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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:01,300 --> 00:00:06,000 Hello, and welcome to the next lesson in our little serious here. 2 00:00:06,700 --> 00:00:07,300 So, 3 00:00:08,600 --> 00:00:15,000 Today is the time where we actually start digging really into some good stuff here. 4 00:00:15,600 --> 00:00:18,100 So before we going to do that, 5 00:00:18,300 --> 00:00:21,900 I just want to give a huge shout out to our sponsors 6 00:00:23,500 --> 00:00:29,200 because wanting to work on these things. It is really important to have proper environments, 7 00:00:29,200 --> 00:00:32,700 proper content to actually do all the things that we would like to do. 8 00:00:33,100 --> 00:00:38,300 So, our first sponsor is real biomes and it's this one here. 9 00:00:39,300 --> 00:00:43,100 So this is the exterior that we that we will be working with. 10 00:00:43,900 --> 00:00:48,100 Then we have Reno's Diner from decagon Studios 11 00:00:48,300 --> 00:00:51,400 which is used for the interior space that we have. 12 00:00:52,300 --> 00:00:56,600 We have Rosie's Restaurant / Diner from solo mode which 13 00:00:56,600 --> 00:00:59,800 is the exterior that we use for the diner building. 14 00:01:00,700 --> 00:01:04,400 And then we also have the desert gas station by Joachim sticks on. 15 00:01:05,600 --> 00:01:08,500 So huge shout out big, 16 00:01:08,500 --> 00:01:13,900 thanks to sponsoring this content for us to work with and this is the scene here. 17 00:01:14,800 --> 00:01:22,900 So we have a really nice and big open environment to do as we please with. 18 00:01:23,500 --> 00:01:26,200 And we do have the two buildings down here. 19 00:01:26,200 --> 00:01:31,100 So we have the gas station with the car 20 00:01:32,300 --> 00:01:35,100 and we do have the diner. 21 00:01:37,000 --> 00:01:38,700 With the interior here. 22 00:01:41,300 --> 00:01:48,100 and right now like this is a little bit like all over the place which is to be expected because 23 00:01:49,600 --> 00:01:54,400 I did go in and just like, delete a bunch of things as well. Mostly in terms of the lighting, 24 00:01:55,600 --> 00:01:56,200 so, 25 00:01:56,200 --> 00:02:00,500 what we need to do is we need to just like step by Step 26 00:02:01,100 --> 00:02:05,700 start sort of rebuilding what we actually want here. 27 00:02:06,600 --> 00:02:12,700 But before we really worry about any of these interior spaces and all that. 28 00:02:14,000 --> 00:02:17,400 The first thing that we kind of need to do is we just really need to 29 00:02:18,700 --> 00:02:22,700 do what I call like an analysis pass. 30 00:02:23,200 --> 00:02:27,600 So this is usually like one of the most important things and it will help you 31 00:02:27,600 --> 00:02:31,000 down the line to make sure that everything works in a consistent way. 32 00:02:31,500 --> 00:02:36,900 So one of the biggest tips in that sense that I can give to anybody as like, 33 00:02:37,500 --> 00:02:40,900 if you work with bald content, like Marketplace content, 34 00:02:41,100 --> 00:02:43,900 or even with your own content, 35 00:02:44,500 --> 00:02:50,600 I think it's always really, really important before you start the actual actual lighting work too. 36 00:02:51,900 --> 00:02:55,000 Do like a quick sanity check on everything, 37 00:02:55,100 --> 00:02:59,800 you know, like make sure that everything is a clean base. 38 00:03:00,000 --> 00:03:01,500 Start building on. 39 00:03:02,200 --> 00:03:07,100 And one thing that is really important in here. 40 00:03:07,100 --> 00:03:10,100 And we haven't really talked about this much before because we did 41 00:03:10,100 --> 00:03:13,800 like the portfolio rendering stuff and all these kinds of things. 42 00:03:14,400 --> 00:03:17,000 However, working with a proper environment. Now, 43 00:03:17,800 --> 00:03:21,400 all these things become a lot more important. 44 00:03:21,900 --> 00:03:24,300 So what am I talking about here? 45 00:03:24,500 --> 00:03:28,900 So this has been really important with static baked lighting as well. 46 00:03:29,100 --> 00:03:33,500 It was not as important with Dynamic lighting before and unreal because 47 00:03:33,500 --> 00:03:36,400 unreal did not really have real-time Global illumination. 48 00:03:37,100 --> 00:03:39,000 However, now that we have it with Lumen, 49 00:03:39,500 --> 00:03:42,300 it changes the things quite drastically. 50 00:03:42,800 --> 00:03:51,000 And what I'm talking about here is like, diffuse color or base color balancing. 51 00:03:51,600 --> 00:03:52,300 Like, 52 00:03:53,000 --> 00:03:59,800 because we have to understand that based on the color, an object has the way. 53 00:04:00,000 --> 00:04:01,600 Reflects the lighting, 54 00:04:02,500 --> 00:04:10,100 it varies a lot and not only do we need to make sure that our materials are physically plausible 55 00:04:10,600 --> 00:04:19,200 but we also need to make sure that we have enough range in our colors so we can sculpt 56 00:04:19,200 --> 00:04:25,400 the lighting nicely and we also have some room for some potential color grading on top. 57 00:04:26,100 --> 00:04:30,400 And there is a bunch of things that are quite interesting. 