for baked lighting 161 00:05:55,600 --> 00:05:56,533 exclusively 162 00:05:56,900 --> 00:05:59,866 you may have seen this message over here before 163 00:06:00,100 --> 00:06:02,533 that's because your light is either set to static or 164 00:06:02,533 --> 00:06:05,866 stationary so to get rid of this message over here 165 00:06:06,100 --> 00:06:07,500 just set your light to moveable 166 00:06:07,500 --> 00:06:09,133 you'll also get better results 167 00:06:09,133 --> 00:06:11,200 some lights actually don't look right 168 00:06:11,200 --> 00:06:12,566 if you don't set it to moveable 169 00:06:12,933 --> 00:06:14,300 the default is stationary 170 00:06:14,300 --> 00:06:15,600 so when you create a new light 171 00:06:16,133 --> 00:06:16,766 just 172 00:06:16,766 --> 00:06:18,166 switch it to moveable right here 173 00:06:18,866 --> 00:06:19,700 to be safe 174 00:06:19,766 --> 00:06:22,100 so the next light we're going to talk about is 175 00:06:22,166 --> 00:06:23,000 the point light 176 00:06:23,533 --> 00:06:25,766 and the point light again does what the name implies 177 00:06:25,766 --> 00:06:27,200 if a point of light 178 00:06:27,400 --> 00:06:30,900 very similar to a light bulb it emits light in all 179 00:06:30,966 --> 00:06:32,933 directions just like the direction of the light 180 00:06:32,933 --> 00:06:34,366 you can control the light color 181 00:06:34,566 --> 00:06:36,133 the intensity of the light here 182 00:06:36,466 --> 00:06:39,100 same thing next we have the spot light 183 00:06:39,100 --> 00:06:41,333 and again the spot light does what the name implies 184 00:06:41,333 --> 00:06:42,600 it is literally 185 00:06:42,733 --> 00:06:44,700 a cone that emits light 186 00:06:45,000 --> 00:06:46,266 in a spotlight fashion 187 00:06:46,266 --> 00:06:49,066 so if you want to have light being emitted in a conical 188 00:06:49,066 --> 00:06:51,500 pattern the spotlight is the way to do that 189 00:06:51,500 --> 00:06:53,266 you can control the shape of the light 190 00:06:53,333 --> 00:06:56,766 in the detail panel of that spotlight 191 00:06:57,266 --> 00:06:59,666 next we have direct light here 192 00:06:59,733 --> 00:07:03,066 and this is possibly my favorite light of all time 193 00:07:03,300 --> 00:07:03,666 because 194 00:07:03,666 --> 00:07:07,200 direct light behaved the same way that a softbox does 195 00:07:07,300 --> 00:07:09,666 for any of you who are familiar with photography 196 00:07:09,900 --> 00:07:10,966 or filmmaking 197 00:07:10,966 --> 00:07:14,866 softboxes are what gives us very soft diffuse lighting 198 00:07:14,866 --> 00:07:16,466 it is very appealing 199 00:07:16,500 --> 00:07:19,333 to you for portraits or any kind of cinematic work 200 00:07:19,533 --> 00:07:20,933 notice here how the shadows are 201 00:07:20,933 --> 00:07:22,666 nice and soft and diffused 202 00:07:22,733 --> 00:07:24,900 wherea if I delete this and play the point light 203 00:07:25,000 --> 00:07:25,800 you'll see 204 00:07:26,700 --> 00:07:28,366 these shadows are completely hard 205 00:07:28,500 --> 00:07:30,300 the reason for that is because the rect light 206 00:07:30,300 --> 00:07:31,400 is a bigger light 207 00:07:31,500 --> 00:07:33,600 but we're gonna get more into the specifics of that 208 00:07:33,766 --> 00:07:35,400 really soon so again 209 00:07:35,500 --> 00:07:39,333 the rect light here gives us really nice soft shadows 210 00:07:39,333 --> 00:07:41,000 looks absolutely fantastic 211 00:07:41,000 --> 00:07:42,566 and by increasing the intensity 212 00:07:42,900 --> 00:07:43,933 you'll see the shadows get nice 213 00:07:43,933 --> 00:07:46,333 and soft as they move further away from the subject 214 00:07:46,333 --> 00:07:49,133 here you can change the sides of the light like this 215 00:07:49,133 --> 00:07:50,600 by adjusting the source width 216 00:07:50,666 --> 00:07:52,066 and the source height 217 00:07:52,166 --> 00:07:54,266 to make a larger light source 218 00:07:54,933 --> 00:07:56,333 if we pay attention to my 219 00:07:56,600 --> 00:07:57,766 chrome ball over here 220 00:07:57,800 --> 00:08:01,100 you'll see the reflection of the rect light show up 221 00:08:01,100 --> 00:08:03,166 and if I change the source width like this 222 00:08:03,566 --> 00:08:05,500 you'll see the shape of the light 223 00:08:05,500 --> 00:08:07,700 is actually changing in the reflection 224 00:08:07,700 --> 00:08:10,600 so that can be very handy to know about 225 00:08:11,000 --> 00:08:13,266 now the next light here is the skylight 226 00:08:13,400 --> 00:08:15,800 but I'm not going to talk about that right now 227 00:08:15,800 --> 00:08:17,966 the skylight is a bit of a can of worms 228 00:08:17,966 --> 00:08:19,166 it's the beast of its own 229 00:08:19,566 --> 00:08:22,700 and I've actually made a dedicated tutorial 230 00:08:22,700 --> 00:08:24,100 about the skylight right here 231 00:08:24,266 --> 00:08:25,766 again I'll put the link down below 232 00:08:25,966 --> 00:08:28,766 we will be using the skylight in this tutorial 233 00:08:29,200 --> 00:08:30,933 but in a different context 234 00:08:30,933 --> 00:08:33,966 now the last light actor I want to show you is the 235 00:08:34,066 --> 00:08:35,166 HDRI backdrop 236 00:08:35,166 --> 00:08:37,000 and if you don't see that here 237 00:08:37,366 --> 00:08:40,100 don't worry you just need to enable the plugin for it 238 00:08:40,100 --> 00:08:42,366 so we're going to go right here to the settings tab 239 00:08:42,866 --> 00:08:44,066 go to plugins 240 00:08:44,366 --> 00:08:46,800 and we're going to search for HDRI 241 00:08:47,733 --> 00:08:49,700 and just enable the plugin 242 00:08:49,733 --> 00:08:51,666 restart the engine and 243 00:08:51,700 --> 00:08:53,800 it should show up in your list right here 244 00:08:54,066 --> 00:08:55,866 so the HDRI backdrop is 245 00:08:56,066 --> 00:08:58,800 awesome because by just drag and dropping it here 246 00:08:59,366 --> 00:09:01,966 like this and moving it up a little bit there we go 247 00:09:02,400 --> 00:09:05,000 now we have kind of a skylighting showing up 248 00:09:05,000 --> 00:09:06,900 and lighting our entire scene up 249 00:09:07,000 --> 00:09:07,933 very nicely 250 00:09:08,066 --> 00:09:13,000 and as a result it has an HDRI projected on a dome here 251 00:09:13,000 --> 00:09:15,766 so if I select the sky here and press the F key 252 00:09:16,000 --> 00:09:18,866 you'll see the HDRI projected on the dome 253 00:09:18,900 --> 00:09:20,800 if I were to change the Cubemap here 254 00:09:20,800 --> 00:09:21,966 in the detailed panel 255 00:09:22,400 --> 00:09:25,000 to something like Ostrich Road 4K 256 00:09:25,533 --> 00:09:26,733 and going back here 257 00:09:27,500 --> 00:09:30,200 now we've got a nice overcast day feel 258 00:09:30,533 --> 00:09:33,266 very Misty cool little mountains in a road 259 00:09:33,666 --> 00:09:35,700 we can change the projection center by 260 00:09:35,800 --> 00:09:37,500 clicking on the little diamond here 261 00:09:37,766 --> 00:09:40,900 and lifting it or lowering it accordingly 262 00:09:41,066 --> 00:09:43,366 it's a really cool little tool to use 263 00:09:43,500 --> 00:09:46,600 but I wouldn't use this as my main source of light 264 00:09:46,666 --> 00:09:47,566 in my environment 265 00:09:47,566 --> 00:09:50,200 but it can give you a really good starting point 266 00:09:50,666 --> 00:09:52,966 we can also increase the intensity of this 267 00:09:52,966 --> 00:09:55,600 HDRI backdrop in the detailed panel 268 00:09:55,666 --> 00:09:58,100 right here so now that we have an 269 00:09:58,100 --> 00:09:59,866 understanding of all the light we can create 270 00:10:00,133 --> 00:10:02,100 I want to talk about lighting 271 00:10:02,100 --> 00:10:03,966 basics and some of the most 272 00:10:04,066 --> 00:10:05,600 important things to know 273 00:10:05,800 --> 00:10:06,800 when it comes to lighting 274 00:10:07,133 --> 00:10:08,466 and that's shadows 275 00:10:08,733 --> 00:10:10,133 so by deleting this right here 276 00:10:10,900 --> 00:10:13,000 I'm going to create another point light right here 277 00:10:14,066 --> 00:10:16,600 if you remember just earlier when I showed you the 278 00:10:16,600 --> 00:10:19,566 Erect Light we had really soft shadows 279 00:10:19,600 --> 00:10:21,600 that's because the light source was bigger 280 00:10:21,800 --> 00:10:23,066 but what if I told you 281 00:10:23,066 --> 00:10:24,966 that we can get soft shadows with 282 00:10:25,100 --> 00:10:28,133 any of the other light actor that I just showed you 283 00:10:28,133 --> 00:10:30,333 so right here I've got my point light selected 284 00:10:30,600 --> 00:10:32,333 and I'm gonna zoom in here 285 00:10:33,200 --> 00:10:34,900 and you'll see in a detail panel here 286 00:10:34,900 --> 00:10:36,800 we have source radius 