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These are the user uploaded subtitles that are being translated: 1 00:00:00,133 --> 00:00:00,766 in today's video 2 00:00:00,766 --> 00:00:02,466 we'll be taking a look at interior lighting 3 00:00:02,466 --> 00:00:04,000 combining the uses of lumen 4 00:00:04,000 --> 00:00:06,300 hardware ray tracing and patch tracing 5 00:00:06,666 --> 00:00:08,266 I'm gonna show you how you can think of lighting 6 00:00:08,266 --> 00:00:09,166 in a way that will help you 7 00:00:09,166 --> 00:00:11,200 pick and choose the mood you're going for 8 00:00:11,366 --> 00:00:13,000 by simply lighting a couple of different 9 00:00:13,000 --> 00:00:14,066 lighting scenarios 10 00:00:14,066 --> 00:00:16,000 it will really help you break down how to light 11 00:00:16,000 --> 00:00:17,300 any given interior 12 00:00:17,466 --> 00:00:18,266 now full disclosure 13 00:00:18,266 --> 00:00:20,466 the video is sponsored by Nvidia Studio and 14 00:00:20,466 --> 00:00:21,700 Scan Computers 15 00:00:21,800 --> 00:00:23,700 everything from the modeling layout 16 00:00:23,700 --> 00:00:25,000 lighting rendering and 17 00:00:25,000 --> 00:00:27,333 editing of this video have been done with the Asus 18 00:00:27,333 --> 00:00:28,500 Zenbook Pro 16 19 00:00:28,733 --> 00:00:31,166 oled laptop I don't get to keep the laptop 20 00:00:31,166 --> 00:00:32,133 it's being sent back 21 00:00:32,133 --> 00:00:34,666 and only being used for reviewing purposes 22 00:00:34,733 --> 00:00:36,800 just before we jump into today's tutorial 23 00:00:36,800 --> 00:00:37,466 I'm going to take a 24 00:00:37,466 --> 00:00:39,133 brief moment to talk about the hardware 25 00:00:39,133 --> 00:00:40,300 we're using today 26 00:00:40,400 --> 00:00:42,066 the Asus Zenfog Pro16 27 00:00:42,066 --> 00:00:45,466 oled laptop runs on a beefy RTX4070 28 00:00:45,566 --> 00:00:47,500 that allows you to fully utilize hardware 29 00:00:47,500 --> 00:00:48,900 ray tracing and path tracing 30 00:00:48,900 --> 00:00:50,300 and tensor AI cord 31 00:00:50,300 --> 00:00:51,800 which is going to help massively 32 00:00:51,800 --> 00:00:53,100 when you're rendering your shots 33 00:00:53,100 --> 00:00:54,400 it's got the Kuta cords you need 34 00:00:54,400 --> 00:00:56,600 which are needed if you plan on 3d scanning things 35 00:00:56,600 --> 00:00:58,200 with an app like Reality Capture 36 00:00:58,200 --> 00:01:01,733 and since the 40 series GPU you can benefit from DLSS3 37 00:01:01,766 --> 00:01:04,100 which I talked about in an earlier video right here 38 00:01:04,500 --> 00:01:07,366 it's got 32kgs of RAM a core i9 processor 39 00:01:07,466 --> 00:01:09,400 which handles unreal Shader compilation 40 00:01:09,400 --> 00:01:10,900 like an absolute champ 41 00:01:10,900 --> 00:01:12,666 the display on this laptop is 42 00:01:13,166 --> 00:01:14,733 absolutely top notch 43 00:01:14,866 --> 00:01:15,933 120 hertz with 44 00:01:15,933 --> 00:01:19,333 100 percent DCIP3 and 100 percent srgb color coverage 45 00:01:19,333 --> 00:01:20,800 and its OLED meaning your black 46 00:01:20,800 --> 00:01:22,333 they can be nice and inky 47 00:01:22,333 --> 00:01:23,300 some notable 48 00:01:23,300 --> 00:01:25,600 quality of life features include this nifty hinged 49 00:01:25,600 --> 00:01:27,300 keyboard which not only feels 50 00:01:27,400 --> 00:01:29,200 a lot more natural to me when I'm typing 51 00:01:29,200 --> 00:01:31,066 but also seem to help with the cooling 52 00:01:31,133 --> 00:01:33,466 and the trackpad has haptic feedback 53 00:01:33,533 --> 00:01:34,733 which was a nice surprise 54 00:01:34,733 --> 00:01:36,133 Nvidia Studio is for creator 55 00:01:36,133 --> 00:01:38,100 but invited G Force is for gamers 56 00:01:38,100 --> 00:01:39,500 right down to the drivers 57 00:01:39,800 --> 00:01:42,600 even on my personal desktop workstations 58 00:01:42,600 --> 00:01:44,300 I'm always using 59 00:01:44,300 --> 00:01:45,333 studio drivers just 60 00:01:45,333 --> 00:01:47,200 because I find them a lot more reliable 61 00:01:47,200 --> 00:01:48,066 than a game driver 62 00:01:48,066 --> 00:01:48,933 for creative work 63 00:01:48,933 --> 00:01:49,733 specifically 64 00:01:49,766 --> 00:01:52,800 if a laptop or desktop is Nvidia Studio validated 65 00:01:52,800 --> 00:01:54,266 it means that spec and design 66 00:01:54,300 --> 00:01:55,366 meet the needs of a creator 67 00:01:55,700 --> 00:01:58,300 you can get a video studio laptop at Scan Computers 68 00:01:58,300 --> 00:01:59,566 you can