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These are the user uploaded subtitles that are being translated: 1 00:00:00,366 --> 00:00:01,933 so with the 5.0 release of unreal 2 00:00:01,933 --> 00:00:02,966 I've noticed across 3 00:00:02,966 --> 00:00:04,500 many message boards and forums 4 00:00:04,500 --> 00:00:06,733 that a lot of people are actually 5 00:00:06,733 --> 00:00:08,166 pretty confused about some of the 6 00:00:08,166 --> 00:00:09,533 changes we've had so far 7 00:00:09,900 --> 00:00:11,800 notably with the lumen reflections 8 00:00:11,800 --> 00:00:13,133 refractions and even 9 00:00:13,133 --> 00:00:15,500 things like how do we even turn on the pathtracer 10 00:00:15,500 --> 00:00:17,933 so this is going to be a very quick and dirty video 11 00:00:18,000 --> 00:00:20,133 just to help clarify a few issues 12 00:00:20,133 --> 00:00:21,866 that some of you may have run into 13 00:00:22,000 --> 00:00:23,966 and I'll be pointing you towards some other 14 00:00:23,966 --> 00:00:25,066 videos on my channel 15 00:00:25,066 --> 00:00:28,400 that will go more in depth about those topics 16 00:00:28,533 --> 00:00:31,200 now for starters Lumen does not require 17 00:00:31,366 --> 00:00:34,100 RTX or hardware ray tracing to work 18 00:00:35,100 --> 00:00:38,533 UE5 will work with older GPU like the 1070 to 1080 19 00:00:38,666 --> 00:00:40,300 Lumen is not dependent on that 20 00:00:40,500 --> 00:00:43,066 but those of you coming from UE4 21 00:00:43,166 --> 00:00:45,266 will undoubtedly have noticed that 22 00:00:45,666 --> 00:00:47,900 the lumen reflections and refraction 23 00:00:47,900 --> 00:00:50,066 are not nearly as good as they were with 24 00:00:50,066 --> 00:00:51,966 raytrake reflections in ue4 25 00:00:52,000 --> 00:00:53,200 but don't worry 26 00:00:53,400 --> 00:00:54,933 this is not a step back 27 00:00:55,266 --> 00:00:57,166 there's just a few settings that we need to change 28 00:00:57,166 --> 00:00:59,800 to get both the benefits of the GI and lumen 29 00:00:59,800 --> 00:01:02,166 and gorgeous ray traced reflection 30 00:01:02,166 --> 00:01:03,966 and the easiest way to do that 31 00:01:03,966 --> 00:01:06,166 is when you're creating a brand new project 32 00:01:07,133 --> 00:01:09,600 just turn on the little ray tracing checkbox right here 33 00:01:09,966 --> 00:01:12,200 that's going to enable all of the ray tracing settings 34 00:01:12,200 --> 00:01:14,266 but you're also going to keep illumin as well 35 00:01:14,300 --> 00:01:14,866 but of course 36 00:01:14,866 --> 00:01:17,066 if you have an existing project that you want to just 37 00:01:17,066 --> 00:01:18,800 enable hardware ray tracing on 38 00:01:19,000 --> 00:01:21,900 let's take a dive into the necessary project settings 39 00:01:21,900 --> 00:01:23,066 to get that to work 40 00:01:23,266 --> 00:01:25,166 we need to go to the settings tab here 41 00:01:26,200 --> 00:01:27,600 go to project settings 42 00:01:28,400 --> 00:01:30,666 and we're going to go down to the 43 00:01:30,766 --> 00:01:33,533 rendering tab down here on the left hand side 44 00:01:33,766 --> 00:01:35,366 and scroll down 45 00:01:35,733 --> 00:01:36,666 and the following 46 00:01:36,666 --> 00:01:38,166 settings are the one that you really need 47 00:01:38,166 --> 00:01:38,866 to have 48 00:01:38,866 --> 00:01:41,900 dynamical illumination set the lumin