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today we're talking about one of the most
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underrated aspects of 3D
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and that is lighting
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those of you familiar with my channel know that
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most of my Unreal Engine videos
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target the more
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advanced users
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so I figured I would change it up a bit
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and talk about lighting
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for the absolute beginner
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if you don't know anything
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about lighting or how it works
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let alone how to get things looking good in Unreal
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Engine this is the video for you
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and just to be clear
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in this tutorial we'll be using lumen and UE5
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with a fully dynamic lighting approach
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we will not be learning about baked lighting
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so I'm not gonna waste any more time with the intro
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let's jump straight into lighting
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right after I tell you about my sponsor
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so a big thank you to
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CG Spectrum for sponsoring this video
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CG Spectrum is a global top ranked training provider
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offering specialized online courses in real time 3D
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Game Development Animation VFX and Digital Painting
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they're an Unreal Authorized Training Center
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and Unreal Academic Partner
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and their courses include personalized
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mentorship from industry professionals
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I help develop their real time 3D
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technical and virtual production course
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I mentor their part time myself
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and
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here are a few examples from some of my own students
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so if learning Unreal Engine
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with the help of an industry
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mentor is something you're interested in
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do check out the link down below or visit tgspectrum
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com for more info
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you'll get the most practical and up to date knowledge
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connections
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skills and industry awareness that studios in
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both the games and film industry
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are hiring for
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so thanks
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again to CG Spectrum for sponsoring this video
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and now let's jump straight into lighting
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all right so now that we're unreal
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we need to make sure
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that our project settings are set up correctly
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to make sure that everything behaves as expected
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to get the best possible results
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and make the most of what Lumen has to offer
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so we're going to go to the settings tab up top here
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click on Project Settings
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and in the search detailed panel
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we're going to search for Directx
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and we need to make sure that our default
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RHI is at the Directx 12
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and Directx 11 and 12sm5 is turned on
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next we're going to scroll down to the
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rendering tab right here
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and by scrolling down to the Lumen section right here
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we need to make sure that we have the following
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project settings
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set up correctly
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dynamic local illumination set to Lumen
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array lighting mode set to Surface Cache
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software Ray tracing mode set the detail tray thing
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shadow map method set the virtual Shadow Maps beta
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and one more thing that I like to have turned on is
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support hardware ray tracing
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turned it on
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and use hardware ray tracing when available
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now keep in mind the hardware ray tracing
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settings are only going to work if you have a GPU
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that is capable of hardware ray tracing
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so any of the Nvidia
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RTX cards will work just fine
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if you don't have a GPU that can do ray tracing
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don't worry if not the end of the world
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you're still going to be able to get good results
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but I like to use it because in many cases
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Ray traced shadows will look
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much better as you're going to see a little bit later
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so with these project settings changed
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you're going to have to restart the engine
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and it's going to have to recompile all the shaders
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so go make yourself a cup of coffee
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and then we'll be ready to get started
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so I'm going to x this out
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and now we have a blank scene here
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and I'm going to show you
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everything you need to know
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about every light that is available in Unreal Engine 5
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and in order to create our first light
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we need to go to the place actors tab
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and in the little light icon here
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you'll have a list of all the available light
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if your UI looks a little bit different than mine
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don't worry you can go to the Windows tab
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load layout and I'm using the ue4 classic layout
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just because I like the way that it is set up
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to me it works a little bit better
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so if you want to follow along
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this the layout that I am using
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so let's start off with the
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first light here and that is the directional light
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I'm going to drag and drop this into my scene here
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and as you can see as I rotate around here
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the directional light does with the name implies
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it behaves a lot like
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a sun or moonlight or any kind of light that is very
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directional in nature
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so directional lights are usually used for
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exterior environments
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or when you want to have sunlight
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shining through a window
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for interior environments
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now what's really cool about
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Lumen is that it just works out of the box
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and as you can see here
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we've got some nice indirect lighting
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lighting up our character here
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because if Lumen was disabled
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it would actually just be pure black like this
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but thanks to Lumen
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we do get a little bit of that nice
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bounce lighting bouncing off the ground here
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now you can choose the settings of every single light
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in the detailed panel on the right hand side here
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so here we've got the transform tab
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we've got the mobility and the light setting
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so we can choose the intensity of the light like this
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we can choose the color of the light like so
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or alternatively you can choose the color
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temperature by clicking on this