check out the link down below 69 00:01:59,566 --> 00:02:00,966 I thought it would be fun to make a 70 00:02:00,966 --> 00:02:02,700 tutorial using a laptop for a change 71 00:02:02,700 --> 00:02:02,933 because 72 00:02:02,933 --> 00:02:05,500 a lot of people assume that the work I do in unreal 73 00:02:05,500 --> 00:02:07,066 can only be done on a 74 00:02:07,100 --> 00:02:09,700 crazy expensive workstation desktop 75 00:02:09,700 --> 00:02:11,400 and that's just not the case 76 00:02:11,533 --> 00:02:13,366 so let's get started with what you came here for 77 00:02:13,666 --> 00:02:15,766 lighting interiors in Unreal Engine 5 78 00:02:15,866 --> 00:02:16,900 okay so 79 00:02:16,966 --> 00:02:17,933 since we're getting started 80 00:02:17,933 --> 00:02:19,900 I just want to make sure that you all have the same 81 00:02:19,900 --> 00:02:21,266 project settings that I'm using 82 00:02:21,266 --> 00:02:23,500 I am currently using Unreal Engine 5.3 83 00:02:23,600 --> 00:02:25,300 so by going to settings up here 84 00:02:25,300 --> 00:02:26,900 we're gonna go to project settings 85 00:02:27,000 --> 00:02:29,366 we're going to scroll down to the rendering 86 00:02:29,366 --> 00:02:30,333 tab down here 87 00:02:30,366 --> 00:02:31,900 and you're going to want to make sure to support 88 00:02:31,900 --> 00:02:32,400 hardware ray 89 00:02:32,400 --> 00:02:33,466 tracing and turned on 90 00:02:33,466 --> 00:02:35,566 and patch tracing and turned on here as well 91 00:02:35,700 --> 00:02:38,200 I'm using virtual set of maps and 92 00:02:38,500 --> 00:02:41,400 make sure that use hardware ray tracing when available 93 00:02:41,400 --> 00:02:44,133 is turned on and it should go without saying 94 00:02:44,133 --> 00:02:45,566 but if you want this to work 95 00:02:45,566 --> 00:02:48,866 you need a GPU that is capable of ray tracing 96 00:02:49,100 --> 00:02:52,133 the GPU in this laptop is an RTX470 97 00:02:52,266 --> 00:02:53,800 so you're not gonna have any issues with it 98 00:02:53,800 --> 00:02:55,066 and one last thing 99 00:02:55,066 --> 00:02:56,533 we're in the search panel laptop 100 00:02:56,533 --> 00:02:58,133 we're gonna search for a direct X 101 00:02:58,466 --> 00:03:01,266 and I believe you need to have Direct x12 enabled 102 00:03:01,300 --> 00:03:01,800 at least 103 00:03:01,800 --> 00:03:03,766 that's what I'm using and it works like a charm 104 00:03:03,966 --> 00:03:06,066 so here we have a scene that I made it unreal 105 00:03:06,200 --> 00:03:09,000 that is loofly inspired by a scene in game of Thrones 106 00:03:09,100 --> 00:03:11,566 and before we get started with the lighting 107 00:03:11,566 --> 00:03:12,900 let's look at the reference 108 00:03:12,900 --> 00:03:14,866 and try to break down where the light is coming from 109 00:03:15,066 --> 00:03:16,933 notice how there is no artificial lighting 110 00:03:16,933 --> 00:03:19,933 the only thing we're seeing is light 111 00:03:19,933 --> 00:03:21,466 pouring in through that doorway 112 00:03:21,466 --> 00:03:22,766 at the top of the stairs 113 00:03:22,900 --> 00:03:25,533 that is the only light source and the camera is 114 00:03:25,533 --> 00:03:27,066 exposing for the interior 115 00:03:27,066 --> 00:03:30,166 making the exterior completely overexposed and 116 00:03:30,166 --> 00:03:30,800 blown out 117 00:03:30,800 --> 00:03:32,966 and that is what we're gonna try to mimic here 118 00:03:33,300 --> 00:03:36,300 now this laptop handles this scene like an absolute 119 00:03:36,300 --> 00:03:39,700 champ I'm blazing past xdfps without any issues 120 00:03:39,700 --> 00:03:41,000 and if you want to follow along with this 121 00:03:41,000 --> 00:03:43,533 environment in this tutorial and rework engineer 122 00:03:43,533 --> 00:03:44,733 how to scene with lit 123 00:03:44,733 --> 00:03:46,900 you can download this project for free 124 00:03:46,933 --> 00:03:48,933 here on gumroad linked down below 125 00:03:49,266 --> 00:03:50,366 just to be clear though 126 00:03:50,366 --> 00:03:52,400 it's not going to look exactly the same 127 00:03:52,500 --> 00:03:54,166 because I'm using a lot of mega scan textures 128 00:03:54,166 --> 00:03:55,266 and modeled in this level 129 00:03:55,266 --> 00:03:55,800 and I'm not 130 00:03:55,800 --> 00:03:57,800 legally allowed to redistribute those assets 131 00:03:57,800 --> 00:03:59,733 but you will have something to work with 132 00:03:59,733 --> 00:04:01,200 and the lighting will look the same 133 00:04:01,200 --> 00:04:03,000 so what we're going to do now