reflection method 49 00:01:41,900 --> 00:01:43,400 we can leave that aluminum for now 50 00:01:43,400 --> 00:01:46,266 we can override this in the post process volume later 51 00:01:46,333 --> 00:01:48,100 but what we really want is 52 00:01:48,100 --> 00:01:49,800 support hardware ray tracing 53 00:01:49,800 --> 00:01:51,300 turned on and 54 00:01:51,800 --> 00:01:53,300 here in the Lumen tab 55 00:01:53,333 --> 00:01:56,400 use hardware ray tracing when available 56 00:01:56,400 --> 00:01:58,600 make sure this checkbox is turned on as well 57 00:01:58,733 --> 00:01:59,200 you may 58 00:01:59,200 --> 00:02:01,866 get a message that says something along the lines of 59 00:02:01,866 --> 00:02:03,000 enabling the skincache 60 00:02:03,000 --> 00:02:04,933 when turning on the hardware ray tracing 61 00:02:05,166 --> 00:02:07,600 just click yes you need to have that enabled 62 00:02:07,600 --> 00:02:09,400 we're also gonna turn on the 63 00:02:09,400 --> 00:02:11,466 path tracing checkbox right here 64 00:02:11,600 --> 00:02:14,366 I believe it's actually off by default so 65 00:02:14,400 --> 00:02:15,933 if you want to use the path tracer 66 00:02:16,666 --> 00:02:17,866 you can turn it on right here 67 00:02:17,866 --> 00:02:19,600 I have a more detailed tutorial on the path 68 00:02:19,600 --> 00:02:20,466 tracer right here 69 00:02:20,500 --> 00:02:22,600 so check that out if that interests you 70 00:02:22,900 --> 00:02:24,066 and one last thing that 71 00:02:24,066 --> 00:02:26,600 should be on by default but isn't always it 72 00:02:26,600 --> 00:02:28,100 we're gonna search for Direct X 73 00:02:28,533 --> 00:02:31,666 and be sure that it's set to Direct X12 74 00:02:31,800 --> 00:02:33,766 and Direct X11 and 12 75 00:02:33,866 --> 00:02:35,600 SM5 is turned on 76 00:02:35,600 --> 00:02:38,566 I've seen some people who project were set to Direct 77 00:02:38,666 --> 00:02:41,900 X11 and that was breaking a whole bunch of things so 78 00:02:42,266 --> 00:02:43,066 just 79 00:02:43,266 --> 00:02:44,066 keep that in mind 80 00:02:44,066 --> 00:02:47,266 Pro Pip now with the project setting changed 81 00:02:47,266 --> 00:02:48,966 you may need to restart the engine 82 00:02:49,133 --> 00:02:50,533 it's going to have to recompile the shaders 83 00:02:50,533 --> 00:02:51,500 but once that's done 84 00:02:51,600 --> 00:02:52,500 you're good to go 85 00:02:52,500 --> 00:02:55,066 and now if we go to the lit tab here 86 00:02:55,100 --> 00:02:57,266 you should have the path tracer show up 87 00:02:57,266 --> 00:02:59,166 and it'll work as intended 88 00:02:59,366 --> 00:03:01,166 just a bit of a quick Segway here 89 00:03:01,166 --> 00:03:03,200 the path traitor doesn't work with nanite 90 00:03:03,333 --> 00:03:04,166 if you turn a path 91 00:03:04,166 --> 00:03:06,200 traitor on with a whole bunch of nanite meshes 92 00:03:06,200 --> 00:03:08,800 it's only going to path trace the nanite 93 00:03:08,800 --> 00:03:10,566 proxy mesh and not 94 00:03:10,566 --> 00:03:12,700 the actual high red nanite mesh 95 00:03:13,566 --> 00:03:13,933 is 96 00:03:13,933 --> 00:03:16,466 another thing you really need to keep in mind because 97 00:03:16,533 --> 00:03:19,566 neonite is not exactly what we call real Geo 98 00:03:19,566 --> 00:03:21,000 it's virtualized Geo 99 00:03:21,000 --> 00:03:21,600 and the path 100 00:03:21,600 --> 