58 00:04:30,700 --> 00:04:31,700 For example, 59 00:04:31,700 --> 00:04:40,400 like the are from a physically based rendering point of view values that are just impossible, 60 00:04:40,700 --> 00:04:46,400 like, we call them physically impossible and that is pure black. And pure white, 61 00:04:47,300 --> 00:04:50,200 there is really nothing and like like, 62 00:04:50,500 --> 00:04:54,800 let's not start a discussion about vantablack here but there is 63 00:04:56,200 --> 00:04:59,700 There's no real materials that are. 64 00:05:00,000 --> 00:05:01,500 Were black or Pure White, 65 00:05:01,900 --> 00:05:08,700 like even if you expose it correctly and if you measure it like even snow is not Pure White, 66 00:05:09,200 --> 00:05:13,200 so snow is actually one of the widest or materials 67 00:05:13,200 --> 00:05:16,200 that we know what are the darkest is charcoal. 68 00:05:16,800 --> 00:05:20,300 And both of them are neither full black nor full wide. 69 00:05:20,400 --> 00:05:25,900 So that is one important thing to know because every material that we have in our life, 70 00:05:26,000 --> 00:05:26,600 it does 71 00:05:27,800 --> 00:05:31,600 Reflect and bounce light. So, if you make something in, 72 00:05:31,600 --> 00:05:35,200 in your game engine or wherever and you make it full black, 73 00:05:35,300 --> 00:05:37,800 it means that it bounces absolutely no light. 74 00:05:38,400 --> 00:05:42,800 And that is just not possible. And the same goes for white, 75 00:05:42,800 --> 00:05:46,400 which means it bounces like everything 100%, 76 00:05:46,700 --> 00:05:48,400 which also doesn't really happen. 77 00:05:49,000 --> 00:05:50,000 So, that's one thing. 78 00:05:50,600 --> 00:05:51,700 But another thing, 79 00:05:52,000 --> 00:05:55,800 and then we can use the buffer visualization here and go into base color. 80 00:05:56,600 --> 00:05:59,900 Another thing is Is that you kind of want values to be? 81 00:06:00,300 --> 00:06:06,000 I really like balanced and mostly rather flat, 82 00:06:07,100 --> 00:06:13,400 because you want the lining to add the variation, and the spice and all that. 83 00:06:13,900 --> 00:06:15,000 And here for example, 84 00:06:15,000 --> 00:06:21,400 this is quite great because we can see that overall everything is rather low contrast, 85 00:06:21,900 --> 00:06:27,200 but we do have a little bit of like the Reds here. Did they pop quite well? 86 00:06:28,100 --> 00:06:30,100 But it is not super extreme. 87 00:06:30,400 --> 00:06:32,000 And if we look at this stuff here, 88 00:06:32,200 --> 00:06:36,500 we can also see that this is like, everything is rather flat. 89 00:06:36,500 --> 00:06:39,900 And if we look at this texture information, it is rather flat. 90 00:06:41,100 --> 00:06:43,800 And to be honest, this is exactly what you want, 91 00:06:43,900 --> 00:06:51,700 like here. Like, you don't want a million of detail in your in your base color textures. 92 00:06:52,800 --> 00:06:56,600 You kind of just want this to come from all the different 93 00:06:56,600 --> 00:06:59,800 texture maps that work together to create? 94 00:07:00,000 --> 00:07:00,900 Something good. 95 00:07:01,700 --> 00:07:05,200 Now, you may say like oh but there's like quite some dark spots up here. 96 00:07:05,600 --> 00:07:07,800 And if I do remember correctly, 97 00:07:08,300 --> 00:07:09,900 this is actually wetness here. 98 00:07:10,800 --> 00:07:14,700 So I think there is some sort of like are we can see it. 99 00:07:14,900 --> 00:07:18,800 I think it's a little bit unfitting here to have this wetness, 100 00:07:19,900 --> 00:07:28,100 but the funny thing is not sure if you have seen it but there is the Australia content. 101 00:07:28,800 --> 00:07:30,000 In the marketplace. 102 00:07:31,800 --> 00:07:32,500 Just going to. 103 00:07:35,500 --> 00:07:36,900 Pick this up here quickly. 104 00:07:37,200 --> 00:07:38,600 So it's this one. 105 00:07:38,900 --> 00:07:41,500 And this one is actually from a good friend of mine, Andrew. 106 00:07:41,600 --> 00:07:47,700 She used to be my art director on Star Wars and he has these Cliffs here. 107 00:07:49,400 --> 00:07:50,800 Like these cliffs. 108 00:07:52,300 --> 00:07:57,400 And he uses these wetness masks because there is a river 109 00:07:57,400 --> 00:07:59,800 and it like fits the environment and all that kind of stuff. 110 00:08:00,300 --> 00:08:02,100 And the funny thing is like, this guy, 111 00:08:02,800 --> 00:08:06,200 he is really, really good at what he does. 112 00:08:06,700 --> 00:08:12,600 And this content pack is one of the best examples and it's free, so that's great. 113 00:08:12,800 --> 00:08:14,700 It's one of the best examples. 114 00:08:15,200 --> 00:08:19,100 How to balance your textures, how to set up content and all that, 115 00:08:19,100 --> 00:08:22,700 because this guy he really knows how to do it. 116 00:08:23,200 --> 00:08:29,100 And it is a lot of these Concepts that are in here is how we did things on Star Wars as well. 117 00:08:29,500 --> 00:08:31,500 And the Anything is that? 118 00:08:32,100 --> 00:08:36,400 I went through this environment and the way that some of these objects are set up, 119 00:08:36,400 --> 00:08:38,400 the way that the textures are balanced. 