is we're going to 134 00:04:03,166 --> 00:04:04,500 completely kill all of our lighting 135 00:04:04,500 --> 00:04:05,766 and we have to create 136 00:04:05,800 --> 00:04:07,000 a daylight system 137 00:04:07,000 --> 00:04:09,166 using the environment light mixer as always 138 00:04:09,166 --> 00:04:11,266 so by going to the window tab up here 139 00:04:11,266 --> 00:04:13,066 we're going to go to the environment light mixer 140 00:04:13,466 --> 00:04:15,166 create skylight atmospheric light 141 00:04:15,333 --> 00:04:17,333 sky atmosphere and height fog 142 00:04:17,566 --> 00:04:20,466 and next we're going to create a post process volume 143 00:04:21,400 --> 00:04:24,566 drag it into our scene here and make sure we set it to 144 00:04:24,933 --> 00:04:27,466 unbound make sure this is checked right here 145 00:04:27,466 --> 00:04:29,333 you'll see this is really important for 146 00:04:29,333 --> 00:04:31,866 pretty much everything moving forward in this video 147 00:04:31,866 --> 00:04:34,500 so you'll see obviously this is very underwhelming 148 00:04:34,566 --> 00:04:37,066 when it comes to interior lighting 149 00:04:37,300 --> 00:04:38,600 indirect lighting 150 00:04:39,066 --> 00:04:41,700 is everything and that's the main takeaway here 151 00:04:41,700 --> 00:04:43,000 the easiest way is to 152 00:04:43,000 --> 00:04:44,266 increase the brightness of your 153 00:04:44,266 --> 00:04:46,466 skylight because this is our main source of light 154 00:04:46,466 --> 00:04:48,733 notice in our reference we don't have any 155 00:04:48,733 --> 00:04:49,700 sunlight coming in there 156 00:04:49,700 --> 00:04:51,333 the sun is probably pointing in a totally different 157 00:04:51,333 --> 00:04:53,933 direction we only want skylight coming in 158 00:04:53,966 --> 00:04:55,733 so we can select our skylight 159 00:04:56,266 --> 00:04:58,600 and we can increase intensity scale to something 160 00:04:58,600 --> 00:04:59,900 ridiculous like 20 161 00:04:59,900 --> 00:05:01,933 or 100 1000 162 00:05:02,400 --> 00:05:04,533 you'll see we're starting to get a little bit more 163 00:05:05,166 --> 00:05:07,000 lighting coming into our scene but you'll see 164 00:05:07,566 --> 00:05:09,566 you know it see if not really great it's very splotchy 165 00:05:09,566 --> 00:05:10,900 and I think that's really just because 166 00:05:10,900 --> 00:05:12,533 it's a limitation of lumen right now 167 00:05:12,533 --> 00:05:13,733 with the skylight 168 00:05:13,800 --> 00:05:16,266 it just doesn't have enough sample to work with and so 169 00:05:16,266 --> 00:05:17,200 when that doesn't work 170 00:05:17,366 --> 00:05:20,533 what's next we can increase the exposure of the scene 171 00:05:20,600 --> 00:05:21,900 so we're going to go to the post process 172 00:05:21,900 --> 00:05:24,333 volume and we're going to search for EXP 173 00:05:24,733 --> 00:05:28,300 and I'm gonna check these three boxes here and uncheck 174 00:05:28,333 --> 00:05:30,066 apply physical camera exposure 175 00:05:30,466 --> 00:05:32,900 and we can adjust the exposure this way 176 00:05:34,166 --> 00:05:34,866 now again 177 00:05:34,866 --> 00:05:37,066 this brightens everything up but it's still pretty 178 00:05:37,066 --> 00:05:39,500 splotchy not really what we're going for 179 00:05:39,500 --> 00:05:40,733 it's not really what we want 180 00:05:40,800 --> 00:05:43,566 and we get this really not so great looking 181 00:05:43,866 --> 00:05:45,866 blue fog and that's because 182 00:05:45,933 --> 00:05:47,600 we want to make sure to select our 183 00:05:47,600 --> 00:05:48,966 exponential high fog 184 00:05:49,266 --> 00:05:51,000 and turn on volumetric fog 185 00:05:51,166 --> 00:05:52,933 you'll see why does it important later 186 00:05:53,200 --> 00:05:54,366 now in order to give your 187 00:05:54,400 --> 00:05:55,566 skylight a bit of a boost 188 00:05:55,566 --> 00:05:57,333 you can also increase the brightness of your 189 00:05:57,333 --> 00:05:58,133 directional light 190 00:05:58,266 --> 00:06:00,333 to something like I don't know like 800 or something 191 00:06:00,466 --> 00:06:01,566 and that will also 192 00:06:01,566 --> 00:06:03,133 help inject a lot more light 193 00:06:03,133 --> 00:06:04,333 because as you increase your 194 00:06:04,333 --> 00:06:05,166 directional light it 195 00:06:05,200 --> 00:06:07,566 increases the brightness of your sky as well 196 00:06:07,600 --> 00:06:09,600 so it kind of goes both ways 197 00:06:09,800 --> 00:06:10,733 honestly I think 198 00:06:10,733 --> 00:06:12,700 