00:03:23,366 tracer doesn't really know how to read that 101 00:03:23,366 --> 00:03:26,666 it's the same thing if you use ray traced shadows 102 00:03:27,066 --> 00:03:29,600 and not the virtual shadow map that Lumen uses 103 00:03:29,600 --> 00:03:32,133 the ray traced shadows will be tracing on the 104 00:03:32,800 --> 00:03:36,000 nanite proxy mesh not the hi rez model 105 00:03:36,000 --> 00:03:38,266 so if you use hardware ray tracing for a few things 106 00:03:38,866 --> 00:03:41,666 nanite might not behave the way you expect it to 107 00:03:42,366 --> 00:03:43,733 just keep that in mind 108 00:03:43,733 --> 00:03:45,300 also if you've noticed that 109 00:03:45,333 --> 00:03:47,466 you cannot find the Quasal Bridge 110 00:03:47,466 --> 00:03:50,200 or you can't access any of the Mega Scans assets 111 00:03:50,466 --> 00:03:51,400 directly within Unreal 112 00:03:51,400 --> 00:03:53,266 Legend 5 like you could previously 113 00:03:53,400 --> 00:03:55,566 you're going to have to go into the Epic Games Launcher 114 00:03:55,566 --> 00:03:57,466 and in the library tab 115 00:03:57,733 --> 00:04:00,333 in the Search Vault section you need to search for 116 00:04:00,500 --> 00:04:03,933 bridge and install the Quixel Bridge plugin 117 00:04:03,933 --> 00:04:05,900 to your version of the engine 118 00:04:06,200 --> 00:04:07,200 once that is done 119 00:04:07,266 --> 00:04:10,300 the Quixel Bridge plugin will work correctly 120 00:04:10,300 --> 00:04:13,200 as intended so now with the project setting changed 121 00:04:13,200 --> 00:04:14,366 I want to show you 122 00:04:14,366 --> 00:04:15,266 some tips 123 00:04:15,333 --> 00:04:17,933 for getting better reflections and translucency 124 00:04:17,966 --> 00:04:18,933 and refraction 125 00:04:19,133 --> 00:04:22,266 using lumen so for starters I've got a blank scene here 126 00:04:22,266 --> 00:04:24,333 I'm going to make the lighting from scratch 127 00:04:24,333 --> 00:04:26,266 so we're going to go to the Windows tab here 128 00:04:26,600 --> 00:04:28,466 go to environment light mixer 129 00:04:28,600 --> 00:04:30,266 and I'm going to create a skylight 130 00:04:30,366 --> 00:04:33,100 atmospheric light zero sky atmosphere 131 00:04:33,266 --> 00:04:35,166 volumetric fog and height fog 132 00:04:35,733 --> 00:04:37,133 and so right now I have a very 133 00:04:37,133 --> 00:04:39,466 very simple quick and dirty scene 134 00:04:39,466 --> 00:04:41,066 I'm going to click my skylight here 135 00:04:41,066 --> 00:04:42,733 and set it to real time capture 136 00:04:43,200 --> 00:04:43,700 like that 137 00:04:43,700 --> 00:04:46,866 so now we got some proper sky bouncing in my scene 138 00:04:47,700 --> 00:04:48,533 and using the Control 139 00:04:48,533 --> 00:04:50,333 L shortcut I can move my son like this 140 00:04:50,333 --> 00:04:52,266 and as we can see we get this nice 141 00:04:52,700 --> 00:04:55,400 gorgeous indirect lighting on the underside of this 142 00:04:55,400 --> 00:04:56,866 very bare bone scene 143 00:04:56,966 --> 00:04:57,900 with the quick demo scene 144 00:04:57,900 --> 00:04:59,700 I know it's not super pretty 145 00:04:59,933 --> 00:05:01,533 but it gets the point across 146 00:05:01,533 --> 00:05:04,800 so taking a look at these five spirits here I've got a 147 00:05:04,900 --> 00:05:07,100 black one an 18 percent gray one 148 00:05:07,200 --> 00:05:08,100 