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Hello, and welcome to the next lesson in our
little serious here.
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So,
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Today is the time where we actually start digging
really into some good stuff here.
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So before we going to do that,
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I just want to give a huge shout out to our
sponsors
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because wanting to work on these things. It is
really important to have proper environments,
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proper content to actually do all the things that
we would like to do.
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So, our first sponsor is real biomes and it's this
one here.
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So this is the exterior that we that we will be
working with.
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Then we have Reno's Diner from decagon
Studios
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which is used for the interior space that we
have.
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We have Rosie's Restaurant / Diner from solo
mode which
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is the exterior that we use for the diner building.
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And then we also have the desert gas station by
Joachim sticks on.
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So huge shout out big,
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thanks to sponsoring this content for us to work
with and this is the scene here.
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So we have a really nice and big open
environment to do as we please with.
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And we do have the two buildings down here.
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So we have the gas station with the car
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and we do have the diner.
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With the interior here.
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and right now like this is a little bit like all over
the place which is to be expected because
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I did go in and just like, delete a bunch of things
as well. Mostly in terms of the lighting,
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so,
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what we need to do is we need to just like step
by Step
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start sort of rebuilding what we actually want
here.
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But before we really worry about any of these
interior spaces and all that.
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The first thing that we kind of need to do is we
just really need to
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do what I call like an analysis pass.
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So this is usually like one of the most important
things and it will help you
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down the line to make sure that everything
works in a consistent way.
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So one of the biggest tips in that sense that I can
give to anybody as like,
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if you work with bald content, like Marketplace
content,
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or even with your own content,
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I think it's always really, really important before
you start the actual actual lighting work too.
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Do like a quick sanity check on everything,
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you know, like make sure that everything is a
clean base.
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Start building on.
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And one thing that is really important in here.
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And we haven't really talked about this much
before because we did
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like the portfolio rendering stuff and all these
kinds of things.
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However, working with a proper environment.
Now,
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all these things become a lot more important.
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So what am I talking about here?
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So this has been really important with static
baked lighting as well.
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It was not as important with Dynamic lighting
before and unreal because
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unreal did not really have real-time Global
illumination.
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However, now that we have it with Lumen,
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it changes the things quite drastically.
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And what I'm talking about here is like, diffuse
color or base color balancing.
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Like,
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because we have to understand that based on
the color, an object has the way.
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Reflects the lighting,
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it varies a lot and not only do we need to make
sure that our materials are physically plausible
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but we also need to make sure that we have
enough range in our colors so we can sculpt
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the lighting nicely and we also have some room
for some potential color grading on top.
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And there is a bunch of things that are quite
interesting.
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For example,
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like the are from a physically based rendering
point of view values that are just impossible,
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like, we call them physically impossible and that
is pure black. And pure white,
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there is really nothing and like like,
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let's not start a discussion about vantablack
here but there is
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There's no real materials that are.
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Were black or Pure White,
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like even if you expose it correctly and if you
measure it like even snow is not Pure White,
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so snow is actually one of the widest or
materials
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that we know what are the darkest is charcoal.
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And both of them are neither full black nor full
wide.
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So that is one important thing to know because
every material that we have in our life,
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it does
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Reflect and bounce light. So, if you make
something in,
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in your game engine or wherever and you make
it full black,
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it means that it bounces absolutely no light.
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And that is just not possible. And the same goes
for white,
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which means it bounces like everything 100%,
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which also doesn't really happen.
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So, that's one thing.
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But another thing,
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and then we can use the buffer visualization
here and go into base color.
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Another thing is Is that you kind of want values
to be?
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I really like balanced and mostly rather flat,
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because you want the lining to add the variation,
and the spice and all that.
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And here for example,
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this is quite great because we can see that
overall everything is rather low contrast,
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but we do have a little bit of like the Reds here.
Did they pop quite well?
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But it is not super extreme.
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And if we look at this stuff here,
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we can also see that this is like, everything is
rather flat.
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And if we look at this texture information, it is
rather flat.
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And to be honest, this is exactly what you want,
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like here. Like, you don't want a million of detail
in your in your base color textures.
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You kind of just want this to come from all the
different
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texture maps that work together to create?
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Something good.
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Now, you may say like oh but there's like quite
some dark spots up here.
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And if I do remember correctly,
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this is actually wetness here.
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So I think there is some sort of like are we can
see it.
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I think it's a little bit unfitting here to have this
wetness,
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but the funny thing is not sure if you have seen
it but there is the Australia content.
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In the marketplace.
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Just going to.
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Pick this up here quickly.
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So it's this one.
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And this one is actually from a good friend of
mine, Andrew.
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She used to be my art director on Star Wars and
he has these Cliffs here.
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Like these cliffs.
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And he uses these wetness masks because
there is a river
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and it like fits the environment and all that kind
of stuff.
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And the funny thing is like, this guy,
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he is really, really good at what he does.
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And this content pack is one of the best
examples and it's free, so that's great.
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It's one of the best examples.
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How to balance your textures, how to set up
content and all that,
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because this guy he really knows how to do it.