120 00:08:38,600 --> 00:08:43,600 It is exactly how the rural Australia content has been built, 121 00:08:43,900 --> 00:08:50,400 which is not a bad thing. It's a good thing because that is sort of like how you should do it. 122 00:08:51,000 --> 00:08:54,800 It was just a little bit funny to me to see this because like it's the same 123 00:08:54,800 --> 00:08:58,600 kind of wetness effect that Andrew had used in his stuff too. 124 00:08:58,800 --> 00:09:00,400 And I was like when I saw I was like, 125 00:09:01,000 --> 00:09:02,600 okay, I noticed I noticed. 126 00:09:03,200 --> 00:09:03,700 So 127 00:09:05,300 --> 00:09:06,900 Coming back to the colors here. 128 00:09:08,600 --> 00:09:10,200 When you have something that is wet, 129 00:09:10,400 --> 00:09:12,400 the diffuse usually gets darkened. 130 00:09:12,400 --> 00:09:16,900 So that is why you have this more contrast here and that is fine. 131 00:09:17,500 --> 00:09:18,000 But again, 132 00:09:18,600 --> 00:09:26,100 overall everything is rather flat and that is what you want to because when when epic that the 133 00:09:26,100 --> 00:09:30,800 the Valley of the ancient stuff they had a little production breakdown from it as 134 00:09:30,800 --> 00:09:35,400 well and they said like that some of the mega skin textures. For example, 135 00:09:35,800 --> 00:09:39,500 they were not balanced as well as They could have been. 136 00:09:40,000 --> 00:09:43,800 So they actually had like issues where the GI for example 137 00:09:43,800 --> 00:09:48,000 was like two-week or it wasn't like a saturated enough. 138 00:09:48,500 --> 00:09:53,800 So they had to revisit their content with the new technology available 139 00:09:53,800 --> 00:09:57,100 to make sure that it actually works and looks the way it does. 140 00:09:57,100 --> 00:10:00,900 So they had to fix it via texture balancing and Something that is just 141 00:10:00,900 --> 00:10:05,900 really important to know when you work with your lighting setups. 142 00:10:06,100 --> 00:10:09,400 You really want to make sure that your textures are all. 143 00:10:09,400 --> 00:10:12,600 Well balanced everything is like working the way it should. 144 00:10:13,200 --> 00:10:15,900 So so that it works well. 145 00:10:18,200 --> 00:10:21,100 And just looking at this quickly again. 146 00:10:22,700 --> 00:10:25,800 I think this is great, this this works. Well, 147 00:10:27,100 --> 00:10:31,100 there are some some values that are on the darker side, but then again, 148 00:10:31,100 --> 00:10:33,300 they're also like rather dark materials. 149 00:10:34,400 --> 00:10:42,100 And one really good tip that I can give to to. Everybody is like, if you don't know, 150 00:10:43,200 --> 00:10:51,300 just basically take your textures do like a quick like snip here and then put them 151 00:10:51,300 --> 00:10:56,500 into Photoshop and use the histogram analysis to just see where you are. 152 00:10:56,800 --> 00:10:59,700 So in like this case, 153 00:11:00,000 --> 00:11:01,400 for example, you know, 154 00:11:01,400 --> 00:11:03,900 just like take the Snipping tool 155 00:11:05,500 --> 00:11:06,300 Snip it. 156 00:11:08,300 --> 00:11:09,200 Copy it. 157 00:11:10,700 --> 00:11:11,500 And then like, 158 00:11:11,500 --> 00:11:12,200 just go 159 00:11:14,000 --> 00:11:14,900 Photoshop. 160 00:11:31,700 --> 00:11:32,600 Paste this in. 161 00:11:33,300 --> 00:11:35,400 And now if you go here to the histogram, 162 00:11:35,600 --> 00:11:38,100 you just go to luminosity and you can see that we have 163 00:11:38,100 --> 00:11:42,600 a mean of 212 median of 214 and that is rather bright, 164 00:11:43,300 --> 00:11:48,400 which this is. So this is something where we say like yep, that's fine. 165 00:11:48,600 --> 00:11:53,000 So for for darker stuff or like medium stuff, 166 00:11:53,400 --> 00:11:57,900 you kind of want to be around 100. 167 00:11:59,300 --> 00:11:59,800 This is not. 168 00:12:00,000 --> 00:12:02,000 Scientifically proven or anything. 169 00:12:02,200 --> 00:12:08,100 This is just something that based on my experience I have isolated as a decent value. 170 00:12:08,500 --> 00:12:11,600 So let's just have a look here. This is probably a bit on the darker side. 171 00:12:14,100 --> 00:12:16,700 But let's see what we get here. 172 00:12:23,800 --> 00:12:26,400 So this is 120, 173 00:12:27,000 --> 00:12:28,300 and this is great. 174 00:12:28,400 --> 00:12:34,000 This is absolutely great because you have to see, like 128 is sort of, like, medium gray. 175 00:12:35,100 --> 00:12:36,700 And personally, 176 00:12:36,700 --> 00:12:38,800 I balance a lot of my 177 00:12:39,900 --> 00:12:45,900 Materials that are more on the darker side around like 100 to 110. 178 00:12:46,400 --> 00:12:50,500 So this is absolutely perfect because it will give us a lot of Bounce lighting. 179 00:12:50,500 --> 00:12:52,800 We have some decent saturation going on here. 180 00:12:53,100 --> 00:12:58,700 And the problem is that if you would download a material like this from Ms, for example, 181 00:12:59,100 --> 00:13:01,700 like A lot of the times not always, 182 00:13:01,700 --> 00:13:05,700 but a lot of the times you kind of like get something like more like this. 183 00:13:06,400 --> 00:13:11,300 And you can see, then we're like on 75 and 75 is really dark. 184 00:13:11,300 --> 00:13:15,100 It means that there will not be a lot of Bounce from it and all those kind of things. 