1,000 here is probably a bit too strong 199 00:06:13,333 --> 00:06:15,533 I would rather play around with the exposure later 200 00:06:15,666 --> 00:06:16,166 so now 201 00:06:16,166 --> 00:06:18,733 we are getting a bit of a better result over here but 202 00:06:18,733 --> 00:06:19,500 still this is 203 00:06:19,500 --> 00:06:20,866 not what we're going for 204 00:06:20,866 --> 00:06:21,700 and the reason 205 00:06:21,700 --> 00:06:24,366 why because the indirect lighting quality of lumin is 206 00:06:24,500 --> 00:06:25,200 great 207 00:06:25,200 --> 00:06:27,566 but lumin just does not have enough samples to really 208 00:06:27,900 --> 00:06:30,666 get a high quality render from such a tiny 209 00:06:30,666 --> 00:06:32,500 light source coming in through that window 210 00:06:32,666 --> 00:06:34,800 so we need to fake it and in order to fake it 211 00:06:34,933 --> 00:06:36,566 we're going to go ahead and create a wrecked light 212 00:06:36,566 --> 00:06:39,000 over here and drag that over here 213 00:06:40,066 --> 00:06:41,733 and loosely shape it to the 214 00:06:41,933 --> 00:06:44,966 well shape and size of our doorway here 215 00:06:45,400 --> 00:06:47,300 so by increasing these or its width 216 00:06:47,733 --> 00:06:49,600 and the source height like that 217 00:06:49,600 --> 00:06:51,500 loosely matching the sides of it 218 00:06:51,700 --> 00:06:52,400 the skylight 219 00:06:52,400 --> 00:06:54,500 does inject a little bit of indirect lighting 220 00:06:54,500 --> 00:06:55,966 but it's just not enough 221 00:06:55,966 --> 00:06:58,166 you're not getting enough consecutive bounces here 222 00:06:58,166 --> 00:06:59,800 so we need to inject some 223 00:06:59,800 --> 00:07:02,166 direct lighting with the help direct light here 224 00:07:02,533 --> 00:07:04,866 to really get some better results okay 225 00:07:05,466 --> 00:07:06,300 so with direct light 226 00:07:06,300 --> 00:07:08,700 we're also going to increase the integuation radius 227 00:07:08,866 --> 00:07:11,333 and maybe set the value to up in like 800 228 00:07:11,900 --> 00:07:12,866 and now 229 00:07:13,000 --> 00:07:15,700 notice how we are getting a much more interesting look 230 00:07:15,700 --> 00:07:17,266 all because we've introduced 231 00:07:17,266 --> 00:07:18,533 a bit of direct lighting 232 00:07:18,533 --> 00:07:20,300 it's okay to fake things 233 00:07:20,600 --> 00:07:21,566 now I'm going to increase 234 00:07:21,566 --> 00:07:22,666 I can change the color a little bit 235 00:07:22,666 --> 00:07:24,100 make it a little bit cooler 236 00:07:25,333 --> 00:07:26,500 and there you have it 237 00:07:26,500 --> 00:07:30,100 we're already having a much bluer look to our theme 238 00:07:30,166 --> 00:07:33,100 and already we are about 60 percent of the way there 239 00:07:33,100 --> 00:07:34,200 but you'll notice that 240 00:07:34,366 --> 00:07:36,400 these areas here are still very black 241 00:07:36,666 --> 00:07:37,933 not very good looking 242 00:07:37,966 --> 00:07:39,000 what more can we do 243 00:07:39,000 --> 00:07:40,866 we don't want to increase the exposure 244 00:07:41,066 --> 00:07:43,333 we want to increase the indirect lighting values 245 00:07:43,333 --> 00:07:44,800 sometimes looming can be a little bit tricky 246 00:07:44,800 --> 00:07:47,566 so this is why I like using the Path Tracer sometimes 247 00:07:47,566 --> 00:07:48,900 in order to help me figure out 248 00:07:48,900 --> 00:07:51,200 hey am I actually doing things right here 249 00:07:51,400 --> 00:07:52,733 so by going to the lit tab here 250 00:07:52,733 --> 00:07:54,333 we're going to go turn on path tracing 251 00:07:54,900 --> 00:07:55,866 and what the Path 252 00:07:55,866 --> 00:07:57,900 Tracer is going to do is it's going to give you a more 253 00:07:58,066 --> 00:08:00,666 ground true physically accurate lighting result 254 00:08:00,666 --> 00:08:02,333 based on your current lighting settings 255 00:08:02,800 --> 00:08:05,600 this is what your scene should look like 256 00:08:05,600 --> 00:08:07,166 if everything is set up correctly 257 00:08:07,400 --> 00:08:08,366 there should be no 258 00:08:08,400 --> 00:08:10,366 tremendous difference between the two 259 00:08:11,100 --> 00:08:12,900 they should both be pretty similar 260 00:08:12,900 --> 00:08:13,900 and if they're not 261 00:08:13,900 --> 00:08:15,533 then there's other issue we need to fix 262 00:08:15,566 --> 00:08:16,300 so you'll see 263 00:08:16,300 --> 00:08:18,333 we're missing out on a ton of indirect lighting 264 00:08:18,333 --> 00:08:21,300 over here if you'll notice it's not perfectly black 265 00:08:21,300 --> 00:08:22,766 it's not there not black at all there 266 00:08:22,766 --> 00:08:24,533 so we need to go fix that somehow 267 00:08:24,566 --> 00:08:27,400 right we need to try and rectify this issue 268 00:08:27,400 --> 00:08:29,600 and how do we inject a little bit more 269 00:08:29,600 --> 00:08:31,333 indirect lighting into our scene 270 00:08:31,466 --> 00:08:33,733 we don't want to go ahead and increase the exposure 271 00:08:33,733 --> 00:08:34,533 again 272 00:08:34,666 --> 00:08:37,800 that will work but it also brightens up everything else 273 00:08:37,866 --> 00:08:40,366 and we don't want that all we want is to lift up those 274 00:08:40,766 --> 00:08:42,000 shadows a little bit more 275 00:08:42,166 --> 00:08:43,100 so we're going to go ahead and 276 00:08:43,100 --> 00:08:44,500 click on our rec light here 277 00:08:46,266 --> 00:08:47,766 and we're gonna scroll down to 278 00:08:48,500 --> 00:08:50,000 indirect lighting intensity 279 00:08:50,333 --> 00:08:51,766 so I'm gonna bump this up to something like 280 00:08:51,766 --> 00:08:53,666 5 to exaggerate it a little bit 281 00:08:53,866 --> 00:08:55,300 and you'll see hey 282 00:08:55,466 --> 00:08:57,000 we're starting to get a lot more 283 00:08:57,100 --> 00:08:58,900 indirect lighting into our scene 284 00:08:58,900 --> 00:09:01,966 it's already looking a whole lot better 285 00:09:02,600 --> 00:09:02,766 now 286 00:09:02,766 --> 00:09:05,166 keep in mind this is not a physically accurate setting 287 00:09:05,366 --> 00:09:06,800 your changes here will not be 288 00:09:06,933 --> 00:09:08,900 mirrored in the path tracer because 289 00:09:08,933 --> 00:09:10,400 what's happening here is 290 00:09:10,933 --> 00:09:13,733 a surface is reflecting 5 times more light 291 00:09:13,933 --> 00:09:16,700 than it is receiving which is physically impossible so 292 00:09:16,733 --> 00:09:18,066 use this with caution 293 00:09:18,066 --> 00:09:19,300 use it only more of a 294 00:09:19,300 --> 00:09:21,766 subtle art direction kind of feature okay 295 00:09:21,866 --> 00:09:24,300 now another issue that I'm noticing is 296 00:09:24,300 --> 00:09:26,500 our shadows here are very harsh right 297 00:09:26,500 --> 00:09:28,100 again if I turn on the path tracer 298 00:09:29,400 --> 00:09:30,600 you'll notice that 299 00:09:31,766 --> 00:09:33,900 shadows are very very soft here right 300 00:09:33,900 --> 00:09:35,666 they look really really good 301 00:09:35,933 --> 00:09:37,533 and I don't I'm not seeing that 302 00:09:37,533 --> 00:09:39,200 we're getting these really hard shadows here 303 00:09:39,333 --> 00:09:40,366 something feels off 304 00:09:40,400 --> 00:09:41,866 and the reason for that 305 00:09:41,866 --> 00:09:43,333 is because of virtual shadow maps 306 00:09:43,333 --> 00:09:45,766 when it comes to very very soft shadows 307 00:09:45,966 --> 00:09:47,933 you're just kind of hitting that limitation there 308 00:09:48,000 --> 00:09:49,400 so in order to fix that 309 00:09:49,400 --> 00:09:51,166 we're gonna select our rec light again 310 00:09:51,800 --> 00:09:54,133 and we're going to search for raytray 311 00:09:54,866 --> 00:09:57,566 and we want to make sure we cast raytray shadows 312 00:09:57,733 --> 00:09:59,966 on and pay attention to the sheer difference here 313 00:10:00,766 --> 00:10:02,566 now especially notice on the wall here 314 00:10:02,666 --> 00:10:04,533 does it before and does it after 315 00:10:04,666 --> 00:10:08,000 before and after the shadows are so much softer 316 00:10:08,000 --> 00:10:10,933 so we're getting much much better softer shadows here 317 00:10:10,933 --> 00:10:14,133 now when you need those really really soft shadows 318 00:10:14,200 --> 00:10:17,500 there's no way around using hardware ray tracing 319 00:10:17,500 --> 00:10:20,866 and that is where RTX GPUs come in really really handy 320 00:10:20,933 --> 00:10:24,000 another reason it's incredibly important to add 321 00:10:24,266 --> 00:10:25,300 direct lighting 322 00:10:25,533 --> 00:10:28,000 even your issurophine is mostly indirectly lit 323 00:10:28,066 --> 00:10:29,466 it's because of specular highlight 324 00:10:29,466 --> 00:10:30,733 now pay attention right here 325 00:10:30,733 --> 00:10:32,333 on the pillar on the left hand side here 326 00:10:32,333 --> 00:10:34,266 I wanted to give it like a running water 327 00:10:34,266 --> 00:10:36,166 kind of look like it was very damp 328 00:10:36,500 --> 00:10:38,466 