a white one 149 00:05:08,466 --> 00:05:10,866 this here is supposed to be glass using the same 150 00:05:10,866 --> 00:05:13,200 right traced glass material I use in 151 00:05:13,300 --> 00:05:15,100 this video right here 152 00:05:15,266 --> 00:05:15,933 which again 153 00:05:15,933 --> 00:05:17,966 you should go watch if you want to learn how to make 154 00:05:17,966 --> 00:05:19,533 a nice glass material 155 00:05:20,066 --> 00:05:21,800 and here I've got a 156 00:05:21,900 --> 00:05:25,066 chrome material a perfectly reflective chrome material 157 00:05:25,500 --> 00:05:26,900 a mirror ball if you will 158 00:05:27,133 --> 00:05:29,733 I'm just gonna select these and hide them for now 159 00:05:30,066 --> 00:05:33,166 the two problematic ones are these guys now obviously 160 00:05:33,300 --> 00:05:36,766 this glass material looks like but it's really bad 161 00:05:36,966 --> 00:05:39,300 we're not getting proper refractions in there it just 162 00:05:39,300 --> 00:05:41,133 does not look right 163 00:05:41,333 --> 00:05:44,966 in any way and on the right here I've got a 164 00:05:45,100 --> 00:05:45,733 chrome material 165 00:05:45,733 --> 00:05:47,366 but you'll see the reflections are kind of 166 00:05:48,800 --> 00:05:51,300 they're very mediocre not super great 167 00:05:52,366 --> 00:05:54,300 this is the classic case of lumen reflection 168 00:05:54,300 --> 00:05:55,266 now the cool thing 169 00:05:55,266 --> 00:05:57,066 about lumen reflection is 170 00:05:57,266 --> 00:05:58,700 as I move the sun around 171 00:05:59,333 --> 00:06:01,900 you actually see the global illumination 172 00:06:02,000 --> 00:06:03,333 being reflected 173 00:06:04,000 --> 00:06:05,466 in the chromeball which is great 174 00:06:05,466 --> 00:06:06,866 we were never able to get 175 00:06:07,566 --> 00:06:09,000 global illumination 176 00:06:09,066 --> 00:06:11,966 to reflect with ray trade reflection to you before 177 00:06:11,966 --> 00:06:14,200 but you know the reflections are not super great 178 00:06:14,200 --> 00:06:16,133 as I zoom in here you'll see they're very 179 00:06:16,566 --> 00:06:18,866 blurry and not sharp 180 00:06:18,966 --> 00:06:21,733 for people who work in archvis I hear you 181 00:06:22,066 --> 00:06:23,300 this does not hold up 182 00:06:23,300 --> 00:06:23,733 this is 183 00:06:23,733 --> 00:06:26,266 usually fine for anything that's kind of like a soft 184 00:06:26,266 --> 00:06:28,400 chrome a soft metal like the table here 185 00:06:29,266 --> 00:06:32,400 this works fine it's usually good enough 186 00:06:32,566 --> 00:06:35,200 but for those of you who need the absolute 187 00:06:35,300 --> 00:06:37,333 best possible reflections 188 00:06:37,533 --> 00:06:38,666 this is not good enough 189 00:06:38,933 --> 00:06:39,733 so what do we do 190 00:06:39,733 --> 00:06:41,300 there's a few things that we can do here 191 00:06:41,300 --> 00:06:43,366 we're going to select our post process volume here 192 00:06:43,366 --> 00:06:43,966 and of course 193 00:06:43,966 --> 00:06:46,166 make sure that it is unbound 194 00:06:46,266 --> 00:06:47,400 to make sure that the post process 195 00:06:47,400 --> 00:06:48,866 volume affects the entire scene 196 00:06:49,300 --> 00:06:52,366 and we're going to search for Lumin 197 00:06:52,966 --> 00:06:54,466 and here is where we have a whole bunch of 198 00:06:54,466 --> 