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and making the light warmer or colder like that
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now you're gonna see here
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we have a bit of a weird thing called mobility
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and you'll see we have static
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stationary and movable
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so Unreal Engine has two different lighting methods
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we've got baked or static lighting and we have
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dynamic lighting
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now this tutorial is not going to cover baked lighting
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because baked lighting is a little bit more advanced
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there's way more moving parts
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there's a lot more that can go wrong
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I myself prefer to use
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dynamic lighting because what you see
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and what you get there's
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it just works very well out of the box
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it works extremely well with lumen and it's actually
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way easier to use and is more beginner friendly
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if you are interested in baked lighting
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I do have a tutorial on baked lighting right here
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I'll put the link down below the like button
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so static and stationary lights are for baked lighting
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exclusively
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you may have seen this message over here before
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that's because your light is either set to static or
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stationary so to get rid of this message over here
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just set your light to moveable
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you'll also get better results
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some lights actually don't look right
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if you don't set it to moveable
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the default is stationary
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so when you create a new light
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just
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switch it to moveable right here
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to be safe
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so the next light we're going to talk about is
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the point light
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and the point light again does what the name implies
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if a point of light
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very similar to a light bulb it emits light in all
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directions just like the direction of the light
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you can control the light color
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the intensity of the light here
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same thing next we have the spot light
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and again the spot light does what the name implies
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it is literally
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a cone that emits light
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in a spotlight fashion
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so if you want to have light being emitted in a conical
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pattern the spotlight is the way to do that
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you can control the shape of the light
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in the detail panel of that spotlight
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next we have direct light here
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and this is possibly my favorite light of all time
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because
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direct light behaved the same way that a softbox does
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for any of you who are familiar with photography
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or filmmaking
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softboxes are what gives us very soft diffuse lighting
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it is very appealing
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to you for portraits or any kind of cinematic work
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notice here how the shadows are
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nice and soft and diffused
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wherea if I delete this and play the point light
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you'll see
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these shadows are completely hard
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the reason for that is because the rect light
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is a bigger light
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but we're gonna get more into the specifics of that
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really soon so again
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the rect light here gives us really nice soft shadows
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looks absolutely fantastic
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and by increasing the intensity
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you'll see the shadows get nice
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and soft as they move further away from the subject
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here you can change the sides of the light like this
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by adjusting the source width
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and the source height
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to make a larger light source
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if we pay attention to my
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chrome ball over here
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you'll see the reflection of the rect light show up
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and if I change the source width like this
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you'll see the shape of the light
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is actually changing in the reflection
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so that can be very handy to know about
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now the next light here is the skylight
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but I'm not going to talk about that right now
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the skylight is a bit of a can of worms
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it's the beast of its own
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and I've actually made a dedicated tutorial
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about the skylight right here
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again I'll put the link down below
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we will be using the skylight in this tutorial
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but in a different context
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now the last light actor I want to show you is the
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HDRI backdrop
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and if you don't see that here
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don't worry you just need to enable the plugin for it
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so we're going to go right here to the settings tab
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go to plugins
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and we're going to search for HDRI
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and just enable the plugin
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restart the engine and
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it should show up in your list right here
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so the HDRI backdrop is
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awesome because by just drag and dropping it here
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like this and moving it up a little bit there we go
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now we have kind of a skylighting showing up
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and lighting our entire scene up
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very nicely
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and as a result it has an HDRI projected on a dome here
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so if I select the sky here and press the F key
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you'll see the HDRI projected on the dome
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if I were to change the Cubemap here
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in the detailed panel
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to something like Ostrich Road 4K
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and going back here
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now we've got a nice overcast day feel
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very Misty cool little mountains in a road
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we can change the projection center by
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clicking on the little diamond here
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and lifting it or lowering it accordingly
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it's a really cool little tool to use
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but I wouldn't use this as my main source of light
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in my environment
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but it can give you a really good starting point
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we can also increase the intensity of this
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HDRI backdrop in the detailed panel
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right here so now that we have an
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understanding of all the light we can create
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I want to talk about lighting
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basics and some of the most
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important things to know
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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
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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
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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
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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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