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And it is a lot of these Concepts that are in here
is how we did things on Star Wars as well.
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And the Anything is that?
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I went through this environment and the way that
some of these objects are set up,
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the way that the textures are balanced.
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It is exactly how the rural Australia content has
been built,
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which is not a bad thing. It's a good thing
because that is sort of like how you should do it.
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It was just a little bit funny to me to see this
because like it's the same
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kind of wetness effect that Andrew had used in
his stuff too.
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And I was like when I saw I was like,
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okay, I noticed I noticed.
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So
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Coming back to the colors here.
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When you have something that is wet,
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the diffuse usually gets darkened.
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So that is why you have this more contrast here
and that is fine.
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But again,
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overall everything is rather flat and that is what
you want to because when when epic that the
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the Valley of the ancient stuff they had a little
production breakdown from it as
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well and they said like that some of the mega
skin textures. For example,
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they were not balanced as well as They could
have been.
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So they actually had like issues where the GI for
example
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was like two-week or it wasn't like a saturated
enough.
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So they had to revisit their content with the new
technology available
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to make sure that it actually works and looks the
way it does.
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So they had to fix it via texture balancing and
Something that is just
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really important to know when you work with
your lighting setups.
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You really want to make sure that your textures
are all.
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Well balanced everything is like working the way
it should.
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So so that it works well.
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And just looking at this quickly again.
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I think this is great, this this works. Well,
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there are some some values that are on the
darker side, but then again,
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they're also like rather dark materials.
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And one really good tip that I can give to to.
Everybody is like, if you don't know,
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just basically take your textures do like a quick
like snip here and then put them
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into Photoshop and use the histogram analysis
to just see where you are.
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So in like this case,
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for example, you know,
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just like take the Snipping tool
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Snip it.
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Copy it.
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And then like,
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just go
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Photoshop.
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Paste this in.
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And now if you go here to the histogram,
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you just go to luminosity and you can see that
we have
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a mean of 212 median of 214 and that is rather
bright,
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which this is. So this is something where we say
like yep, that's fine.
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So for for darker stuff or like medium stuff,
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you kind of want to be around 100.
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This is not.
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Scientifically proven or anything.
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This is just something that based on my
experience I have isolated as a decent value.
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So let's just have a look here. This is probably a
bit on the darker side.
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But let's see what we get here.
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So this is 120,
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and this is great.
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This is absolutely great because you have to
see, like 128 is sort of, like, medium gray.
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And personally,
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I balance a lot of my
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Materials that are more on the darker side
around like 100 to 110.
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So this is absolutely perfect because it will give
us a lot of Bounce lighting.
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We have some decent saturation going on here.
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And the problem is that if you would download
a material like this from Ms, for example,
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like A lot of the times not always,
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but a lot of the times you kind of like get
something like more like this.
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And you can see, then we're like on 75 and 75 is
really dark.
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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.
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00:13:15,700 --> 00:13:19,000
So this is just something where I do like my
sanity checks.
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00:13:19,400 --> 00:13:24,800
And again, there will be a lot of materials that are
potentially around like 85 95,
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but I think like,
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around hundred is usually the sweet spot for me
even
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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
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it does not look like super bright here either.
192
00:13:38,700 --> 00:13:39,400
All right.
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So it feels dark in comparison to a lot of these
but it is not too
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dark like by no means and we have a good
overall value.
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00:13:51,000 --> 00:13:51,600
This one,
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probably different story. I would assume that it's
more like around 80 or 70.
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00:13:57,100 --> 00:13:58,800
So let's just see
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00:14:00,000 --> 00:14:05,400
Then again the these materials like it's this like
roof thingy that they
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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.
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So here we like 97 so still very, very good and for
comparison on Star Wars.
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00:14:26,600 --> 00:14:32,000
The texture balancing for Darth Vader was 53 in
the median.
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So, if I put this here,
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you can see now we're at 60.
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And I'm just going to put this down a bit more.
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So,
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this is basically the full black of Darth Vader and
it doesn't look full black in the texture
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00:14:49,000 --> 00:14:55,400
but we need to have some sort of information to
to have it, represent properly.
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00:14:56,000 --> 00:14:59,000
And then we also had like some decent tone
mapping on top of it.
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So
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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,
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none of this is like really too dark here.
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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.
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And what kind of range we are here.
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00:15:22,200 --> 00:15:24,100
And maybe we will.
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Look at it, alter it a bit, we'll see.
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So here again,
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so this is 110, this is great.
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So it really like sometimes our brain gets fooled
by. In this case,
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the fact that everything else is so bright.
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So it's not necessarily that this is so dark. But all
this stuff is just really bright.
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And that's okay.
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So, we just need to double check.
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Because, again, like I said our brains, they,
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they can get fooled by this.
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And then we just don't really know.
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Always good to double-check.
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00:16:03,800 --> 00:16:07,400
Now with that sort of out of the way,
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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
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00:16:15,800 --> 00:16:20,300
clean this up and say like yep I have I haven't
really nothing
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in here so I can do whatever I want to make this
work.
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So let's go and check and
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first of all,
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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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