00:06:55,300 options to choose from 199 00:06:55,300 --> 00:06:57,366 the one that we want right here is 200 00:06:57,366 --> 00:06:59,500 the reflection section at the bottom 201 00:06:59,733 --> 00:07:02,700 and we've got the aluminum reflections quality 202 00:07:02,933 --> 00:07:05,166 now if I zoom in here a little bit 203 00:07:05,466 --> 00:07:09,133 now to aluminum quality if I toggle this between off 204 00:07:09,400 --> 00:07:11,200 you'll see it softened a little bit 205 00:07:11,500 --> 00:07:12,300 it doesn't 206 00:07:12,566 --> 00:07:15,300 really do that much so I'm going to leave this at 2 207 00:07:15,733 --> 00:07:19,066 but what really is interesting is the ray lighting mode 208 00:07:19,466 --> 00:07:23,133 if I click on this and set this from Project Default to 209 00:07:23,600 --> 00:07:25,700 hit lighting for reflections 210 00:07:26,766 --> 00:07:29,533 notice how suddenly our reflection got a whole 211 00:07:29,533 --> 00:07:32,300 lot sharper I'm going to zoom in as much as possible 212 00:07:32,366 --> 00:07:34,066 pay attention to the floor here 213 00:07:34,266 --> 00:07:36,333 if I toggle this 214 00:07:36,600 --> 00:07:37,333 back to default 215 00:07:37,333 --> 00:07:38,000 it went from 216 00:07:38,000 --> 00:07:40,266 this which is very soft and kind of blurry 217 00:07:40,533 --> 00:07:41,333 to 218 00:07:42,266 --> 00:07:44,933 this which is much sharper and actually does look 219 00:07:45,300 --> 00:07:46,466 substantially better 220 00:07:46,666 --> 00:07:48,266 it is quite a big improvement 221 00:07:48,266 --> 00:07:49,933 I'm gonna go over here where I have some other 222 00:07:50,933 --> 00:07:52,900 chromeballs here and in the shadowed area 223 00:07:53,100 --> 00:07:55,366 just to get a different camera angle on this 224 00:07:55,600 --> 00:07:57,266 I'm gonna revert this to default 225 00:07:57,766 --> 00:07:59,733 so this is the default lumen reflection 226 00:07:59,966 --> 00:08:02,800 and this is the hit lighting for reflections 227 00:08:02,800 --> 00:08:04,500 the reflection got a bit sharper 228 00:08:04,533 --> 00:08:06,500 but notice the reflection 229 00:08:06,766 --> 00:08:08,133 of the reflection 230 00:08:08,600 --> 00:08:11,366 right here as I zoom closer we kind of see 231 00:08:12,333 --> 00:08:12,700 this 232 00:08:12,700 --> 00:08:14,666 we don't see the reflection of the reflection in the 233 00:08:14,666 --> 00:08:16,066 chrome ball in theory 234 00:08:16,066 --> 00:08:18,166 this chrome ball should be reflecting 235 00:08:18,266 --> 00:08:19,100 its neighbor here 236 00:08:19,100 --> 00:08:20,566 and it sort of does 237 00:08:20,600 --> 00:08:23,066 but only on a screen space basis 238 00:08:23,200 --> 00:08:25,566 okay so if not a perfect solution 239 00:08:27,000 --> 00:08:27,766 with a bit of a tradeoff 240 00:08:27,766 --> 00:08:28,666 you get some sharper 241 00:08:28,666 --> 00:08:31,133 cleaner reflections at the cost of losing 242 00:08:31,133 --> 00:08:32,400 subsequent bounces 243 00:08:32,900 --> 00:08:35,700 so if you have a lot of shiny object 244 00:08:35,700 --> 00:08:36,933 reflecting one another 245 00:08:37,166 --> 00:08:38,933 this might not be the best approach 246 00:08:38,933 --> 00:08:42,066 but I did want to point out that you can absolutely get 247 00:08:42,100 --> 00:08:45,766 sharper cleaner reflection using lumen reflections 