287 00:10:37,066 --> 00:10:39,066 if I start increasing this like that 288 00:10:39,533 --> 00:10:42,400 you'll notice a bit of a yellow gizmo show up around it 289 00:10:42,700 --> 00:10:45,866 that is actually the size of our light 290 00:10:46,100 --> 00:10:49,300 so we can actually give it a shape and a size 291 00:10:49,700 --> 00:10:52,800 and as a result notice what happened to the shadows 292 00:10:53,166 --> 00:10:55,200 the shadows got soft 293 00:10:55,500 --> 00:10:57,600 if I make it smaller back to 0 294 00:10:58,000 --> 00:11:01,066 and make it larger notice my shadows are getting softer 295 00:11:01,200 --> 00:11:03,566 this is what we call the shadow panumbra 296 00:11:04,333 --> 00:11:05,733 and basically 297 00:11:05,733 --> 00:11:07,266 it really boils down to 298 00:11:07,266 --> 00:11:10,700 the larger your light sources relatives your subject 299 00:11:11,000 --> 00:11:12,766 the softer your shadows will be 300 00:11:13,066 --> 00:11:15,933 this is the most important part of lighting 301 00:11:16,066 --> 00:11:18,700 understanding how to get soft shadows 302 00:11:18,866 --> 00:11:21,866 understanding when shadows should be soft is 303 00:11:22,933 --> 00:11:24,566 the most defining part 304 00:11:25,100 --> 00:11:27,200 of taking your lighting to the next level 305 00:11:27,400 --> 00:11:29,900 because when you have an understanding of how 306 00:11:30,000 --> 00:11:32,500 when and why shadows are soft 307 00:11:32,500 --> 00:11:34,100 you are going to be looking at lighting 308 00:11:34,100 --> 00:11:35,866 in a completely different way 309 00:11:36,300 --> 00:11:38,666 a classic example to demonstrate 310 00:11:38,766 --> 00:11:39,000 when 311 00:11:39,000 --> 00:11:41,300 shadows are soft or that when they shouldn't be soft 312 00:11:41,300 --> 00:11:43,900 is to think about when you're walking in a parking lot 313 00:11:43,933 --> 00:11:46,500 in the middle of summer on a cloudless day 314 00:11:46,666 --> 00:11:48,933 the shadows are very hard and sharp 315 00:11:49,266 --> 00:11:50,533 very harsh lighting 316 00:11:50,666 --> 00:11:52,700 but then you look at an overcast day 317 00:11:52,700 --> 00:11:54,766 and the shadows are all soft 318 00:11:54,866 --> 00:11:55,866 and you might think 319 00:11:55,933 --> 00:11:58,000 that contradict what I would do telling you 320 00:11:58,200 --> 00:11:59,733 the larger the light source 321 00:11:59,733 --> 00:12:01,333 the softer your shadows will be 322 00:12:01,533 --> 00:12:02,366 but the sun 323 00:12:02,366 --> 00:12:04,866 is the largest light source in our solar system 324 00:12:04,866 --> 00:12:06,933 so why would the shadows be sharp 325 00:12:06,933 --> 00:12:09,566 and the reason for that is because while the sun is 326 00:12:09,700 --> 00:12:12,733 huge it is also extremely far away 327 00:12:12,866 --> 00:12:13,700 and as a result 328 00:12:13,700 --> 00:12:16,066 it's just a tiny little point in the sky 329 00:12:16,166 --> 00:12:19,866 but in overcast day however the entire sky 330 00:12:20,133 --> 00:12:21,533 become our light source 331 00:12:21,800 --> 00:12:24,800 the light is diffused by the clouds and as a result 332 00:12:24,800 --> 00:12:26,666 that softens our shadows 333 00:12:26,733 --> 00:12:30,133 even though the sky is physically smaller than the sun 334 00:12:30,166 --> 00:12:31,933 the sky is closer to us 335 00:12:32,066 --> 00:12:34,366 and as a result it softens the shadows 336 00:12:34,533 --> 00:12:35,966 so we can change 337 00:12:36,266 --> 00:12:38,666 the source radius on every single light 338 00:12:38,700 --> 00:12:41,133 except for the skylight and the HDRI backdrop 339 00:12:41,133 --> 00:12:42,733 so by deleting this light here 340 00:12:42,733 --> 00:12:44,600 and if I create a directional light here 341 00:12:45,100 --> 00:12:46,066 that is the movable 342 00:12:46,300 --> 00:12:49,200 if I increase the source angle to something like 10 343 00:12:49,933 --> 00:12:52,100 you'll see my shadows got soft 344 00:12:52,100 --> 00:12:54,366 and notice what happens in the reflection 345 00:12:54,933 --> 00:12:56,100 of our chrome ball here 346 00:12:56,133 --> 00:12:58,133 this little white dot here is our sun 347 00:12:58,500 --> 00:13:00,066 if I select my directional light 348 00:13:00,166 --> 00:13:02,300 and change the source angle back to default 349 00:13:02,966 --> 00:13:06,133 it is much smaller and our shadows are sharp again 350 00:13:06,600 --> 00:13:07,700 make it larger 351 00:13:08,066 --> 00:13:09,733 so that the source angle back to 10 352 00:13:10,166 --> 00:13:12,300 and it softens our shadows 353 00:13:12,366 --> 00:13:13,600 this isn't a secret sauce 354 00:13:13,600 --> 00:13:15,366 this is the magical setting 355 00:13:15,366 --> 00:13:15,866 that can 356 00:13:15,866 --> 00:13:18,533 really help you take your lighting to the next level 357 00:13:19,100 --> 00:13:20,700 now with that said 358 00:13:21,066 --> 00:13:23,000 I want to take the time to show you the difference 359 00:13:23,000 --> 00:13:26,200 between the default Lumen virtual shadow maps 360 00:13:26,200 --> 00:13:28,666 and raytrafed shadows 361 00:13:28,900 --> 00:13:30,366 so to demonstrate that 362 00:13:30,366 --> 00:13:32,100 I'm going to create a rect light here 363 00:13:32,966 --> 00:13:34,666 drag and drop it here like that 364 00:13:34,733 --> 00:13:35,066 and 365 00:13:35,066 --> 00:13:37,566 what I want you to pay attention to is the following 366 00:13:37,866 --> 00:13:39,366 so by zooming in here you'll see 367 00:13:39,366 --> 00:13:40,600 their shadows are kind of 368 00:13:40,933 --> 00:13:42,700 sharp they're soft 369 00:13:43,400 --> 00:13:44,700 but they're also kind of sharp 370 00:13:44,700 --> 00:13:47,366 we get this odd banding we get this artifact here 371 00:13:47,400 --> 00:13:49,900 the same thing here we get a bit of a hard edge there 372 00:13:50,166 --> 00:13:52,900 this is a limitation of virtual shadow map 373 00:13:52,900 --> 00:13:54,700 you can't push the shadow panumbra 374 00:13:54,933 --> 00:13:57,300 that far before it starts falling apart 375 00:13:57,400 --> 00:13:59,700 that's where raytray shadows come in 376 00:13:59,900 --> 00:14:03,000 this is why I recommend using hardware ray tracing 377 00:14:03,000 --> 00:14:05,533 if you have it it will make a big difference 378 00:14:05,533 --> 00:14:07,366 so if I select my rect light here 379 00:14:08,000 --> 00:14:10,666 and search for ray 380 00:14:10,900 --> 00:14:13,300 you'll see here I've got cath ray tracing shadows 381 00:14:13,466 --> 00:14:14,600 I'm gonna set this here 382 00:14:15,300 --> 00:14:16,733 and before I do 383 00:14:17,200 --> 00:14:20,400 pay attention to the quality of the shadows right here 384 00:14:21,333 --> 00:14:22,300 so to enable 385 00:14:23,000 --> 00:14:24,600 you'll see the shadows got 386 00:14:25,000 --> 00:14:27,300 much softer much better 387 00:14:27,466 --> 00:14:30,400 no more ugly artifacts the shadows are just 388 00:14:30,866 --> 00:14:33,466 better in every single way 389 00:14:33,466 --> 00:14:36,600 it's day and night if no comparison 390 00:14:36,600 --> 00:14:38,166 to demonstrate this even further 391 00:14:38,166 --> 00:14:40,400 I'm going to rotate my light like this 392 00:14:42,333 --> 00:14:43,966 put it way above like this 393 00:14:44,566 --> 00:14:46,866 and make my light massive 394 00:14:47,366 --> 00:14:47,966 so I'm gonna 395 00:14:47,966 --> 00:14:50,366 change my source width to something like 300 396 00:14:50,800 --> 00:14:51,766 by 300 397 00:14:52,900 --> 00:14:55,133 and so now we've got this really cool 398 00:14:55,400 --> 00:14:58,666 Moody top down look on our character here right 399 00:14:58,700 --> 00:15:00,566 the shadows are very soft and diffued 400 00:15:00,566 --> 00:15:02,566 the lighting actually looks pretty cool 401 00:15:03,333 --> 00:15:05,133 but if I select my rect light here 402 00:15:05,566 --> 00:15:07,900 search for Ray and revert this 403 00:15:08,066 --> 00:15:10,700 back to default virtual shadow maps 404 00:15:12,866 --> 00:15:15,766 notice how now their shadows are ugly again 405 00:15:15,766 --> 00:15:17,333 they really look terrible 406 00:15:18,000 --> 00:15:22,100 especially here we get this nasty harsh lines 407 00:15:22,333 --> 00:15:23,900 again I'm pushing 408 00:15:23,900 --> 00:15:26,733 the virtual shadow map to their absolute limit here 409 00:15:26,866 --> 00:15:28,266 don't worry in most 410 00:15:28,600 --> 00:15:31,500 situations virtual shadow maps are fine 411 00:15:31,500 --> 00:15:34,166 I just wanted to really demonstrate the difference 412 00:15:34,166 --> 00:15:36,566 between ray traced and virtual shadow maps 413 00:15:36,566 --> 00:15:39,566 okay so again if I set this back down to 414 00:15:40,533 --> 00:15:44,133 enabled we get