185 00:13:15,700 --> 00:13:19,000 So this is just something where I do like my sanity checks. 186 00:13:19,400 --> 00:13:24,800 And again, there will be a lot of materials that are potentially around like 85 95, 187 00:13:25,200 --> 00:13:26,000 but I think like, 188 00:13:26,000 --> 00:13:29,200 around hundred is usually the sweet spot for me even 189 00:13:29,200 --> 00:13:31,400 though if a material Tyrael seems rather dark. 190 00:13:32,100 --> 00:13:34,800 And I think this is quite interesting looking at this because 191 00:13:35,700 --> 00:13:38,600 it does not look like super bright here either. 192 00:13:38,700 --> 00:13:39,400 All right. 193 00:13:40,500 --> 00:13:45,300 So it feels dark in comparison to a lot of these but it is not too 194 00:13:45,300 --> 00:13:50,300 dark like by no means and we have a good overall value. 195 00:13:51,000 --> 00:13:51,600 This one, 196 00:13:51,900 --> 00:13:56,800 probably different story. I would assume that it's more like around 80 or 70. 197 00:13:57,100 --> 00:13:58,800 So let's just see 198 00:14:00,000 --> 00:14:05,400 Then again the these materials like it's this like roof thingy that they 199 00:14:06,200 --> 00:14:11,000 have to like like I think it has like tar in it or something as well 200 00:14:12,200 --> 00:14:19,000 and they use like a burner to put it onto the roof. So I think our we just yeah. 201 00:14:19,400 --> 00:14:25,900 So here we like 97 so still very, very good and for comparison on Star Wars. 202 00:14:26,600 --> 00:14:32,000 The texture balancing for Darth Vader was 53 in the median. 203 00:14:32,500 --> 00:14:34,000 So, if I put this here, 204 00:14:34,500 --> 00:14:36,600 you can see now we're at 60. 205 00:14:37,900 --> 00:14:39,900 And I'm just going to put this down a bit more. 206 00:14:41,700 --> 00:14:42,000 So, 207 00:14:42,000 --> 00:14:48,800 this is basically the full black of Darth Vader and it doesn't look full black in the texture 208 00:14:49,000 --> 00:14:55,400 but we need to have some sort of information to to have it, represent properly. 209 00:14:56,000 --> 00:14:59,000 And then we also had like some decent tone mapping on top of it. 210 00:14:59,000 --> 00:14:59,400 So 211 00:15:00,500 --> 00:15:03,200 That is why he looks really nice and black. 212 00:15:03,700 --> 00:15:08,900 But so overall, we can say, this is some working texture balancing here. Same goes for this, like, 213 00:15:08,900 --> 00:15:11,600 none of this is like really too dark here. 214 00:15:12,100 --> 00:15:18,500 So that's, that's all right. I want to quickly check this value here just so I can be sure. 215 00:15:18,500 --> 00:15:20,500 And what kind of range we are here. 216 00:15:22,200 --> 00:15:24,100 And maybe we will. 217 00:15:25,900 --> 00:15:28,400 Look at it, alter it a bit, we'll see. 218 00:15:30,500 --> 00:15:31,500 So here again, 219 00:15:31,700 --> 00:15:33,900 so this is 110, this is great. 220 00:15:34,100 --> 00:15:40,000 So it really like sometimes our brain gets fooled by. In this case, 221 00:15:40,000 --> 00:15:42,000 the fact that everything else is so bright. 222 00:15:42,500 --> 00:15:47,000 So it's not necessarily that this is so dark. But all this stuff is just really bright. 223 00:15:48,200 --> 00:15:49,000 And that's okay. 224 00:15:49,400 --> 00:15:51,100 So, we just need to double check. 225 00:15:51,200 --> 00:15:54,300 Because, again, like I said our brains, they, 226 00:15:54,400 --> 00:15:56,100 they can get fooled by this. 227 00:15:57,600 --> 00:15:59,500 And then we just don't really know. 228 00:16:00,600 --> 00:16:02,100 Always good to double-check. 229 00:16:03,800 --> 00:16:07,400 Now with that sort of out of the way, 230 00:16:08,200 --> 00:16:15,800 what I would like to do is like I would like to just really do a clean slate for this so I'm going to 231 00:16:15,800 --> 00:16:20,300 clean this up and say like yep I have I haven't really nothing 232 00:16:20,300 --> 00:16:24,800 in here so I can do whatever I want to make this work. 233 00:16:25,600 --> 00:16:29,000 So let's go and check and 234 00:16:30,100 --> 00:16:30,900 first of all, 235 00:16:32,300 --> 00:16:35,800 I will completely delete the post process volume. 236 00:16:39,300 --> 00:16:39,800 If it. 237 00:16:41,200 --> 00:16:41,700 Yeah, 238 00:16:42,100 --> 00:16:42,500 cool. 239 00:16:44,000 --> 00:16:44,600 So, 240 00:16:45,100 --> 00:16:47,700 going to get rid of the post-process volume here to make 241 00:16:47,700 --> 00:16:52,100 sure that there are no like settings that I did, I don't like, 242 00:16:52,100 --> 00:16:57,600 or like the basically saying this is quicker than going through the post process volume and just, 243 00:16:57,600 --> 00:16:59,800 like, turning everything off that has been said before. 244 00:17:00,000 --> 00:17:02,000 Or like something like that because like, 245 00:17:02,200 --> 00:17:02,800 I don't know. 246 00:17:03,400 --> 00:17:05,900 So let's make sure that this works the way it should. 