248 00:08:45,800 --> 00:08:49,133 with the hit lighting for reflection method here 249 00:08:49,366 --> 00:08:51,500 again this is default settings 250 00:08:52,933 --> 00:08:54,566 and this is with the 251 00:08:55,066 --> 00:08:56,300 hit lighting reflection 252 00:08:56,300 --> 00:08:58,733 so this is a very useful tip to know about 253 00:08:58,900 --> 00:09:00,800 now as you know this is not perfect 254 00:09:00,800 --> 00:09:02,666 it's not exactly what we're looking for 255 00:09:02,766 --> 00:09:04,600 so we're going to go ahead and 256 00:09:04,600 --> 00:09:06,466 instead of using lumen reflections 257 00:09:06,466 --> 00:09:09,166 we're going to use the hardware ray trace reflections 258 00:09:09,666 --> 00:09:10,766 which we have access to now 259 00:09:10,766 --> 00:09:13,400 because we changed our project settings earlier 260 00:09:13,566 --> 00:09:14,466 so again 261 00:09:14,466 --> 00:09:16,966 in the post process volume I'm going to search for 262 00:09:17,133 --> 00:09:18,566 ref for reflection 263 00:09:18,600 --> 00:09:21,566 and you'll see here in the reflections method Lumen 264 00:09:21,566 --> 00:09:23,066 I'm going to turn this off 265 00:09:23,666 --> 00:09:25,500 and I'm going to set it to 266 00:09:25,666 --> 00:09:28,466 standalone ray traced deprecated 267 00:09:29,100 --> 00:09:31,700 and you'll see our reflections got 268 00:09:32,100 --> 00:09:33,933 super tac sharp like 269 00:09:33,933 --> 00:09:36,600 really really crisp and clean reflections 270 00:09:36,600 --> 00:09:38,666 pay attention to the shadows in the reflection 271 00:09:39,066 --> 00:09:40,466 this is lumen 272 00:09:40,466 --> 00:09:42,500 and this is hardware Ray trace 273 00:09:42,500 --> 00:09:44,600 everything is way sharper weight cleaner 274 00:09:44,600 --> 00:09:46,000 you get much better reflection that way 275 00:09:46,000 --> 00:09:47,733 but now you'll notice that 276 00:09:47,933 --> 00:09:51,400 we kind of lost our global illumination in our scene 277 00:09:51,500 --> 00:09:54,300 pay attention to the whole top of the chrome ball here 278 00:09:55,133 --> 00:09:56,466 hardware Ray tracing 279 00:09:56,533 --> 00:09:59,133 never did reflect global elimination 280 00:09:59,133 --> 00:10:01,566 and that's kind of a bummer we kind of lost that 281 00:10:01,666 --> 00:10:02,933 nice lumin reflection 282 00:10:03,133 --> 00:10:05,733 feel here right if I reset this to lumin reflections 283 00:10:06,100 --> 00:10:07,566 we get a better reflection 284 00:10:07,566 --> 00:10:10,133 it's not a sharp but it's a more accurate one 285 00:10:10,166 --> 00:10:12,733 but we still have a few tricks of our sleeve 286 00:10:12,866 --> 00:10:14,300 so again I'm going to set my 287 00:10:14,333 --> 00:10:15,800 reflection method to 288 00:10:15,800 --> 00:10:17,766 ray traced in the post profit volume 289 00:10:18,266 --> 00:10:20,066 and we're going to go to the 290 00:10:20,066 --> 00:10:22,000 ray tracing reflection section here 291 00:10:22,000 --> 00:10:23,766 and we're gonna turn on a few things 292 00:10:23,766 --> 00:10:25,866 I'm gonna turn on max roughness 293 00:10:26,366 --> 00:10:27,766 Max bounces 294 00:10:27,800 --> 00:10:31,066 and I'm gonna set the max bounces to something like 5 295 00:10:31,166 --> 00:10:34,266 and before I hit 5 I want you to pay attention to 296 00:10:34,400 --> 00:10:37,000 the black