these really really nice soft shadows 415 00:15:44,133 --> 00:15:45,133 it looks a lot better 416 00:15:45,600 --> 00:15:48,266 you'll notice though that when you push it too far 417 00:15:48,300 --> 00:15:50,333 you'll see we got a lot of noise showing up here 418 00:15:50,333 --> 00:15:52,300 and I hope you can see this in the video 419 00:15:52,333 --> 00:15:53,566 but that's an easy fix 420 00:15:53,566 --> 00:15:54,900 in the search details panel 421 00:15:54,900 --> 00:15:56,266 we're going to search for sample 422 00:15:56,800 --> 00:15:58,966 and we're going to set the sample per pixel to 423 00:15:59,066 --> 00:15:59,866 4 424 00:16:00,066 --> 00:16:01,933 and as a result it cleaned right up 425 00:16:02,066 --> 00:16:03,766 everything looks a whole lot better 426 00:16:04,366 --> 00:16:07,533 this does have an impact on performance however so 427 00:16:07,666 --> 00:16:08,700 keep that in mind 428 00:16:08,933 --> 00:16:12,100 now you might be wondering why I have four 429 00:16:12,166 --> 00:16:14,600 random spheres of different colors here 430 00:16:15,200 --> 00:16:17,966 these spheres are there to help you gauge the exposure 431 00:16:17,966 --> 00:16:19,700 and lighting of a scene 432 00:16:19,733 --> 00:16:23,466 we've got a black one with an albedo of 0.04 433 00:16:23,566 --> 00:16:25,866 because no natural material out there 434 00:16:25,866 --> 00:16:29,366 is pure black coal has an albedo of 0.04 435 00:16:29,466 --> 00:16:31,466 so I'll be using that as my baseline 436 00:16:31,466 --> 00:16:34,933 we've got a white one with an albedo of 0.85 437 00:16:35,066 --> 00:16:40,333 because the albedo of fresh snow is about 0.8 to 0.9 438 00:16:40,500 --> 00:16:43,000 no object or material out there reflects 439 00:16:43,000 --> 00:16:45,333 100 percent of all the light 440 00:16:45,733 --> 00:16:48,966 everything absorbs at least a little bit of light 441 00:16:49,066 --> 00:16:50,000 so you don't want 442 00:16:50,100 --> 00:16:51,300 any material in your 443 00:16:51,300 --> 00:16:53,766 scene to have an albedo value of 1 444 00:16:53,866 --> 00:16:55,366 it's not physically possible 445 00:16:55,366 --> 00:16:57,700 and it will throw off your lighting 446 00:16:57,733 --> 00:17:02,066 then we have a gray ball here with an albedo of 0.18 447 00:17:02,800 --> 00:17:03,600 which is 448 00:17:03,800 --> 00:17:06,800 actually the middle gray value 449 00:17:06,800 --> 00:17:09,600 you would think that the middle gray value between 450 00:17:09,733 --> 00:17:11,933 0 and 1 is 0.5 right 451 00:17:12,000 --> 00:17:13,200 50 percent gray 452 00:17:13,700 --> 00:17:14,566 well not quite 453 00:17:14,766 --> 00:17:17,366 exposure is a bit more complicated than that 454 00:17:17,366 --> 00:17:19,300 and it is not linear 455 00:17:19,400 --> 00:17:23,133 this may seem counterintuitive but 18 percent gray is 456 00:17:23,133 --> 00:17:26,500 in fact the middle gray between black and white 457 00:17:26,800 --> 00:17:27,666 this gray ball 458 00:17:27,666 --> 00:17:30,100 helps you figure out the correct exposure 459 00:17:30,166 --> 00:17:31,866 of a given scene 460 00:17:31,933 --> 00:17:33,300 at least it should give you 461 00:17:33,300 --> 00:17:35,100 a really good starting point 462 00:17:35,666 --> 00:17:38,300 then lastly we have a chrome ball 463 00:17:38,300 --> 00:17:39,266 which helps us see 464 00:17:39,266 --> 00:17:41,300 what is being reflected in the scene 465 00:17:41,300 --> 00:17:43,766 I recommend having these in your scene at all 466 00:17:43,766 --> 00:17:45,066 times when lighting 467 00:17:45,066 --> 00:17:47,200 they're really going to help you 468 00:17:47,600 --> 00:17:49,900 now one of the main advantages of using 469 00:17:49,900 --> 00:17:52,000 lumen involve the ability to 470 00:17:52,066 --> 00:17:53,700 control the indirect lighting 471 00:17:53,700 --> 00:17:54,900 so to demonstrate this 472 00:17:54,900 --> 00:17:58,200 I've created an amazing looking house right here 473 00:17:58,200 --> 00:17:59,566 so by going inside here 474 00:18:00,533 --> 00:18:00,933 you'll see 475 00:18:00,933 --> 00:18:03,700 we do have a little bit of indirect lighting coming in 476 00:18:03,700 --> 00:18:06,066 on the top here and a little bit on the side 477 00:18:06,200 --> 00:18:08,800 but it's not very much unfortunately 478 00:18:08,800 --> 00:18:10,733 we have three different ways 479 00:18:10,733 --> 00:18:13,733 to control the amount of indirect lighting 480 00:18:13,733 --> 00:18:14,700 using lumen 481 00:18:14,733 --> 00:18:17,366 the first and easiest way is to select your light 482 00:18:17,500 --> 00:18:19,866 and increase the intensity of your light 483 00:18:19,866 --> 00:18:21,500 so let's say if I set this to 50 484 00:18:21,766 --> 00:18:23,466 you'll see as a result 485 00:18:23,533 --> 00:18:26,366 we get way more indirect lighting coming inside here 486 00:18:26,766 --> 00:18:28,966 but it's still not very much 487 00:18:29,766 --> 00:18:31,800 the next thing we can do is 488 00:18:32,066 --> 00:18:33,966 again selecting our directional light 489 00:18:34,166 --> 00:18:37,566 and you'll see here we have indirect lighting intensity 490 00:18:38,000 --> 00:18:40,333 if I set this to higher to something like 5 491 00:18:40,666 --> 00:18:43,733 you'll see our indirect lighting has been accentuated 492 00:18:43,966 --> 00:18:44,766 quite a bit 493 00:18:45,466 --> 00:18:47,766 but that leaves us our third option 494 00:18:47,966 --> 00:18:51,266 and this is actually the option you should keep in mind 495 00:18:51,266 --> 00:18:52,266 most of the time 496 00:18:52,700 --> 00:18:54,500 when you're using lumen 497 00:18:54,733 --> 00:18:57,566 the albedo or the base color value 498 00:18:57,666 --> 00:19:00,300 directly contributes to the amount of light 499 00:19:00,366 --> 00:19:01,566 being bounced around 500 00:19:01,866 --> 00:19:03,666 so by selecting this wall right here 501 00:19:03,700 --> 00:19:06,066 and opening up the material itself 502 00:19:06,166 --> 00:19:08,300 you'll see this base color of this material 503 00:19:08,600 --> 00:19:10,800 had the value of 1818 504 00:19:11,666 --> 00:19:13,500 as I increase this value 505 00:19:13,700 --> 00:19:17,100 the indirect lighting will be accentuated accordingly 506 00:19:17,166 --> 00:19:18,933 so if I set this to point 5 507 00:19:19,966 --> 00:19:24,466 notice how now we have way way more indirect lighting 508 00:19:24,866 --> 00:19:27,200 in our scene because like I said 509 00:19:27,300 --> 00:19:31,266 the base color is the reflectance of our object 510 00:19:31,466 --> 00:19:33,366 so the brighter our object is 511 00:19:33,366 --> 00:19:35,100 the more it's going to reflect light 512 00:19:35,366 --> 00:19:38,766 this is exactly how materials behave in real life 513 00:19:38,800 --> 00:19:39,733 so if you notice that your 514 00:19:39,733 --> 00:19:41,733 environment feels a little bit dark 515 00:19:41,733 --> 00:19:44,466 and the indirect lighting isn't really doing 516 00:19:44,466 --> 00:19:46,200 what you think it's supposed to be doing 517 00:19:46,600 --> 00:19:48,966 make sure your materials are not too dark 518 00:19:48,966 --> 00:19:52,133 this can help you get some extra indirect lighting 519 00:19:52,766 --> 00:19:53,566 for free 520 00:19:53,933 --> 00:19:56,900 without having to change any other light setting 521 00:19:57,300 --> 00:19:58,466 and alternatively 522 00:19:58,466 --> 00:20:00,166 if you want to reduce the amount of light 523 00:20:00,166 --> 00:20:01,333 being bounced around 524 00:20:01,533 --> 00:20:03,566 you can turn down the brightness 525 00:20:04,700 --> 00:20:05,200 like this 526 00:20:05,200 --> 00:20:09,200 and as a result very little light will be reflected 527 00:20:09,366 --> 00:20:11,666 this is very important to keep in mind 528 00:20:11,666 --> 00:20:13,366 when you're lighting your environments 529 00:20:13,366 --> 00:20:15,533 always pay attention to the base color 530 00:20:15,533 --> 00:20:18,000 or the albedo value of your textures 531 00:20:18,000 --> 00:20:19,333 and your materials 532 00:20:19,700 --> 00:20:21,566 hey so future will chiming in here 533 00:20:21,566 --> 00:20:23,733 I just wanted to take a quick moment to talk about 534 00:20:23,733 --> 00:20:26,000 something I get a lot of questions about 535 00:20:26,100 --> 00:20:28,933 and that's in regards to very shiny 536 00:20:28,933 --> 00:20:31,333 reflective or metallic materials 537 00:20:31,333 --> 00:20:34,366 so zooming in here on my chrome ball here you'll see 538 00:20:35,200 --> 00:20:37,366 we get some reflections but 539 00:20:37,966 --> 00:20:39,966 this doesn't really look like a chrome ball at all 540 00:20:39,966 --> 00:20:41,666 right because everything is black 541 00:20:41,866 --> 00:20:44,466 this doesn't