if I hide my rect light right now 329 00:10:39,166 --> 00:10:42,100 and I only rely on the indirect lighting from lumen 330 00:10:42,100 --> 00:10:43,700 and I'm going to go ahead and increase the 331 00:10:43,700 --> 00:10:44,400 exposure here 332 00:10:44,400 --> 00:10:45,666 just for clarity's sake 333 00:10:46,266 --> 00:10:48,866 notice how it doesn't look wet 334 00:10:49,000 --> 00:10:51,400 and the reason for that at least is my understanding 335 00:10:52,133 --> 00:10:55,333 Lumen's indirect lighting is not going to contribute to 336 00:10:55,333 --> 00:10:56,400 specular highlights 337 00:10:56,400 --> 00:10:58,333 at least not very much 338 00:10:58,333 --> 00:11:01,266 you can clearly tell right here that there is just no 339 00:11:01,566 --> 00:11:04,600 real specular highlights we completely lost 340 00:11:04,966 --> 00:11:07,366 though that wetness that it had right 341 00:11:07,466 --> 00:11:10,066 and so that is why it's really important to inject that 342 00:11:10,066 --> 00:11:10,900 direct lighting 343 00:11:11,066 --> 00:11:12,866 to make that surface look wet 344 00:11:12,900 --> 00:11:14,933 now bonus tips No. 1 345 00:11:15,066 --> 00:11:16,333 if ever you notice 346 00:11:16,333 --> 00:11:18,800 this kind of light bleeding in your interiors 347 00:11:18,900 --> 00:11:20,600 this is actually something that's pretty common 348 00:11:20,600 --> 00:11:22,166 you'll notice like along the edges 349 00:11:22,166 --> 00:11:24,300 you just got this weird light that seems to be 350 00:11:24,600 --> 00:11:26,533 the skylight that's coming through the walls 351 00:11:26,733 --> 00:11:28,566 you need to go ahead and add some light blockers 352 00:11:28,566 --> 00:11:30,200 to the exterior of your level 353 00:11:30,200 --> 00:11:34,000 and what I mean by this is these large white cubes 354 00:11:34,333 --> 00:11:35,133 right 355 00:11:35,133 --> 00:11:37,500 it's literally just the up big white cube that I place 356 00:11:37,700 --> 00:11:38,700 underneath my level 357 00:11:38,700 --> 00:11:41,400 to make sure that light is being blocked correctly 358 00:11:41,400 --> 00:11:43,666 because as we saw earlier 359 00:11:43,933 --> 00:11:47,400 the skylight has some very low resolution sampling 360 00:11:47,400 --> 00:11:48,600 which makes it very splotchy 361 00:11:48,600 --> 00:11:49,600 and sometimes 362 00:11:49,900 --> 00:11:52,700 at least my understanding is that you just need more 363 00:11:52,900 --> 00:11:54,866 geometry to block that light coming in 364 00:11:55,000 --> 00:11:57,466 so again if I were to just lower this cube right here 365 00:11:57,466 --> 00:11:59,200 notice how we're getting a whole bunch of light that's 366 00:11:59,200 --> 00:12:00,800 bleeding into our scene here 367 00:12:01,400 --> 00:12:03,500 just lifting this big cube up here 368 00:12:03,666 --> 00:12:05,533 whoa that light's gone 369 00:12:05,866 --> 00:12:07,000 that is how you can fix 370 00:12:07,000 --> 00:12:09,733 light that leaps into the corners of your wall 371 00:12:09,766 --> 00:12:10,866 it's very frustrating 372 00:12:10,866 --> 00:12:11,900 but fortunately 373 00:12:11,933 --> 00:12:14,266 with light blockers it's a very easy fix 374 00:12:14,333 --> 00:12:17,500 now let's say you wanted to have some light shaft or 375 00:12:17,733 --> 00:12:19,466 some god rays coming through the window 376 00:12:19,466 --> 00:12:20,966 you can absolutely do that too 377 00:12:20,966 --> 00:12:21,266 so 378 00:12:21,266 --> 00:12:23,466 all we need to do is grab our directional light here 379 00:12:25,066 --> 00:12:26,400 and rotate it 380 00:12:27,166 --> 00:12:29,866 so that the sun shines through the doorway 381 00:12:31,000 --> 00:12:32,866 and we can angle it the way that we want to 382 00:12:32,866 --> 00:12:33,333 something like that 383 00:12:33,333 --> 00:12:34,700 and you'll see it injects 384 00:12:34,700 --> 00:12:36,566 quite a bit of indirect lighting 385 00:12:36,600 --> 00:12:37,866 into our level as well 386 00:12:37,866 --> 00:12:39,733 and we got these light shaft here 387 00:12:40,066 --> 00:12:43,466 thanks to the volumetric fog that we turned on 388 00:12:43,533 --> 00:12:46,200 in our exponential height fog earlier 389 00:12:46,200 --> 00:12:48,366 see if I turn off volumetric fog here 390 00:12:48,500 --> 00:12:49,933 it's going to be a totally different look 391 00:12:49,933 --> 00:12:52,366 and we don't get those light shaft coming through 392 00:12:52,400 --> 00:12:54,566 if I want to make that light shaft even stronger 393 