spot in the spheres here 297 00:10:37,166 --> 00:10:38,366 and the ceiling 298 00:10:38,900 --> 00:10:40,666 so when I set this to something like 5 299 00:10:40,800 --> 00:10:41,966 you'll see suddenly 300 00:10:42,066 --> 00:10:42,866 boom 301 00:10:43,133 --> 00:10:45,933 we now have all those subsequent bounces 302 00:10:45,933 --> 00:10:46,800 pay attention 303 00:10:46,900 --> 00:10:47,700 right here 304 00:10:48,366 --> 00:10:50,300 this sphere is reflecting 305 00:10:50,300 --> 00:10:52,300 the reflection of the reflection of the reflection 306 00:10:52,300 --> 00:10:53,966 it looks much more realistic 307 00:10:54,533 --> 00:10:58,100 and we kind of got our reflections back on our roof 308 00:10:58,100 --> 00:11:01,500 it's not quite the same as Lumen reflection 309 00:11:01,600 --> 00:11:03,900 right if I go back to Lumen reflection we do get 310 00:11:04,166 --> 00:11:05,666 a more accurate 311 00:11:06,066 --> 00:11:07,133 visualization 312 00:11:07,533 --> 00:11:09,366 and now we can also in a Mac roughness 313 00:11:09,366 --> 00:11:11,800 I'm gonna set this to 1 for maximum quality 314 00:11:11,800 --> 00:11:13,800 but keep in mind this could have a 315 00:11:13,800 --> 00:11:15,500 performance impact on your scene 316 00:11:16,533 --> 00:11:18,333 so again getting a little bit better 317 00:11:18,400 --> 00:11:19,866 and if you notice that your 318 00:11:19,866 --> 00:11:21,766 reflections are a little bit noisy 319 00:11:21,766 --> 00:11:22,733 I'm not sure if you'll be 320 00:11:22,733 --> 00:11:24,000 able to see this on YouTube 321 00:11:24,000 --> 00:11:24,933 because of the compression 322 00:11:24,933 --> 00:11:26,500 and the denoising that happens 323 00:11:27,000 --> 00:11:29,566 but my reflections are very noisy so I can 324 00:11:30,100 --> 00:11:33,133 fix that by increasing the sample per pixel down here 325 00:11:33,133 --> 00:11:35,100 and set it to something like 10 326 00:11:35,300 --> 00:11:36,666 and now again 327 00:11:36,700 --> 00:11:38,733 this will have a performance impact but 328 00:11:38,733 --> 00:11:40,766 it will clean things up nicely 329 00:11:40,966 --> 00:11:41,800 so again 330 00:11:42,466 --> 00:11:45,133 not the perfect solution because 331 00:11:45,333 --> 00:11:45,600 you know 332 00:11:45,600 --> 00:11:48,266 the reflection of the Chrome balls here are not 333 00:11:48,966 --> 00:11:51,333 quite matching the 334 00:11:51,666 --> 00:11:52,766 environment they are in 335 00:11:52,766 --> 00:11:55,066 like we're not getting the same dark shadows 336 00:11:55,166 --> 00:11:56,800 as we did with the lumen reflection right 337 00:11:56,800 --> 00:11:58,800 again I'm gonna toggle it back and forth 338 00:11:58,866 --> 00:12:00,933 just for demonstration purposes 339 00:12:01,766 --> 00:12:03,700 does it with lumen reflections you'll see 340 00:12:03,800 --> 00:12:06,466 the chrome ball here do seem to integrate 341 00:12:06,466 --> 00:12:07,533 into the scene 342 00:12:07,866 --> 00:12:08,700 much better 343 00:12:08,766 --> 00:12:11,966 than they did with the ray traced reflections and 344 00:12:12,066 --> 00:12:13,866 ray traced so 345 00:12:14,566 --> 00:12:16,566 you know it doesn't quite integrate as well 346 00:12:16,566 --> 00:12:17,500 but sometimes 347 00:12:17,600 --> 00:12:20,133 you need this sometimes you need to get the better 348 00:12:20,300 --> 00:12:23,000 