247 00:17:07,099 --> 00:17:09,400 Then let's see. What type of fog we have in here. 248 00:17:09,900 --> 00:17:13,000 So we do have an atmospheric for up if an exponential height fog. 249 00:17:14,500 --> 00:17:21,599 And for now, I'm just making sure that the atmospheric fog. 250 00:17:23,400 --> 00:17:24,500 Uses, 251 00:17:24,700 --> 00:17:25,900 default settings here. 252 00:17:27,599 --> 00:17:30,900 And I will turn it 253 00:17:32,000 --> 00:17:32,800 off. 254 00:17:38,300 --> 00:17:43,000 and you can see how it has quite an effect, 255 00:17:43,000 --> 00:17:47,700 not only on the clarity of our Sky Box but also just like 256 00:17:48,800 --> 00:17:55,500 Everything sort of it affects the colors so we can see here, like if we turn it off for example, right? 257 00:17:56,300 --> 00:17:59,500 Like our Sky becomes a lot more blue and the same. 258 00:18:00,000 --> 00:18:04,400 To our GI as well. And when we do this it like fades it a bit. 259 00:18:05,000 --> 00:18:10,400 So it does also have quite a significant effect here on our lighting, 260 00:18:11,900 --> 00:18:13,100 so I'm going to turn this off. 261 00:18:14,100 --> 00:18:16,600 I have the exponential height folk. Here, 262 00:18:17,100 --> 00:18:20,100 we're using volumetric fog, not a lot is happening. 263 00:18:22,500 --> 00:18:24,700 And we just going to turn this off as well. 264 00:18:24,900 --> 00:18:29,800 We can actually see that it is tweaked in a way here where there's not a lot happening. 265 00:18:30,900 --> 00:18:34,600 So again just making sure we have a clean slate here. 266 00:18:41,000 --> 00:18:43,100 We go into our directional line. 267 00:18:44,700 --> 00:18:49,400 We are movable we are on 9 lakhs because this project 268 00:18:49,400 --> 00:18:52,400 has not been set up to use physical values. 269 00:18:53,100 --> 00:18:54,000 However, 270 00:18:54,600 --> 00:19:00,800 I did set it to the EB 100 stuff already like the extended Manasa T, 271 00:19:01,100 --> 00:19:04,700 luminance range and in the project settings. 272 00:19:05,300 --> 00:19:09,300 So it is set up in a way that we can start using physical values, 273 00:19:09,500 --> 00:19:10,900 which we will be doing 274 00:19:13,300 --> 00:19:14,300 I'm gonna. 275 00:19:16,100 --> 00:19:17,200 Delete this though. 276 00:19:19,600 --> 00:19:21,800 And just start all over. 277 00:19:22,900 --> 00:19:24,600 And then we have our sky here. 278 00:19:33,600 --> 00:19:34,800 And this is interesting. 279 00:19:37,500 --> 00:19:38,800 I'm going to delete this. 280 00:19:41,100 --> 00:19:47,600 Here we have our Skylight set to movable capture. See there's like some color set up here. 281 00:19:51,500 --> 00:19:56,100 Now, it has recaptured with Adara, with a black sky. So that is what is happening here? 282 00:19:58,300 --> 00:19:59,600 It's a bit interesting. 283 00:20:01,000 --> 00:20:02,900 Why we still have this glow? 284 00:20:16,600 --> 00:20:17,800 Very interesting. 285 00:20:21,800 --> 00:20:22,000 Oh, 286 00:20:22,000 --> 00:20:23,000 I think it was 287 00:20:24,200 --> 00:20:24,600 No. 288 00:20:25,200 --> 00:20:27,300 Well in any case it will be fixed rather soon. 289 00:20:27,300 --> 00:20:30,500 So this is just like stuff where I sometimes don't know what is happening 290 00:20:30,500 --> 00:20:33,600 because this was not like something that happened in unreal 4. 291 00:20:34,800 --> 00:20:40,000 And I'm ready for like when because the seems to be like some still cash lighting from 292 00:20:40,000 --> 00:20:44,300 Lumen or something so like you can see when I turn it off and just really goes away. 293 00:20:46,500 --> 00:20:47,800 And when I turn it back on, 294 00:20:47,900 --> 00:20:49,200 it kind of like comes back. 295 00:20:51,400 --> 00:20:52,000 So 296 00:20:54,800 --> 00:20:56,300 Looking at this. 297 00:20:59,100 --> 00:20:59,800 Let's see. 298 00:21:00,600 --> 00:21:03,100 How we do this? 299 00:21:23,900 --> 00:21:27,400 So I have a material here which is my sky Master material. 300 00:21:29,200 --> 00:21:32,100 I will create an instance of screen for this. 301 00:21:40,000 --> 00:21:42,700 And then classic move. 302 00:21:42,800 --> 00:21:43,800 As always, 303 00:21:44,800 --> 00:21:48,900 I will go into the engine content. I will type sphere. 304 00:21:50,400 --> 00:21:52,500 I will grab my editor's fear here. 305 00:21:59,200 --> 00:21:59,800 and, 306 00:22:02,200 --> 00:22:04,200 Let's turn off all the shadow casting. 307 00:22:12,800 --> 00:22:20,800 Then apply my sky material here and we can see beautiful emissive light source. 308 00:22:24,400 --> 00:22:28,000 And upscale this to 15,000. 309 00:22:28,900 --> 00:22:35,300 And now we can see that we have this sort of thing here. 310 00:22:41,900 --> 00:22:46,200 And now, what I need to do is I need to recapture my skylight. 311 00:22:49,200 --> 00:22:50,600 so we have something ready, 312 00:22:50,600 --> 00:22:55,400 exposure starts matching because we had our bottom information 313 00:22:55,400 --> 00:22:58,200 was almost black and we had to Bright sky so 314 00:22:59,400 --> 00:23:02,300 that is Thing to remember. 