00:12:54,566 --> 00:12:56,400 we can simply just increase the 394 00:12:56,400 --> 00:12:58,466 volumetric scattering intensity even higher 395 00:12:58,466 --> 00:13:00,500 so I had already set it to 10 here 396 00:13:01,366 --> 00:13:03,900 by default there'll be one you might not even feed 397 00:13:03,900 --> 00:13:05,566 but if we increase the like 50 398 00:13:06,700 --> 00:13:09,600 100 you'll see it's a very very strong 399 00:13:09,733 --> 00:13:11,300 God ray shining in our theme now 400 00:13:11,300 --> 00:13:13,700 and already we're getting quite a bit of 401 00:13:14,066 --> 00:13:15,200 indirect lighting 402 00:13:15,200 --> 00:13:17,566 bouncing up and lighting the reft of our theme 403 00:13:17,733 --> 00:13:19,866 this doesn't match the reference we were going for 404 00:13:20,466 --> 00:13:22,066 but I still just wanted to show you that 405 00:13:22,066 --> 00:13:22,700 it is something 406 00:13:22,700 --> 00:13:24,900 you can do but for now I'm just gonna go back 407 00:13:25,000 --> 00:13:25,933 bring it back up here 408 00:13:25,933 --> 00:13:27,200 because I thought the look I wanted 409 00:13:27,200 --> 00:13:29,933 every single light can had its own 410 00:13:31,300 --> 00:13:32,533 volume measuring scattering intensity 411 00:13:32,533 --> 00:13:34,300 you'll see in my rect light I already had it 412 00:13:34,300 --> 00:13:35,200 cranked up to 6 413 00:13:35,200 --> 00:13:37,700 if you want more fog like that coming coming in 414 00:13:37,700 --> 00:13:39,766 which we do have in our reference here 415 00:13:40,166 --> 00:13:41,733 that is how you can control that 416 00:13:41,933 --> 00:13:43,300 bonus tip No. 2 417 00:13:43,300 --> 00:13:45,266 there's one more trick we have up our sleeve 418 00:13:45,266 --> 00:13:48,700 in order to inject a little bit more indirect lighting 419 00:13:48,766 --> 00:13:51,000 into our scene again it's break physicality 420 00:13:51,133 --> 00:13:52,566 but the really cool didn't know about 421 00:13:52,766 --> 00:13:54,466 in our post process volume 422 00:13:54,533 --> 00:13:55,966 we're going to search for lumen 423 00:13:56,900 --> 00:14:00,200 and here we've got a neat little tip called 424 00:14:00,200 --> 00:14:01,900 Diffuse Color Boost 425 00:14:02,300 --> 00:14:03,700 I already set it to 2 426 00:14:03,733 --> 00:14:05,566 but if I set it to 1 you'll see our shadows are 427 00:14:05,566 --> 00:14:08,300 very dark right it's very pitch black 428 00:14:08,500 --> 00:14:09,966 we could always just 429 00:14:10,200 --> 00:14:13,366 increase the indirect lighting of our rect light 430 00:14:13,466 --> 00:14:15,600 but by increasing the color boost here 431 00:14:16,100 --> 00:14:18,800 it's going to increase the boost of not our light 432 00:14:19,066 --> 00:14:21,300 but of the albedo values 433 00:14:21,300 --> 00:14:23,733 of our materials so if I set it to 2 434 00:14:24,066 --> 00:14:25,100 you'll see we've already 435 00:14:25,900 --> 00:14:27,800 injected quite a bit more 436 00:14:27,800 --> 00:14:29,866 indirect lighting into our level here 437 00:14:30,000 --> 00:14:31,800 again purely in our direction thing 438 00:14:31,800 --> 00:14:33,800 there's no right or wrong way to do it 439 00:14:33,866 --> 00:14:34,666 it's just 440 00:14:34,766 --> 00:14:37,766 important to know which tools are available to you 441 00:14:37,766 --> 00:14:39,000 so I hope that helps 442 00:14:39,000 --> 00:14:40,766 so now that we covered this scene here 443 00:14:41,066 --> 00:14:42,400 how do you lighten interior 444 00:14:42,400 --> 00:14:44,166 that doesn't have any natural light 445 00:14:44,533 --> 00:14:46,333 and that my friend had artificial lighting 446 00:14:46,533 --> 00:14:47,733 so I'm gonna hide this here 447 00:14:48,333 --> 00:14:49,800 and turn this on here 448 00:14:50,133 --> 00:14:52,366 you'll see here we've got a completely differently 449 00:14:52,366 --> 00:14:53,333 lit fiend 450 00:14:53,333 --> 00:14:55,100 I'm not going to go ahead and show you how to place 451 00:14:55,100 --> 00:14:56,266 each individual light 452 00:14:56,333 --> 00:14:58,000 but really it's about breaking down 453 00:14:58,000 --> 00:14:59,700 what our lighting is 454 00:15:00,100 --> 00:15:02,666 this is a really quick reference I found from some old 455 00:15:02,666 --> 00:15:03,700 museum somewhere 456 00:15:03,700 --> 00:15:04,900 and notice how 457 00:15:05,500 --> 00:15:08,133 there is no natural light here at all artificial 458 00:15:08,266 --> 00:15:11,800 you as a lighting artist need to break down 459 