feel very metallic 542 00:20:44,533 --> 00:20:46,200 and you might be wondering why 543 00:20:46,566 --> 00:20:48,166 the reason for that is because 544 00:20:48,200 --> 00:20:50,000 there's nothing to reflect in the scene 545 00:20:50,000 --> 00:20:51,666 you'll see we have a totally black 546 00:20:51,900 --> 00:20:53,300 empty blank scene 547 00:20:53,366 --> 00:20:54,533 and as a result 548 00:20:54,533 --> 00:20:56,900 metallic or reflective materials are not 549 00:20:56,900 --> 00:20:58,533 necessarily going to look right 550 00:20:58,800 --> 00:21:02,266 because shiny reflective materials are dependent on 551 00:21:02,366 --> 00:21:04,200 having something to reflect 552 00:21:04,200 --> 00:21:05,666 so a quick and easy way 553 00:21:05,666 --> 00:21:07,500 to get something to reflect in here 554 00:21:07,533 --> 00:21:10,733 is to add an HDRI backdrop like we added earlier 555 00:21:11,666 --> 00:21:14,700 like this and you'll see right away we have our sky 556 00:21:14,700 --> 00:21:16,533 and our environment around it 557 00:21:16,566 --> 00:21:17,700 working just fine 558 00:21:17,866 --> 00:21:19,533 and the reason that's working is because 559 00:21:19,600 --> 00:21:22,700 this HDRI backdrop has a skylight actor in it 560 00:21:22,700 --> 00:21:24,400 so I'm gonna delete this 561 00:21:24,400 --> 00:21:26,466 and I'm going to create a skylight 562 00:21:26,800 --> 00:21:28,933 I know I said I wasn't going to show you the skylight 563 00:21:28,933 --> 00:21:30,066 in this part of the video 564 00:21:30,066 --> 00:21:33,166 but in this case it is actually kind of important 565 00:21:33,400 --> 00:21:35,600 in the search detail panel here we've got 566 00:21:35,600 --> 00:21:38,000 sourcetype we've got SLS captured scene 567 00:21:38,000 --> 00:21:39,700 and that's essentially going to 568 00:21:40,266 --> 00:21:43,466 basically create an HDRI based on what is 569 00:21:43,566 --> 00:21:44,766 around the skylight 570 00:21:44,866 --> 00:21:47,366 again I talk about that in my skylight video right here 571 00:21:47,466 --> 00:21:49,366 but what we're going to set it to right now is 572 00:21:49,366 --> 00:21:51,266 SLS specified Cubemap 573 00:21:51,266 --> 00:21:55,200 and this is basically where you load in an HDRI 574 00:21:55,700 --> 00:21:58,600 and so contrary to the HDRI backdrop 575 00:21:58,733 --> 00:22:00,566 the skylight is not going to create 576 00:22:00,566 --> 00:22:02,600 an actual dome around you 577 00:22:02,600 --> 00:22:06,133 this is only going to light your scene with an HDRI 578 00:22:06,300 --> 00:22:08,266 so in the Cubemap section right here 579 00:22:08,266 --> 00:22:09,733 I'm gonna select none 580 00:22:09,766 --> 00:22:11,266 and just load in 581 00:22:11,533 --> 00:22:13,600 whatever cubemap that is already loaded 582 00:22:13,600 --> 00:22:15,966 you can import any HDRI you want 583 00:22:16,000 --> 00:22:18,700 a great place to find these is by going to polyhaven 584 00:22:18,700 --> 00:22:19,133 com 585 00:22:19,133 --> 00:22:22,766 they have a huge library of free hdris to choose from 586 00:22:22,766 --> 00:22:25,400 so great resource right there 587 00:22:25,866 --> 00:22:28,200 I'm gonna use the HDRI forest right here 588 00:22:28,500 --> 00:22:29,933 and you'll see 589 00:22:30,400 --> 00:22:33,333 now we have our forest HDRI in here 590 00:22:33,866 --> 00:22:34,533 now you'll see 591 00:22:34,533 --> 00:22:36,700 the bottom of the horizon is totally black 592 00:22:36,700 --> 00:22:39,800 and that's because in the skylight if we scroll down 593 00:22:40,933 --> 00:22:42,400 in the advanced tab 594 00:22:42,766 --> 00:22:45,366 we have lower hemisphere is solid color 595 00:22:45,666 --> 00:22:47,866 I'm gonna turn this off and now you'll see 596 00:22:48,366 --> 00:22:50,000 if I hide this plane here 597 00:22:50,200 --> 00:22:53,733 we now have our HDRI affecting our chrome ball 598 00:22:54,000 --> 00:22:55,366 the way we would expect 599 00:22:55,366 --> 00:22:56,900 so that is how you can get 600 00:22:56,900 --> 00:22:59,700 reflective or metallic materials to 601 00:22:59,766 --> 00:23:02,166 kind of render correctly so to speak 602 00:23:02,466 --> 00:23:05,866 again reflective materials are dependent on having 603 00:23:05,866 --> 00:23:06,866 something to reflect 604 00:23:06,866 --> 00:23:08,166 and if there's nothing there 605 00:23:08,466 --> 00:23:10,566 they're not going to reflect anything 606 00:23:11,266 --> 00:23:12,600 so pro tip 607 00:23:12,600 --> 00:23:14,866 and with that said let's go back to past will 608 00:23:14,900 --> 00:23:17,200 now one last thing I want to show you before we 609 00:23:17,333 --> 00:23:19,000 start lighting our environment 610 00:23:19,333 --> 00:23:21,133 that's emissive materials 611 00:23:21,133 --> 00:23:24,133 so I'm gonna create what we call an emissive material 612 00:23:24,166 --> 00:23:28,266 because lumen actually allows emissive materials 613 00:23:28,266 --> 00:23:30,533 glowing materials to emit light 614 00:23:30,533 --> 00:23:32,166 and I'll demonstrate right here 615 00:23:32,300 --> 00:23:34,666 so we're gonna right click on our content browser 616 00:23:35,100 --> 00:23:36,300 create a new material 617 00:23:36,566 --> 00:23:38,933 I'm gonna call this emissive 0 1 618 00:23:39,000 --> 00:23:40,533 I'm gonna open this material up 619 00:23:40,533 --> 00:23:42,500 and I'm gonna create three nodes 620 00:23:43,133 --> 00:23:46,400 I'm gonna press and hold the 1 key and click 621 00:23:46,800 --> 00:23:49,333 press and hold the 3 key and click 622 00:23:49,400 --> 00:23:52,466 and press and hold the m key and click 623 00:23:52,500 --> 00:23:54,900 I'm going to select these two nodes 624 00:23:55,300 --> 00:23:57,400 right click convert to parameter 625 00:23:57,800 --> 00:23:59,333 and I'm going to call this one 626 00:23:59,933 --> 00:24:01,200 light color 627 00:24:02,300 --> 00:24:03,733 I'm going to call this one 628 00:24:05,666 --> 00:24:07,333 light intensity 629 00:24:07,933 --> 00:24:10,100 I'm going to plug light intensity into B 630 00:24:11,000 --> 00:24:12,300 of the multiply node 631 00:24:12,333 --> 00:24:13,966 and plug the light color 632 00:24:14,066 --> 00:24:16,100 into the a of the multiply node 633 00:24:16,133 --> 00:24:18,900 and plug the multiply into emissive color 634 00:24:19,700 --> 00:24:21,933 I'm going to set the light intensity to something like 635 00:24:21,933 --> 00:24:22,733 100 636 00:24:23,800 --> 00:24:25,466 set the light color to something 637 00:24:25,466 --> 00:24:28,933 ridiculous like a bright flashy orange or something 638 00:24:29,466 --> 00:24:31,800 like that and hit OK 639 00:24:33,000 --> 00:24:34,733 now we're going to hit save 640 00:24:35,333 --> 00:24:36,933 I'm going to make this window smaller 641 00:24:36,933 --> 00:24:38,466 and I'm going to apply 642 00:24:38,900 --> 00:24:41,400 this material to one of our spheres here 643 00:24:42,933 --> 00:24:45,366 like this and if I hide this rect light 644 00:24:45,600 --> 00:24:47,966 you'll see this emissive material 645 00:24:48,333 --> 00:24:50,066 is actually casting light 646 00:24:50,133 --> 00:24:52,300 it is actually casting shadows 647 00:24:52,800 --> 00:24:54,533 and this is awesome because 648 00:24:54,866 --> 00:24:55,800 it can help 649 00:24:55,800 --> 00:24:57,966 give your environment a little bit of oomph 650 00:24:58,133 --> 00:25:00,666 but you don't want to rely on this too heavily 651 00:25:00,666 --> 00:25:01,700 because if I zoom out here 652 00:25:01,700 --> 00:25:02,866 you'll see a 653 00:25:02,866 --> 00:25:04,133 if I zoom out too far 654 00:25:04,400 --> 00:25:05,533 the light disappears 655 00:25:05,533 --> 00:25:07,366 and you'll also notice that the 656 00:25:07,366 --> 00:25:10,000 light itself is very noisy and splotchy 657 00:25:10,000 --> 00:25:13,066 so like I said you don't want to have your entire scene 658 00:25:13,100 --> 00:25:16,200 being lit exclusively with imisive materials 659 00:25:16,200 --> 00:25:17,733 it's not going to look very good 660 00:25:17,866 --> 00:25:20,500 but I still wanted to take the time to show you that 661 00:25:21,166 --> 00:25:22,700 this does work 662 00:25:22,733 --> 00:25:25,166 so now that we have an understanding of 663 00:25:25,400 --> 00:25:26,600 how the lights work 664 00:25:26,666 --> 00:25:29,733 how to bend and shape the light the way we want 665 00:25:30,066 --> 00:25:31,800 now we're ready to get started and light 666 00:25:31,800 --> 00:25:33,266 this entire scene here 667 00:25:33,266 --> 00:25:34,200 from scratch 668 00:25:34,900 --> 00:25:35,600 so I'm gonna go ahead 669 00:25:35,600 --> 00:25:37,866 I'm going to delete all of these lights 670 00:25:37,866 --> 00:25:40,166 and start off with a completely blank slate 671 00:25:40,400 --> 00:25:41,200 and you'll see 672 00:25:41,400 --> 00:25:43,366 it's a whole lot easier than you might think 673 00:25:43,533 --> 00:25:45,766 so I'm gonna be using the megascans 674 00:25:45,766 --> 00:25:47,333 abandoned apartment scene 675 00:25:47,333 --> 00:25:49,166 that you can find for free 676 00:25:49,166 --> 00:25:50,600 on the Epic Marketplace 677 00:25:51,166 --> 00:25:51,300 so 678 00:25:51,300 --> 00:25:54,000 go ahead and download that if you want to follow along 679 00:25:54,100 --> 00:25:55,300 now before we get started 680 00:25:55,300 --> 00:25:57,733 I want to do a little Segway into 681 00:25:58,366 --> 00:25:59,333 explaining that 682 00:25:59,466 --> 00:26:02,733 Lumen works a lot better with Nanite meshes 683 00:26:02,733 --> 00:26:03,533 performance wise 684 00:26:03,533 --> 00:26:05,666 you're going to get much better frame rates if 685 00:26:05,666 --> 00:26:09,366 you convert as many meshes to Nanite as possible 686 00:26:09,500 --> 00:26:11,966 I've made a dedicated video on nanite right here 687 00:26:12,066 --> 00:26:14,466 so you can check that out if you're so inclined 688 00:26:14,500 --> 00:26:17,966 but if I go here to lit go to Nanite Visualization 689 00:26:18,200 --> 00:26:19,333 Triangle if you'll see 690 00:26:19,333 --> 00:26:21,666 everything that has a colorful triangle on it 691 00:26:21,766 --> 00:26:23,733 is actually a nanite mesh 692 00:26:24,133 --> 00:26:25,366 this project here 693 00:26:25,400 --> 00:26:27,533 the megascan the Benton department scene 694 00:26:27,533 --> 00:26:29,966 does not have Nanite turned on by default 695 00:26:30,000 --> 00:26:32,866 so what I did is in the content browser 696 00:26:32,933 --> 00:26:35,200 I filtered by static mesh 697 00:26:35,466 --> 00:26:36,933 and I selected the static measure 698 00:26:36,933 --> 00:26:38,133 that I wanted to convert 699 00:26:38,900 --> 00:26:41,766 right click Nanite enable 700 00:26:42,566 --> 00:26:43,366 again I don't want to 701 00:26:43,366 --> 00:26:45,366 dive too deep into the advanced settings here 702 00:26:45,366 --> 00:26:46,966 because this is the beginner tutorial 703 00:26:46,966 --> 00:26:50,400 but still I wanted to point you in the right direction 704 00:26:50,533 --> 00:26:52,533 so with that little segue done 705 00:26:52,766 --> 00:26:55,666 I'm going to delete all the lights in our scene here 706 00:26:56,533 --> 00:26:58,900 start off from total scratch 707 00:26:58,900 --> 00:26:59,900 and just so you know 708 00:26:59,900 --> 00:27:02,700 this environment here has a skybox in the scene 709 00:27:02,733 --> 00:27:05,666 we can delete that for now we're not going to need it 710 00:27:06,133 --> 00:27:08,766 so if you're like me and you've deleted your lights 711 00:27:08,766 --> 00:27:09,700 and you still 712 00:27:09,700 --> 00:27:10,866 have some lights 713 00:27:10,866 --> 00:27:14,766 in here and then if not totally black like I had it 714 00:27:14,800 --> 00:27:15,300 the reason 715 00:27:15,300 --> 00:27:17,533 for that is because there is still some baked 716 00:27:17,533 --> 00:27:18,600 lighting information 717 00:27:18,600 --> 00:27:19,666 in the scene 718 00:27:19,666 --> 00:27:21,933 we're gonna click on the settings tab up top here 719 00:27:22,066 --> 00:27:23,566 go to world settings 720 00:27:23,866 --> 00:27:26,400 and we're going to search for 4th 721 00:27:26,533 --> 00:27:30,066 and we want to click on 4th no pre computed lighting 722 00:27:30,333 --> 00:27:31,200 click on this 723 00:27:31,800 --> 00:27:33,533 hit OK and now 724 00:27:33,533 --> 00:27:35,933 we just need to go to the build button up top here 725 00:27:35,966 --> 00:27:38,266 and click on Build Lighting only 726 00:27:38,766 --> 00:27:40,266 and now once you do that 727 00:27:40,333 --> 00:27:43,333 all of your lights will be completely gone 728 00:27:43,333 --> 00:27:44,400 there are no more lights 729 00:27:44,400 --> 00:27:47,000 no baked lighting information and we're ready to go 730 00:27:47,133 --> 00:27:49,600 so now you'll see we have a completely dark scene 731 00:27:49,600 --> 00:27:52,266 and what we're going to do now is use 732 00:27:52,700 --> 00:27:54,966 Unreal's most underrated tool 733 00:27:55,100 --> 00:27:57,133 the environment light mixer 734 00:27:57,366 --> 00:27:58,500 so going to window 735 00:27:59,333 --> 00:28:00,600 E and V light mixer 736 00:28:01,166 --> 00:28:03,300 and we have a new tab showing up here 737 00:28:03,966 --> 00:28:06,066 and what we're going to do is we're going to create 738 00:28:06,266 --> 00:28:09,166 skylight create atmospheric light zero 739 00:28:09,733 --> 00:28:10,966 create sky atmosphere 740 00:28:11,500 --> 00:28:14,600 create volumetric cloud and create height fog 741 00:28:15,000 --> 00:28:16,966 you'll see okay we have something here 742 00:28:16,966 --> 00:28:19,133 but if we move the camera outside 743 00:28:19,566 --> 00:28:21,100 you'll see we now have 744 00:28:21,200 --> 00:28:23,800 an entire atmosphere sky system 745 00:28:23,900 --> 00:28:26,700 done for us with just a few clicks 746 00:28:26,700 --> 00:28:28,533 if I press and hold a Ctrl 747 00:28:28,533 --> 00:28:31,300 L shortcut and move my mouse you'll see 748 00:28:31,600 --> 00:28:35,100 the sun moves in our sky the clouds react accordingly 749 00:28:35,266 --> 00:28:37,133 and our sky changes color 750 00:28:37,133 --> 00:28:39,300 based on the position of the sun 751 00:28:39,300 --> 00:28:40,100 in the sky 752 00:28:41,166 --> 00:28:44,933 this is such an amazing tool and I use this 753 00:28:45,133 --> 00:28:48,266 every single time I start a new project 754 00:28:48,366 --> 00:28:49,966 hands down every time 755 00:28:50,100 --> 00:28:52,566 doesn't matter if I'm making an exterior environment 756 00:28:52,566 --> 00:28:54,200 or an interior environment 757 00:28:54,366 --> 00:28:57,533 this provides you a fantastic starting point 758 00:28:57,666 --> 00:29:00,400 so I wholeheartedly recommend that you use this 759 00:29:00,500 --> 00:29:01,400 moving forward 760 00:29:01,400 --> 00:29:03,700 if you're working on an exterior environment 761 00:29:04,333 --> 00:29:06,800 this gets you 90 percent of the way there 762 00:29:06,966 --> 00:29:07,900 on the first try 763 00:29:07,900 --> 00:29:10,733 so now we're going to go down here back into our scene 764 00:29:10,766 --> 00:29:13,000 I'm going to use the control L shortcut to 765 00:29:13,333 --> 00:29:14,666 get the sun shining in the 766 00:29:14,666 --> 00:29:16,100 rough angle that I want it to 767 00:29:16,100 --> 00:29:17,133 something like that 768 00:29:17,766 --> 00:29:19,100 but you'll notice that 769 00:29:19,100 --> 00:29:21,066 depending on where you're looking 770 00:29:21,066 --> 00:29:22,700 where you're pointing the camera to 771 00:29:23,100 --> 00:29:23,933 now you'll see 772 00:29:23,933 --> 00:29:26,366 the interior of our scene got a bit brighter 773 00:29:26,400 --> 00:29:28,333 but as I move to a camera this way 774 00:29:29,466 --> 00:29:30,733 everything gets dark again 775 00:29:31,133 --> 00:29:34,166 the reason for that is because of auto exposure 776 00:29:34,366 --> 00:29:36,566 and the next step is to actually 777 00:29:36,566 --> 00:29:37,866 turn off autoexposure 778 00:29:37,866 --> 00:29:39,000 because that's really annoying 779 00:29:39,000 --> 00:29:40,566 and I don't like that I don't want 780 00:29:40,566 --> 00:29:42,133 unreal to automatically 781 00:29:42,166 --> 00:29:44,266 adjust the brightness of my scene for me 782 00:29:44,366 --> 00:29:45,933 no bad dog so 783 00:29:46,066 --> 00:29:47,900 what we're going to do is we're going to create 784 00:29:47,900 --> 00:29:49,700 a post process volume 785 00:29:49,700 --> 00:29:51,533 and this is quite possibly 786 00:29:51,766 --> 00:29:54,266 one of the most important tools 787 00:29:54,900 --> 00:29:55,600 in your theme 788 00:29:55,600 --> 00:29:56,400 the post process 789 00:29:56,400 --> 00:29:58,766 volume is where you control the exposure of your theme 790 00:29:58,933 --> 00:30:00,200 some camera settings 791 00:30:00,866 --> 00:30:02,400 all the lumen quality settings 792 00:30:02,400 --> 00:30:03,733 your ray tracing settings 793 00:30:03,733 --> 00:30:07,000 so you need to have a post process volume in your theme 794 00:30:07,166 --> 00:30:07,900 just let you know 795 00:30:07,900 --> 00:30:10,200 I will call this the PPV moving forward 796 00:30:10,400 --> 00:30:11,533 it's easier to say 797 00:30:12,166 --> 00:30:16,100 so now in the playsactor tab I'm gonna search for post 798 00:30:16,166 --> 00:30:19,400 and drag and drop a post process volume in my scene 799 00:30:19,566 --> 00:30:20,366 like this 800 00:30:20,733 --> 00:30:24,466 the actual position of the PPV does not matter 801 00:30:24,666 --> 00:30:27,366 because