315 00:23:03,100 --> 00:23:04,100 So now we have this 316 00:23:05,300 --> 00:23:10,500 and like I mentioned before I really do like to just always start with my sky. 317 00:23:13,800 --> 00:23:15,700 And here we have a sum in here. 318 00:23:16,000 --> 00:23:22,100 So sometimes I actually put this into Photoshop and I added the 319 00:23:22,100 --> 00:23:26,100 sun disk out because this is a very strong light source as well. 320 00:23:26,400 --> 00:23:30,000 So, like there is definitely a sort of, like, 321 00:23:30,000 --> 00:23:33,700 directionality from the light that is quite strong when we do this, 322 00:23:34,300 --> 00:23:42,100 so it can help to edit it out. And then like use the atmospheric fog to basically render a son, 323 00:23:42,300 --> 00:23:43,200 Ask on top of this. 324 00:23:44,100 --> 00:23:47,200 But again, there's like, many, many ways to do this. 325 00:23:49,800 --> 00:23:53,500 I will just put this up here. 326 00:23:57,200 --> 00:23:59,800 And here we can see that we have this lower hemisphere. 327 00:24:00,000 --> 00:24:00,800 Corset. 328 00:24:02,000 --> 00:24:03,300 And I will. 329 00:24:06,400 --> 00:24:08,300 Make this black. 330 00:24:09,900 --> 00:24:14,600 Just so we don't have any interference and this does not really matter. 331 00:24:14,600 --> 00:24:19,300 Because what this does is that basically none of this stuff from here because I give 332 00:24:19,300 --> 00:24:23,200 I would turn it off, we would get this stuff as lighting information as well. 333 00:24:23,400 --> 00:24:27,800 I don't want anything to leak and locally speaking. 334 00:24:27,800 --> 00:24:32,200 Everything will get replaced with the local bounce. Anyways because we have Lumen, 335 00:24:33,300 --> 00:24:39,500 before we had Lumen, we could use this to fake bounce lighting and stuff like that. 336 00:24:39,600 --> 00:24:41,000 But we don't need to do that. 337 00:24:41,000 --> 00:24:43,900 So I just want that like all the lighting information from the 338 00:24:43,900 --> 00:24:49,100 bottom is sort of like erased to not cause any problems. 339 00:24:50,400 --> 00:24:56,400 So now I haven't really decided where how I want to rotate this guy and this 340 00:24:56,400 --> 00:24:59,800 depends a little bit. Because, as you can see, we do have a son here. 341 00:25:00,600 --> 00:25:07,900 So the idea now would be to just bring in a sunlight because what we need to 342 00:25:07,900 --> 00:25:12,900 do is we need to sort of make it aligned with the actual Sun position here, 343 00:25:12,900 --> 00:25:19,600 we can have it like a little bit lower potentially just a tiny little bit but we still need to see 344 00:25:19,600 --> 00:25:24,700 from where it should come and then we will rotate this guy accordingly to match it up. 345 00:25:27,400 --> 00:25:29,700 So let's get ourselves a son here. 346 00:25:32,100 --> 00:25:33,000 Beautiful. 347 00:26:07,400 --> 00:26:10,600 And what I'm doing right now is I'm just seeing where 348 00:26:11,800 --> 00:26:15,200 the sun also would hit the interior. 349 00:26:26,500 --> 00:26:28,000 And I'm kind of curious. 350 00:26:31,900 --> 00:26:33,500 About this glass here. 351 00:26:45,200 --> 00:26:49,200 Is it kind of seems almost like the sun is not really going into? 352 00:26:51,200 --> 00:26:52,300 Into the building here. 353 00:26:53,500 --> 00:26:57,200 Which could be something with the material setup or with the angle. 354 00:26:57,200 --> 00:26:59,300 So let's just see what happens here. 355 00:27:01,500 --> 00:27:05,500 I would love something that looks great outside but also it would 356 00:27:05,500 --> 00:27:09,600 be kind of neat to get a little bit of lighting to like hit inside here. 357 00:27:09,800 --> 00:27:15,200 So we have something here but like it's probably the angle still that is not yet fully there. 358 00:27:15,600 --> 00:27:17,400 So let's see here. 359 00:27:19,900 --> 00:27:20,500 Yeah, 360 00:27:20,900 --> 00:27:22,200 so it was still just Shadow. 361 00:27:22,200 --> 00:27:23,000 Casting 362 00:27:24,900 --> 00:27:30,900 But again, we can't really make it too low because our son is not that low. 363 00:27:31,100 --> 00:27:34,500 So we need to sort of find like a bit of a compromise here. 364 00:27:44,400 --> 00:27:47,600 but I think I do kind of like this where 365 00:27:48,900 --> 00:27:50,500 we have a bit of it exposed. 366 00:27:51,000 --> 00:27:52,200 It's not all in Shadow. 367 00:27:56,300 --> 00:27:59,600 And we are actually automatically pretty. 368 00:28:00,000 --> 00:28:01,300 and with this, 369 00:28:02,300 --> 00:28:04,200 I think we would need to 370 00:28:06,600 --> 00:28:08,000 rotate it just a slight, 371 00:28:08,100 --> 00:28:10,700 a tiny little bit to the left, like a very tiny little bit. 372 00:28:11,000 --> 00:28:13,300 So what I'm using here now is, I will, 373 00:28:13,300 --> 00:28:14,300 I'm using 374 00:28:15,500 --> 00:28:18,600 the arrow from the Sun actor. 375 00:28:20,100 --> 00:28:20,800 To see 376 00:28:22,000 --> 00:28:26,500 how aligned do this. And we can see, like if I basically Center myself in a way, 377 00:28:26,500 --> 00:28:27,000 we're 378 00:28:28,900 --> 00:28:31,200 like this overlaps perfectly here, 379 00:28:31,500 --> 00:28:35,800 we can see that we are still a tiny little bit off here. So, 380 00:28:38,200 --> 00:28:39,400 Something more like this. 381 00:28:43,000 --> 00:28:44,300 I think this works. 