00:15:12,000 --> 00:15:13,300 and ask yourself 460 00:15:13,566 --> 00:15:15,900 where is my lighting coming from 461 00:15:15,900 --> 00:15:18,300 if I turn on my light in my bedroom at night 462 00:15:18,333 --> 00:15:21,500 the light is your light bulb or your lamp or whatever 463 00:15:21,600 --> 00:15:23,466 and that's how we need to break it down here 464 00:15:23,533 --> 00:15:25,700 so I went ahead and added some light fixtures here 465 00:15:25,766 --> 00:15:27,766 we need a physical prop 466 00:15:27,866 --> 00:15:29,533 that is there to suggest that hey 467 00:15:29,533 --> 00:15:30,300 there's lighting here 468 00:15:30,300 --> 00:15:31,933 this is actually what is 469 00:15:32,100 --> 00:15:35,100 contributing to the illumination of the scene 470 00:15:35,100 --> 00:15:36,966 if I were to hide these light fixtures here 471 00:15:36,966 --> 00:15:38,166 and used to place light 472 00:15:38,566 --> 00:15:41,466 something would feel a little bit odd 473 00:15:41,566 --> 00:15:42,700 something is missing right 474 00:15:42,933 --> 00:15:45,133 so that's why we need not only add some 475 00:15:45,200 --> 00:15:46,566 practical light props 476 00:15:47,133 --> 00:15:48,733 but really think about where the lights are coming from 477 00:15:48,733 --> 00:15:51,166 and then I just added some point lights here 478 00:15:51,166 --> 00:15:53,100 and adjusted them to the rough shape 479 00:15:53,100 --> 00:15:54,933 of my light source 480 00:15:54,966 --> 00:15:56,166 by increasing the 481 00:15:56,800 --> 00:15:59,100 source length here you can kind of increase the 482 00:15:59,100 --> 00:16:00,700 source length of any point light 483 00:16:01,966 --> 00:16:03,533 and I've just went ahead and placed them there 484 00:16:03,533 --> 00:16:04,333 and again 485 00:16:04,333 --> 00:16:06,933 using the exact same trick that we Learned earlier 486 00:16:06,933 --> 00:16:10,066 either the exposure of your post process volume 487 00:16:10,066 --> 00:16:11,766 the global exposure of your scene 488 00:16:11,766 --> 00:16:13,800 or the indirect lighting intensity of your light 489 00:16:13,800 --> 00:16:15,600 or the diffused color boost of your 490 00:16:15,600 --> 00:16:16,733 post process volume right 491 00:16:16,733 --> 00:16:18,466 if I want to set the 2 or 5 492 00:16:18,466 --> 00:16:21,066 you'll see we made the scene much much brighter 493 00:16:21,500 --> 00:16:24,366 not really the look I'm going for but you get the idea 494 00:16:24,466 --> 00:16:27,166 the actual lighting part here is not very complicated 495 00:16:27,200 --> 00:16:29,166 again just to give you one more example 496 00:16:29,166 --> 00:16:30,933 I've used the Torch Pro that are on the wall 497 00:16:30,933 --> 00:16:32,533 to suggest torchlight 498 00:16:32,866 --> 00:16:36,300 and also each point light that I placed 499 00:16:36,566 --> 00:16:39,066 again it's really just a simple point light right here 500 00:16:39,066 --> 00:16:40,533 that I placed over the torch 501 00:16:40,766 --> 00:16:42,766 each light that I placed also has 502 00:16:43,500 --> 00:16:45,066 a volumetric scattering intensity 503 00:16:45,066 --> 00:16:46,166 that I cranked way up 504 00:16:46,166 --> 00:16:46,966 to suggest that it 505 00:16:46,966 --> 00:16:48,566 maybe just a little bit moisture in a scene 506 00:16:48,566 --> 00:16:49,866 or a little bit of haze or 507 00:16:50,500 --> 00:16:51,800 smoke or whatever 508 00:16:51,800 --> 00:16:52,666 that's really it 509 00:16:52,700 --> 00:16:55,500 the key to interior lighting is just to break down 510 00:16:55,700 --> 00:16:57,466 where my lighting is coming from 511 00:16:57,466 --> 00:16:59,500 an understanding exposure 512 00:16:59,533 --> 00:17:01,666 indirect lighting and direct lighting 513 00:17:02,800 --> 00:17:04,600 thanks so much to Nvidia Studio and 514 00:17:04,600 --> 00:17:06,600 Scan Computers for sponsoring this video 515 00:17:06,666 --> 00:17:08,666 Scan Computers are one of the leading resellers on 516 00:17:08,666 --> 00:17:11,333 Nvidia Studio laptop and desktops in Europe 517 00:17:11,333 --> 00:17:12,866 if you're looking for an Nvidia Studio laptop 518 00:17:12,866 --> 00:17:15,100 then check out their range at the link down below 519 00:17:15,133 --> 00:17:16,300 so thanks so much for watching everyone 520 00:17:16,300 --> 00:17:17,766 I hope you found this video helpful 521 00:17:17,866 --> 00:17:19,000 and as always folks 522 00:17:19,400 --> 00:17:20,266 happy rendering 38746

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