in the Search Detail panel here 802 00:30:27,866 --> 00:30:29,500 we're going to search for unbound 803 00:30:30,300 --> 00:30:33,333 and set the infinite extent unbound on 804 00:30:33,866 --> 00:30:35,533 this means that the post process 805 00:30:35,533 --> 00:30:36,933 volume is going to affect 806 00:30:36,933 --> 00:30:38,533 the entire scene 807 00:30:38,533 --> 00:30:40,566 regardless of where it is in the level 808 00:30:40,700 --> 00:30:43,800 by the way pro tip if you want to hide these icons here 809 00:30:44,066 --> 00:30:46,166 you can press the G shortcut 810 00:30:46,266 --> 00:30:49,800 now we need to select our PPV and search for 811 00:30:50,700 --> 00:30:52,900 EXP short for exposure 812 00:30:53,666 --> 00:30:56,533 and this is where we're going to disable auto exposure 813 00:30:56,733 --> 00:30:59,200 so now we need to change a few things 814 00:30:59,700 --> 00:31:02,500 metering mode we're going to set this to manual 815 00:31:02,766 --> 00:31:04,533 and now you'll see it go totally black 816 00:31:04,600 --> 00:31:05,900 that's fine don't worry 817 00:31:06,166 --> 00:31:09,200 next we need to check apply physical camera exposure 818 00:31:09,366 --> 00:31:10,400 and turn this off 819 00:31:11,066 --> 00:31:14,766 so now this is how you can easily disable 820 00:31:14,766 --> 00:31:15,566 auto exposure 821 00:31:15,566 --> 00:31:17,900 because now regardless of where the camera is looking 822 00:31:18,400 --> 00:31:20,000 it's not getting brighter 823 00:31:20,100 --> 00:31:23,100 and that's good we don't want unreal to do that for us 824 00:31:23,266 --> 00:31:25,933 but you know it's way too dark 825 00:31:26,133 --> 00:31:26,866 obviously 826 00:31:26,866 --> 00:31:29,133 it doesn't look like Lumen doing anything for us 827 00:31:29,533 --> 00:31:30,333 why is that 828 00:31:30,333 --> 00:31:33,533 and you'll see that the sky is actually well exposed 829 00:31:33,600 --> 00:31:35,666 right the sky looks great it's fantastic 830 00:31:35,766 --> 00:31:37,866 and you might think that's weird but 831 00:31:38,066 --> 00:31:41,000 this is exactly how cameras behave in real life 832 00:31:41,000 --> 00:31:42,733 and looking at this example here 833 00:31:42,733 --> 00:31:44,766 if you've ever been inside and you try to take a 834 00:31:44,766 --> 00:31:46,200 photo of something outside 835 00:31:46,466 --> 00:31:48,533 if you expose for the outside 836 00:31:48,866 --> 00:31:51,533 the inside of your house or your apartment or whatever 837 00:31:51,533 --> 00:31:53,700 will be completely underexposed 838 00:31:53,966 --> 00:31:57,066 alternatively if you try to expose for something inside 839 00:31:57,133 --> 00:31:59,600 the windows will be completely blown out 840 00:31:59,700 --> 00:32:01,500 overexposed way too bright 841 00:32:01,800 --> 00:32:04,733 this is how cameras behave in real life 842 00:32:05,066 --> 00:32:07,933 because cameras don't really have the dynamic range 843 00:32:07,933 --> 00:32:08,966 to capture both 844 00:32:08,966 --> 00:32:09,200 the very 845 00:32:09,200 --> 00:32:12,500 very bright areas and the very very dark areas 846 00:32:12,500 --> 00:32:13,666 okay so 847 00:32:14,166 --> 00:32:18,366 understanding exposure is really important as lighter 848 00:32:19,066 --> 00:32:21,566 I cannot stress as enough it's so important 849 00:32:21,733 --> 00:32:23,166 and so I'm going to demonstrate 850 00:32:23,166 --> 00:32:25,600 how we can drastically change the look of the scene 851 00:32:25,666 --> 00:32:26,766 with one slider 852 00:32:27,533 --> 00:32:29,766 you do not need to go ahead and 853 00:32:29,766 --> 00:32:31,100 select your directional light 854 00:32:31,100 --> 00:32:33,200 and increase the brightness 855 00:32:33,466 --> 00:32:35,200 yes that will work like that 856 00:32:35,200 --> 00:32:37,166 but we don't need to do that because then it kind of 857 00:32:37,166 --> 00:32:38,933 throws off the brightness of all the other lights 858 00:32:38,933 --> 00:32:41,166 if you have multiple light systems in your scene 859 00:32:41,733 --> 00:32:43,400 I'm going to leave everything at default 860 00:32:43,500 --> 00:32:45,333 and all I'm going to change 861 00:32:45,900 --> 00:32:47,366 in the potefrothen volume 862 00:32:48,400 --> 00:32:51,100 change the exposure compensation slider here 863 00:32:52,066 --> 00:32:54,466 and I'm going to increase this slowly 864 00:32:55,966 --> 00:32:56,933 you'll see now 865 00:32:57,900 --> 00:32:59,900 this is before and this is after 866 00:33:00,366 --> 00:33:02,933 by adjusting one little exposure slider 867 00:33:02,966 --> 00:33:03,900 we haven't changed 868 00:33:03,900 --> 00:33:06,366 any default settings of any of our lights 869 00:33:06,866 --> 00:33:08,566 it just works really well 870 00:33:09,400 --> 00:33:10,200 just like that 871 00:33:10,200 --> 00:33:11,566 and now we have Lumen 872 00:33:11,566 --> 00:33:14,200 doing all the hard work for us by lighting up 873 00:33:14,200 --> 00:33:16,866 the rest of the apartment with indirect lighting 874 00:33:17,100 --> 00:33:19,600 see here the light is kind of shining through the door 875 00:33:20,000 --> 00:33:21,566 hitting here and bouncing up and 876 00:33:21,566 --> 00:33:23,300 lighting up the rest of our scene 877 00:33:23,366 --> 00:33:24,700 it's fantastic 878 00:33:24,700 --> 00:33:27,666 and if I hold the control L shortcut you'll see 879 00:33:28,166 --> 00:33:30,266 the lighting changes drastically 880 00:33:30,733 --> 00:33:33,000 as the sun changes 881 00:33:33,533 --> 00:33:35,133 that is the beauty of Lumen 882 00:33:35,166 --> 00:33:36,600 Lumen makes lighting 883 00:33:37,466 --> 00:33:39,966 much easier with just a few clicks 884 00:33:40,000 --> 00:33:41,533 using the environment light mixer 885 00:33:41,533 --> 00:33:43,800 and adjusting the exposure compensation 886 00:33:44,733 --> 00:33:46,900 we got our scene in a very good place 887 00:33:46,900 --> 00:33:48,100 I would say we're about 888 00:33:48,533 --> 00:33:51,133 85 to 90 percent done already 889 00:33:51,466 --> 00:33:52,300 but there's still 890 00:33:52,900 --> 00:33:54,533 one or two more things we can do 891 00:33:54,533 --> 00:33:57,166 to really push this scene to the next level 892 00:33:57,900 --> 00:33:59,066 and what we're gonna do now 893 00:33:59,266 --> 00:34:02,333 is we're gonna select our exponential height fog 894 00:34:02,333 --> 00:34:03,333 scroll down 895 00:34:04,333 --> 00:34:06,400 and we're gonna turn on volumetric fog 896 00:34:06,400 --> 00:34:08,666 because I want to have some God raids shining through 897 00:34:08,666 --> 00:34:10,066 here and 898 00:34:10,066 --> 00:34:12,700 I'm not a huge fan of the bluish tint 899 00:34:12,700 --> 00:34:13,933 that the fog has here 900 00:34:13,966 --> 00:34:15,666 switching this to volumetric fog 901 00:34:15,666 --> 00:34:17,300 it's going to fix that for us 902 00:34:17,600 --> 00:34:18,733 so by clicking here 903 00:34:19,366 --> 00:34:23,100 you'll see now we got rid of the bluish ugly tint 904 00:34:23,400 --> 00:34:26,066 and we got a bit more God ray shining through 905 00:34:26,066 --> 00:34:28,166 you'll see the God rays are not very visible though 906 00:34:28,500 --> 00:34:30,400 so we can go accentuate those 907 00:34:30,733 --> 00:34:31,666 very easily 908 00:34:31,933 --> 00:34:35,100 by selecting our directional light and scrolling down 909 00:34:35,100 --> 00:34:36,766 and we see here we have the 910 00:34:36,800 --> 00:34:39,066 volumetric scattering intensity 911 00:34:39,366 --> 00:34:40,733 I'm going to set it to 10 912 00:34:40,733 --> 00:34:42,866 to really exaggerate it for effect 913 00:34:43,733 --> 00:34:47,000 and you'll see now we have god rays shining through 914 00:34:47,566 --> 00:34:50,500 our windows thanks to volumetric fog 915 00:34:50,500 --> 00:34:51,300 so you'll see 916 00:34:51,866 --> 00:34:53,000 environment light mixer 917 00:34:53,266 --> 00:34:54,533 exposure compensation 918 00:34:54,800 --> 00:34:55,900 volumetric fog 919 00:34:55,933 --> 00:34:58,766 and we've gotten our scene in a very good place 920 00:34:58,766 --> 00:35:00,200 as I rotate the sun 921 00:35:00,266 --> 00:35:02,266 the fog is going to update automatically 922 00:35:02,533 --> 00:35:04,266 it is frankly ridiculous how 923 00:35:04,266 --> 00:35:06,166 easy it is to get the scene looking 924 00:35:06,200 --> 00:35:07,766 so good so quickly 925 00:35:07,766 --> 00:35:10,133 now I do want to show you a nifty little way to art 926 00:35:10,133 --> 00:35:12,000 direct the volumetric fog a little bit 927 00:35:12,100 --> 00:35:13,200 if I zoom in here 928 00:35:13,600 --> 00:35:14,366 and 929 00:35:14,366 --> 00:35:16,533 you'll see the volumetric fog is visible from the side 930 00:35:16,533 --> 00:35:17,766 right what