382 00:28:48,500 --> 00:28:49,400 Looks good. 383 00:28:53,500 --> 00:28:54,100 so, 384 00:28:56,000 --> 00:28:58,000 This is the first thing that we do, right? 385 00:29:00,100 --> 00:29:01,100 Throw these in. 386 00:29:02,300 --> 00:29:03,100 And now, 387 00:29:03,600 --> 00:29:08,600 what I want to do is I kind of want to balance this out, really, really well. 388 00:29:09,100 --> 00:29:14,300 So you can see here that my brightness is one which is obviously 389 00:29:14,600 --> 00:29:18,700 not the physically plausible values that we usually go with. 390 00:29:20,100 --> 00:29:23,800 So what I'm going to do now is I'm going to go for this fear again here. 391 00:29:28,000 --> 00:29:29,600 Drag the editor sphere in. 392 00:29:32,500 --> 00:29:33,400 And then, 393 00:29:34,000 --> 00:29:39,400 let's see if I can find something for quick debugging. 394 00:29:41,900 --> 00:29:42,700 Yeah. Yeah, 395 00:29:42,800 --> 00:29:45,000 let's use this one should be fine. 396 00:29:47,000 --> 00:29:47,500 Alright, 397 00:29:47,800 --> 00:29:49,900 so now we have the gray material here, okay? 398 00:29:50,300 --> 00:29:51,300 And what I'm going to do is like, 399 00:29:51,300 --> 00:29:58,200 I'm going to drag this out a bit because I don't want to get too much like bounce light from 400 00:30:00,600 --> 00:30:02,200 The the ground or something. 401 00:30:02,700 --> 00:30:07,200 I want us to be like yeah, rather rather neutral. 402 00:30:08,200 --> 00:30:12,700 So now let's start this with the physical values quickly 403 00:30:12,700 --> 00:30:15,000 and just make a super basic setup for this. 404 00:30:17,100 --> 00:30:19,600 so, this son is, 405 00:30:20,200 --> 00:30:24,000 even though my Shadows are not 12:00, 406 00:30:24,100 --> 00:30:25,600 like this is 407 00:30:27,000 --> 00:30:30,300 I don't know maybe like 130 or something like that. 408 00:30:30,700 --> 00:30:31,900 It's a bit hard to say. 409 00:30:32,300 --> 00:30:34,200 But let's say it's like 1:30. So we like, 410 00:30:34,400 --> 00:30:36,000 and this is a desert environment, right? 411 00:30:36,000 --> 00:30:37,500 So we have a very 412 00:30:38,600 --> 00:30:41,500 Strong son here and a scenario like this. 413 00:30:42,600 --> 00:30:43,800 so, if I go in here, 414 00:30:44,300 --> 00:30:45,900 actually set this to movable 415 00:30:48,600 --> 00:30:49,300 and, 416 00:30:50,800 --> 00:30:53,400 now with this sector moveable, 417 00:30:53,400 --> 00:30:58,900 let's go down here and let's say that we are at 100 418 00:31:00,000 --> 00:31:01,500 Awesome and Lux. 419 00:31:02,800 --> 00:31:04,100 Now, this happens right? 420 00:31:06,400 --> 00:31:09,600 And we obviously get like a lot of issues here. 421 00:31:10,800 --> 00:31:16,200 So before we continue, let's just quickly add a post process volume. 422 00:31:17,500 --> 00:31:21,400 And just super quickly lock something in. So it doesn't completely fall apart here. 423 00:31:21,800 --> 00:31:23,700 So do it infinite extend. 424 00:31:24,600 --> 00:31:27,600 Go to exposure have this set 425 00:31:28,800 --> 00:31:31,600 and then like I don't know like 14 or something. 426 00:31:33,200 --> 00:31:33,700 so, 427 00:31:36,500 --> 00:31:37,100 Now. 428 00:31:39,300 --> 00:31:41,300 what we gonna do is we're going to show 429 00:31:44,200 --> 00:31:45,400 The 430 00:31:46,800 --> 00:31:48,600 visualized hdri adoption. 431 00:31:50,200 --> 00:31:55,100 And now we're going to do the thing where we balance the stops so we can see here. 432 00:31:55,100 --> 00:31:56,500 We have 15, 433 00:31:56,600 --> 00:31:58,200 pretty much clean. 434 00:32:00,500 --> 00:32:09,700 And here we have like nine and remember when we looked at this I said that you 435 00:32:09,700 --> 00:32:18,600 want to have four to one ratio sort of of Sun versus sky with a scenario like this. 436 00:32:19,500 --> 00:32:23,200 So that means that we need to sort of go to like 11:00 here. 437 00:32:26,600 --> 00:32:28,000 And to do that. 438 00:32:30,500 --> 00:32:31,200 I will 439 00:32:32,300 --> 00:32:34,200 bring out the instance. 440 00:32:37,600 --> 00:32:38,000 Oops. 441 00:32:47,700 --> 00:32:49,600 And now I'm just putting in something. 442 00:32:50,600 --> 00:32:52,400 So I can see stuff here. 443 00:32:56,200 --> 00:32:57,100 and you can see this, 444 00:32:57,100 --> 00:32:58,600 obviously still looks rather dark 445 00:33:01,400 --> 00:33:07,100 And what we need to do now is I'm using this one here, it should be build reflection captures. 446 00:33:12,800 --> 00:33:15,400 And I think it actually did rebuild the sky, 447 00:33:15,600 --> 00:33:16,800 but let's continue here. 448 00:33:29,100 --> 00:33:34,700 So you can see now how the Skylight has updated and we're like on 11.4. 449 00:33:36,100 --> 00:33:41,700 So, we have 11.4 and we have 15.2 here. 450 00:33:44,600 --> 00:33:49,900 So I say that this is probably rather good in terms of balance. 451 00:34:01,200 --> 00:34:04,600 Strong one here. So let's go in here. Turn that off. 452 00:34:06,400 --> 00:34:09,900 So now we have our first like balance set. 453 00:34:17,400 --> 00:34:18,000 However, 454 00:34:18,000 --> 00:34:20,699 I think we can still 455 00:34:23,800 --> 00:34:25,100 Pump this. A bit here. 456 00:34:27,600 --> 00:34:32,300 So, what I would like to do is I would go into my post process volume. 