we can do 931 00:35:17,766 --> 00:35:19,933 is we can change the way that the volumetric fog 932 00:35:19,933 --> 00:35:21,733 behaves and how it looks 933 00:35:21,766 --> 00:35:24,300 by clicking on the exponential high fog actor here 934 00:35:25,100 --> 00:35:27,166 scrolling down to the volumetric fog section 935 00:35:27,166 --> 00:35:28,333 and we're going to change the 936 00:35:28,333 --> 00:35:29,900 scattering and distribution 937 00:35:29,900 --> 00:35:31,866 value to something like 9 938 00:35:32,400 --> 00:35:33,933 and your first reaction may be 939 00:35:33,933 --> 00:35:36,066 oh no we lost our god rays 940 00:35:36,400 --> 00:35:37,366 but not quite 941 00:35:37,400 --> 00:35:39,500 they're just visible differently 942 00:35:39,900 --> 00:35:41,366 if I moved a camera 943 00:35:41,400 --> 00:35:43,333 to have it looking up toward the light like this 944 00:35:43,333 --> 00:35:45,400 you'll see the very dreamy 945 00:35:45,533 --> 00:35:47,333 light shaft shining through here 946 00:35:47,600 --> 00:35:48,500 depending on your shot 947 00:35:48,500 --> 00:35:51,200 this can absolutely be the result you want to go for 948 00:35:51,666 --> 00:35:52,400 if I 949 00:35:52,400 --> 00:35:55,200 were to revert this back to default setting which is 950 00:35:55,200 --> 00:35:56,766 0 point 2 right here 951 00:35:57,666 --> 00:35:58,466 you'll see 952 00:35:59,766 --> 00:36:02,866 it's similar but it's not quite the same look 953 00:36:03,100 --> 00:36:04,400 right again 954 00:36:04,600 --> 00:36:05,400 point 9 955 00:36:05,766 --> 00:36:08,800 it's a little bit more of a slightly dreamier look 956 00:36:09,333 --> 00:36:11,366 there's no right or wrong answer here 957 00:36:11,766 --> 00:36:14,500 this is purely an art direction setting 958 00:36:14,733 --> 00:36:17,200 this allows you to get full control over the look 959 00:36:17,200 --> 00:36:18,600 of the shot you're going for 960 00:36:18,966 --> 00:36:19,466 but for now 961 00:36:19,466 --> 00:36:21,333 I'm going to leave it back at default settings 962 00:36:21,333 --> 00:36:23,466 right here because I do like 963 00:36:23,466 --> 00:36:26,066 the God rays being visible from the sides like that 964 00:36:26,066 --> 00:36:26,866 now while we're here 965 00:36:26,866 --> 00:36:28,900 you may notice that we have a little bit of flickering 966 00:36:28,900 --> 00:36:29,700 up here 967 00:36:29,766 --> 00:36:32,166 sometimes in some of the indirect lighting areas 968 00:36:32,166 --> 00:36:33,866 we get a bit of jitteriness 969 00:36:33,866 --> 00:36:35,533 I hope you can see that in the video 970 00:36:35,733 --> 00:36:37,900 it's not always very obvious but 971 00:36:37,933 --> 00:36:39,666 hopefully it just gets the point across 972 00:36:39,866 --> 00:36:41,933 there's a few things we can do to fix that 973 00:36:42,300 --> 00:36:45,133 or at least make it a little bit less noticeable 974 00:36:45,300 --> 00:36:47,100 so we're going to go into our PPV 975 00:36:48,333 --> 00:36:50,733 in a search detail panel we're going to search for 976 00:36:50,733 --> 00:36:54,333 Lumen and the setting we want to change here 977 00:36:54,533 --> 00:36:56,200 are the Lumen scene lighting quality 978 00:36:56,800 --> 00:36:58,100 final gather quality 979 00:36:58,366 --> 00:37:01,266 and the final gather lighting update speed 980 00:37:01,400 --> 00:37:02,900 I'm going to set this to 2 981 00:37:03,866 --> 00:37:07,133 set this to 2 as well and set this to 0.5 982 00:37:07,700 --> 00:37:09,133 and now hopefully you can see 983 00:37:09,400 --> 00:37:12,133 the jitteriness is not quite as apparent 984 00:37:12,566 --> 00:37:14,266 it's still kind of there 985 00:37:14,400 --> 00:37:16,800 but it is a lot better than it was 986 00:37:16,800 --> 00:37:18,700 if I revert this back to default 987 00:37:20,900 --> 00:37:23,133 you'll see it's definitely a little bit worse 988 00:37:23,133 --> 00:37:26,100 so using these values can definitely help your scene 989 00:37:26,266 --> 00:37:28,000 jitter a little bit less 990 00:37:28,100 --> 00:37:29,800 this may not be the finest example 991 00:37:29,800 --> 00:37:31,566 but I hope it gets the point across 992 00:37:32,000 --> 00:37:33,533 so here I'm gonna show you real quick 993 00:37:33,533 --> 00:37:36,400 how to utilize the 4 spheres I talked about 994 00:37:36,400 --> 00:37:37,466 earlier in the video 995 00:37:37,600 --> 00:37:38,966 by placing them right here 996 00:37:38,966 --> 00:37:42,333 you'll see this gives us a pretty good indication of 997 00:37:42,466 --> 00:37:44,866 what the exposure of the scene is at and 998 00:37:45,133 --> 00:37:47,133 what the brightest and darkest materials 999 00:37:47,133 --> 00:37:48,100 are looking like 1000 00:37:48,966 --> 00:37:49,700 so you'll see 1001 00:37:49,700 --> 00:37:50,800 we can clearly 1002 00:37:50,866 --> 00:37:53,566 tell the shape of every single one of these spheres 1003 00:37:53,566 --> 00:37:56,500 that tells us that this scene is pretty well exposed 1004 00:37:56,500 --> 00:37:57,666 if for example 1005 00:37:57,666 --> 00:37:58,733 I select my post process 1006 00:37:58,733 --> 00:38:00,900 volume and underexposed a little bit 1007 00:38:01,300 --> 00:38:02,300 something like that 1008 00:38:02,733 --> 00:38:05,333 this part of the scene might seem fine but 1009 00:38:06,166 --> 00:38:07,533 looking at the black sphere here 1010 00:38:07,600 --> 00:38:09,800 it almost disappears in the shadows 1011 00:38:09,900 --> 00:38:13,300 that tells us that our scene is a bit underexposed 1012 00:38:13,400 --> 00:38:16,100 anything that have a very dark material will just be 1013 00:38:16,100 --> 00:38:17,666 clipped and may disappear 1014 00:38:17,733 --> 00:38:18,566 conversely 1015 00:38:18,566 --> 00:38:21,300 if I were to overexpose the scene a little bit 1016 00:38:22,066 --> 00:38:22,966 something like that 1017 00:38:23,300 --> 00:38:25,933 this might seem great looking into the hallway here 1018 00:38:25,933 --> 00:38:27,733 this might seem really good 1019 00:38:27,933 --> 00:38:29,733 but we can kind of tell that 1020 00:38:29,766 --> 00:38:32,533 we've lost some detail in our white sphere here 1021 00:38:32,600 --> 00:38:34,500 it's not an exact science 1022 00:38:34,500 --> 00:38:36,866 these spheres are really there to just 1023 00:38:36,933 --> 00:38:38,733 guide you more than anything else 1024 00:38:38,733 --> 00:38:41,066 so going back to the exposure that was before 1025 00:38:41,100 --> 00:38:41,900 you'll see 1026 00:38:42,133 --> 00:38:45,000 now all of our materials are kind of in a good place 1027 00:38:45,133 --> 00:38:46,166 but neither one 1028 00:38:46,166 --> 00:38:49,400 is so extreme that we lose detail in the highlights 1029 00:38:49,400 --> 00:38:51,700 nor do we lose detail in the shadows 1030 00:38:51,933 --> 00:38:54,366 that is how these can really help you 1031 00:38:54,366 --> 00:38:55,866 especially the chrome ball 1032 00:38:55,866 --> 00:38:56,900 the chrome ball should 1033 00:38:56,900 --> 00:38:59,666 always feel pretty well integrated in the scene 1034 00:38:59,700 --> 00:39:02,866 it should accurately reflect whatever is around it 1035 00:39:02,966 --> 00:39:04,766 if you're noticing some weird highlights 1036 00:39:04,766 --> 00:39:05,733 or some weird light 1037 00:39:05,733 --> 00:39:06,500 shining on it 1038 00:39:06,500 --> 00:39:08,700 you'll know right away what's causing it 1039 00:39:08,966 --> 00:39:11,366 so now that we've set up a very quick 1040 00:39:11,400 --> 00:39:13,700 and easy daylight system like this 1041 00:39:13,766 --> 00:39:14,933 this is all fine and great 1042 00:39:14,933 --> 00:39:17,800 but what if we wanted a totally different mood right 1043 00:39:17,800 --> 00:39:19,866 so this is kind of a very dreamy 1044 00:39:20,066 --> 00:39:21,700 late afternoon type of feel 1045 00:39:21,900 --> 00:39:25,400 but what if we wanted to make this scene a gloomy 1046 00:39:25,700 --> 00:39:27,733 dark overcast day 1047 00:39:27,933 --> 00:39:28,733 feel 1048 00:39:28,766 --> 00:39:29,900 how would we do that 1049 00:39:30,500 --> 00:39:32,733 again we're gonna select all of our lights 1050 00:39:33,200 --> 00:39:34,400 and start from scratch 1051 00:39:34,600 --> 00:39:35,933 I'm gonna select everything 1052 00:39:35,933 --> 00:39:38,100 except for the PPV and the fog 1053 00:39:38,533 --> 00:39:40,133 because I want to keep both of those 1054 00:39:40,366 --> 00:39:43,500 again now we have a totally dark scene to work with 1055 00:39:43,966 --> 00:39:45,266 what we're going to do now 1056 00:39:45,400 --> 00:39:48,466 we're going to create the HDRI backdrop 1057 00:39:48,700 --> 00:39:51,300 and drag and drop it into the scene like this 1058 00:39:51,533 --> 00:39:53,300 I got to move it down a little bit lower 1059 00:39:54,333 --> 00:39:58,700 and just like that I mean literally one click 1060 00:39:59,466 --> 00:40:01,800 we're in a pretty good place already 1061 00:40:01,966 --> 00:40:03,466 it's not perfect but 1062 00:40:03,666 --> 00:40:06,600 as you can see the HRI backdrop did 1063 00:40:06,733 --> 00:40:08,566 a whole lot of work for us 1064 00:40:08,666 --> 00:40:09,666 right we got some nice 1065 00:40:09,666 --> 00:40:11,666 soft lighting coming through the door here 1066 00:40:11,866 --> 00:40:14,500 nice light coming into the opening in the wall 1067 00:40:15,166 --> 00:40:16,933 it looks really good now again 1068 00:40:17,566 --> 00:40:19,266 we're only about 80 percent done 1069 00:40:19,300 --> 00:40:19,766 there's still 1070 00:40:19,766 --> 00:40:21,666 one or two more things we can do here to 1071 00:40:21,666 --> 00:40:23,766 really make this okay 1072 00:40:23,766 --> 00:40:25,900 so as you'll see right here in the video 1073 00:40:25,900 --> 00:40:28,100 we got a whole lot of jittering in here 1074 00:40:28,100 --> 00:40:31,133 and that's again usually due to the fact that 1075 00:40:31,400 --> 00:40:33,000 it's only indirect lighting 1076 00:40:33,000 --> 00:40:35,100 so we're gonna add a bit of direct lighting 1077 00:40:35,100 --> 00:40:36,166 to help with that 1078 00:40:36,400 --> 00:40:37,566 and what we're going to do 1079 00:40:37,800 --> 00:40:41,166 is I'm going to go create a new rect light right here 1080 00:40:42,566 --> 00:40:43,933 going to move this up like that 1081 00:40:45,133 --> 00:40:46,133 move it outside 1082 00:40:47,166 --> 00:40:48,666 rotate it towards us 1083 00:40:50,466 --> 00:40:52,600 and I'm going to make it much larger 1084 00:40:52,600 --> 00:40:56,000 so something like 200 by 200 1085 00:40:56,366 --> 00:40:58,800 like that something like this and 1086 00:40:59,000 --> 00:40:59,700 maybe I'm gonna 1087 00:40:59,700 --> 00:41:02,133 make it a little bit it's a little bit bright now 1088 00:41:02,600 --> 00:41:04,566 so I'm going to make it a little bit darker 1089 00:41:04,566 --> 00:41:08,266 scroll down set the intensity to 1 or 2 1090 00:41:09,300 --> 00:41:10,533 so this is with it off 1091 00:41:10,600 --> 00:41:11,800 and this is with that 2 1092 00:41:12,533 --> 00:41:13,333 you'll notice 1093 00:41:13,533 --> 00:41:14,366 the rect light 1094 00:41:14,400 --> 00:41:17,333 really gave us a bit more of those specular highlight 1095 00:41:17,333 --> 00:41:18,600 those little pings 1096 00:41:18,733 --> 00:41:19,933 on the leaves 1097 00:41:19,933 --> 00:41:22,366 it helps make things pop a little bit more 1098 00:41:22,466 --> 00:41:24,600 so again if I just toggle this light on and off 1099 00:41:24,866 --> 00:41:26,966 it's subtle but it makes a difference 1100 00:41:27,200 --> 00:41:29,000 having these spheres in the level 1101 00:41:29,066 --> 00:41:32,066 is very helpful and tells us that our scene is 1102 00:41:32,066 --> 00:41:33,166 pretty well exposed 1103 00:41:33,666 --> 00:41:35,800 the black material is pretty dark 1104 00:41:35,800 --> 00:41:39,133 but not so black that we lost any in all detail on it 1105 00:41:39,400 --> 00:41:42,733 and the white sphere here is also bright 1106 00:41:42,733 --> 00:41:45,166 but the highlights are not completely clipped either 1107 00:41:45,366 --> 00:41:47,800 the gray ball tells us that that's the midpoint 1108 00:41:47,800 --> 00:41:49,466 and the chrome ball as always 1109 00:41:49,600 --> 00:41:52,166 accurately reflects whatever is in the level 1110 00:41:52,366 --> 00:41:54,733 now if you remember back in the 1111 00:41:55,000 --> 00:41:57,166 lighting basics part of this tutorial 1112 00:41:57,500 --> 00:41:58,133 I use 1113 00:41:58,133 --> 00:42:00,466 ray tray of shadows to get them better shadow detail 1114 00:42:00,466 --> 00:42:02,533 and I'm going to do the same thing here 1115 00:42:02,533 --> 00:42:04,200 so by selecting this light here 1116 00:42:04,533 --> 00:42:08,200 search for ray and I'm going to turn ray tray shadows 1117 00:42:08,300 --> 00:42:09,100 on 1118 00:42:10,266 --> 00:42:13,133 everything gets a little bit softer a little bit better 1119 00:42:14,066 --> 00:42:15,466 just before and after 1120 00:42:15,900 --> 00:42:17,300 before and after 1121 00:42:17,866 --> 00:42:20,366 it does soften things quite a bit 1122 00:42:20,400 --> 00:42:22,533 so now I'm going to go ahead and do the same thing 1123 00:42:22,566 --> 00:42:24,266 to this window here 1124 00:42:24,400 --> 00:42:25,533 by selecting my light 1125 00:42:25,600 --> 00:42:27,100 press and hold the alt key 1126 00:42:27,266 --> 00:42:29,800 and drag to duplicate the light 1127 00:42:30,500 --> 00:42:31,466 going to move in here 1128 00:42:31,800 --> 00:42:33,133 rotate it like that 1129 00:42:33,366 --> 00:42:35,333 and I'm going to make the light a bit smaller 1130 00:42:35,533 --> 00:42:37,366 revert it to a default size 1131 00:42:38,133 --> 00:42:41,000 and kind of find a nice point for it something like 1132 00:42:43,133 --> 00:42:45,066 something like that I think looks pretty good 1133 00:42:45,066 --> 00:42:46,800 it's nice to get that extra little 1134 00:42:46,933 --> 00:42:49,333 bit of light coming in from the side here 1135 00:42:49,366 --> 00:42:50,400 it looks pretty good 1136 00:42:50,500 --> 00:42:53,566 and now I'll do it for one more time for the door 1137 00:42:53,866 --> 00:42:55,900 over here just to get a little bit more light 1138 00:42:55,900 --> 00:42:57,500 coming through the doorway here 1139 00:42:57,733 --> 00:42:59,866 press and hold the alt key drag 1140 00:43:01,900 --> 00:43:03,166 and I'm going to move this light 1141 00:43:03,266 --> 00:43:05,733 right over here just outside our door 1142 00:43:06,000 --> 00:43:07,200 of our scene here 1143 00:43:08,533 --> 00:43:12,800 like that go into the hallway and see how this looks 1144 00:43:13,933 --> 00:43:15,166 let's just something like that 1145 00:43:15,166 --> 00:43:15,966 there we go 1146 00:43:16,533 --> 00:43:17,800 before and after 1147 00:43:18,000 --> 00:43:20,700 I may actually make it light a bit darker 1148 00:43:20,700 --> 00:43:22,666 because it's a bit strong here for my taste 1149 00:43:22,666 --> 00:43:24,100 so maybe a brightness of one 1150 00:43:24,700 --> 00:43:26,900 this is off and this is one 1151 00:43:26,900 --> 00:43:29,733 so just a little bit and just a little bit helps 1152 00:43:30,866 --> 00:43:33,300 there we go and now just to get a bit more 1153 00:43:33,500 --> 00:43:36,133 mood in here I'm going to select this light 1154 00:43:36,166 --> 00:43:37,400 and I'm going to set the 1155 00:43:37,400 --> 00:43:40,266 volumetric scattering intensity to something crazy like 1156 00:43:40,266 --> 00:43:41,066 100 1157 00:43:41,933 --> 00:43:43,066 this may be too much 1158 00:43:43,900 --> 00:43:45,400 50 20 1159 00:43:46,133 --> 00:43:47,200 so this is off 1160 00:43:47,400 --> 00:43:48,500 and this is 20 1161 00:43:49,100 --> 00:43:51,466 I just want to add a little bit of haze 1162 00:43:51,466 --> 00:43:54,666 just to add a tiny little bit of localized fog 1163 00:43:54,733 --> 00:43:56,133 right here just 1164 00:43:56,300 --> 00:43:57,500 a little bit to help 1165 00:43:57,533 --> 00:43:59,600 give our scene a little bit of OMP here 1166 00:44:00,166 --> 00:44:03,400 and just like that with two or three rect lights 1167 00:44:03,866 --> 00:44:05,800 with 1H dry backdrop 1168 00:44:05,800 --> 00:44:09,100 we've got our over caffeine looking pretty good 1169 00:44:09,366 --> 00:44:11,166 it's in a very good place right now 1170 00:44:11,166 --> 00:44:13,266 and that's what I mean 1171 00:44:13,266 --> 00:44:15,666 lighting doesn't have to be complicated 1172 00:44:15,666 --> 00:44:16,266 you just need to 1173 00:44:16,266 --> 00:44:18,533 know about the tools that are available to you 1174 00:44:18,600 --> 00:44:20,266 it's really as simple as that 1175 00:44:20,400 --> 00:44:21,400 and that's it guys 1176 00:44:21,566 --> 00:44:23,500 you've Learned everything you need to know 1177 00:44:23,500 --> 00:44:25,600 to get started with lighting in Unreal Engine 1178 00:44:25,600 --> 00:44:27,500 so guys I know this with a long one 1179 00:44:27,600 --> 00:44:29,400 most of my videos have been really long lately 1180 00:44:29,400 --> 00:44:30,700 I'm not sure what the deal is with that 1181 00:44:30,700 --> 00:44:32,533 but hey it is what it is 1182 00:44:32,900 --> 00:44:34,533 I hope you found this video helpful 1183 00:44:34,533 --> 00:44:35,333 and if you did 1184 00:44:35,333 --> 00:44:37,166 do consider subscribing and giving it the old 1185 00:44:37,166 --> 00:44:40,300 thumbs up thank you so much for watching and as always 1186 00:44:41,333 --> 00:44:42,333 happy rendering 87589

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