457 00:34:34,199 --> 00:34:37,699 And instead of changing these 213, I'll just do this. 458 00:34:40,000 --> 00:34:42,600 And now we also get this like hot feeling back, 459 00:34:42,900 --> 00:34:43,400 right? 460 00:34:55,600 --> 00:34:59,100 So we do have some really pleasing values. 461 00:35:01,000 --> 00:35:04,200 And we have a good ratio overall, as well. 462 00:35:08,500 --> 00:35:10,100 So, let's quickly look here. 463 00:35:11,300 --> 00:35:11,900 Whoops. 464 00:35:23,100 --> 00:35:24,000 all right, 465 00:35:24,500 --> 00:35:27,200 and I just want to make sure that we have the 466 00:35:30,200 --> 00:35:33,500 virtual Shadow map turned on. 467 00:35:36,400 --> 00:35:37,000 Yes, 468 00:35:37,300 --> 00:35:38,100 good stuff. 469 00:35:43,000 --> 00:35:48,800 So now what we can do is we can actually if you want the Shadows to feather a bit more, 470 00:35:51,700 --> 00:35:54,700 We can do that via the source angle. 471 00:36:00,200 --> 00:36:01,700 so, if we look at this here, 472 00:36:05,600 --> 00:36:08,800 You can see how the Shadows get a bit softer, so kind of like this. 473 00:36:09,200 --> 00:36:10,400 I think this is nice. 474 00:36:18,700 --> 00:36:19,200 Yep, 475 00:36:20,400 --> 00:36:21,400 this works well. 476 00:36:22,300 --> 00:36:29,900 So now we kind of have our first basic really. Super basic setup here done. 477 00:36:34,700 --> 00:36:36,400 and now, what we can do is, 478 00:36:38,900 --> 00:36:40,300 Did not delete this. 479 00:36:40,500 --> 00:36:41,200 I will 480 00:36:43,400 --> 00:36:44,800 let's just bring in 481 00:36:46,100 --> 00:36:51,000 a basic height folk here and now you can see that we get this darkening 482 00:36:51,000 --> 00:36:59,500 again and this is of course because our fog itself is way too dark. 483 00:36:59,500 --> 00:37:03,400 So like The the height fuck is not physically accurate, 484 00:37:03,400 --> 00:37:10,100 it's like an additive color that is being added to the scene and all that. 485 00:37:10,800 --> 00:37:16,400 So this color is just no matter what you like, set it to like, even if I set it to White, 486 00:37:16,700 --> 00:37:17,100 like, 487 00:37:17,100 --> 00:37:20,700 you don't really see it because it's kind of like 488 00:37:22,700 --> 00:37:29,300 Like this is like the brightness from 0 to 1, but we are in a brightness that is like way way, 489 00:37:29,300 --> 00:37:32,700 way higher like hundreds or something because of the physical values. 490 00:37:33,200 --> 00:37:38,400 So what we need to do is like let's say we want the fog to be like this color 491 00:37:38,900 --> 00:37:43,000 and now we need to do like maybe 200 here. You see it. Just got brighter. 492 00:37:43,300 --> 00:37:44,200 Let's do 1,000. 493 00:37:47,500 --> 00:37:50,600 So there we go. There we go. So, here we start getting something. 494 00:37:52,900 --> 00:37:55,300 I sadly resets when we like touch these 495 00:37:57,300 --> 00:37:59,200 So that's a bit annoying. 496 00:38:02,700 --> 00:38:04,000 And this is obviously. 497 00:38:05,900 --> 00:38:07,000 Why did it? 498 00:38:11,900 --> 00:38:16,100 okay, I have to hit enter first before it kind of respects it, 499 00:38:17,000 --> 00:38:17,700 so 500 00:38:20,100 --> 00:38:22,600 not saying this is beautiful at all. 501 00:38:22,700 --> 00:38:25,200 We need to change this a bit. 502 00:38:28,600 --> 00:38:31,900 So, now we can use the sliders here to, 503 00:38:31,900 --> 00:38:38,800 to actually affect this and the brightness stays mostly the same here. 504 00:38:39,600 --> 00:38:41,800 So we can 505 00:38:44,200 --> 00:38:47,400 Set up something here. That works rather well. 506 00:38:50,000 --> 00:38:53,100 Maybe like this gives it a bit of like this Dusty feeling. 507 00:38:57,500 --> 00:39:00,500 Let's not over saturate. It that makes it look really Weird. 508 00:39:00,600 --> 00:39:02,000 Just like a tiny little bit. 509 00:39:08,000 --> 00:39:08,600 Like this. 510 00:39:11,600 --> 00:39:15,700 And this way, we have our first way of setting this up. 511 00:39:18,100 --> 00:39:21,800 And this is just really the initial basic thing here. 512 00:39:23,900 --> 00:39:28,000 And from that on we can then continue and you can also see that with these values. 513 00:39:28,000 --> 00:39:31,800 It is very dark in here and this is completely expected. 514 00:39:31,800 --> 00:39:36,500 This is totally normal because we will need to Define exposure zones 515 00:39:36,600 --> 00:39:40,400 for like these things where we have interior exterior. Lighting mixed. 516 00:39:40,900 --> 00:39:45,500 So we gonna start ironing out these Kinks over time. 517 00:39:46,800 --> 00:39:50,700 So that's it for the basic initial setup in the session. 518 00:39:51,300 --> 00:39:54,700 Thank you so much for watching and let's Continue this. 519 00:39:55,200 --> 00:39:58,800 What the next session and do a bit more polish on this? 520 00:40:00,000 --> 00:40:03,300 Also start having a look at the interior and different values there.42141

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