crisper sharper reflections depending on your scene 349 00:12:23,133 --> 00:12:26,300 so in true classic Unreal Engine fashion 350 00:12:26,600 --> 00:12:28,700 you're going to have to pick the lesser of two 351 00:12:28,700 --> 00:12:31,166 evils here you're going to have to pick and choose 352 00:12:31,300 --> 00:12:33,066 which of these options 353 00:12:33,166 --> 00:12:35,933 suits your specific use case the best 354 00:12:35,933 --> 00:12:38,700 it's just something that you need to be aware of and 355 00:12:38,700 --> 00:12:40,400 art direct accordingly 356 00:12:40,700 --> 00:12:41,900 now with that out of the way 357 00:12:41,900 --> 00:12:44,066 the last thing I want to touch base on is 358 00:12:44,100 --> 00:12:45,400 the refraction here 359 00:12:45,400 --> 00:12:46,400 you'll see the refraction here 360 00:12:46,400 --> 00:12:47,666 it looks really really bad 361 00:12:47,666 --> 00:12:49,866 and so this glass material is very simple 362 00:12:49,866 --> 00:12:53,666 I just have a base color of 0 a specular of 1 363 00:12:53,733 --> 00:12:58,100 a roughness of 0.05 and opacity set 2.1 364 00:12:58,200 --> 00:13:01,333 and the refraction set to 1.5 365 00:13:01,700 --> 00:13:06,000 1.5 because the IOR or the index of refraction of glass 366 00:13:06,000 --> 00:13:10,000 is 1.5 then I have my blend mode set the translucent 367 00:13:11,466 --> 00:13:14,466 and lighting mode set to surface forward shading 368 00:13:14,666 --> 00:13:15,466 and that's it 369 00:13:15,500 --> 00:13:18,300 hit apply I go way deeper into the 370 00:13:18,300 --> 00:13:20,400 glass setting in this video right here 371 00:13:20,600 --> 00:13:22,466 but obviously this glass doesn't look very good 372 00:13:22,466 --> 00:13:23,533 so what do we need to do 373 00:13:23,533 --> 00:13:24,566 what do we need to change 374 00:13:24,566 --> 00:13:26,533 to get this to display properly 375 00:13:26,533 --> 00:13:28,566 the same way it did in ue4 376 00:13:29,466 --> 00:13:32,000 so again we're going to go now our post process volume 377 00:13:32,000 --> 00:13:34,200 and in the search detailed panel of the post process 378 00:13:34,200 --> 00:13:37,000 volume we're going to search for translucency 379 00:13:37,400 --> 00:13:39,666 and we're going to change the type 380 00:13:39,966 --> 00:13:42,200 from raster to ray tracing 381 00:13:43,266 --> 00:13:46,400 and now this is actually behaving the way it should be 382 00:13:46,400 --> 00:13:48,533 the same way it was in ue4 383 00:13:48,800 --> 00:13:49,966 this is now possible 384 00:13:49,966 --> 00:13:52,666 all because of the project setting that we changed 385 00:13:52,666 --> 00:13:54,366 at the start of this video 386 00:13:54,366 --> 00:13:55,966 so that's very very important 387 00:13:55,966 --> 00:13:57,533 and it should go without saying 388 00:13:57,533 --> 00:13:58,933 but I'm gonna say it again because 389 00:13:59,000 --> 00:14:01,066 people seem to not realize this 390 00:14:01,600 --> 00:14:03,766 if you're going to be using hardware ray tracing 391 00:14:03,766 --> 00:14:06,766 you need to have a ray tracing capable graphics card 392 00:14:06,766 --> 00:14:08,066 so ideally 393 00:14:08,300 --> 00:14:09,933 an RTX GPU 394 00:14:10,966 --> 00:14:13,933 I shouldn't have to say it but I'm going to say it 395 00:14:14,733 --> 00:14:15,933 now the downside is 396 00:14:15,966 --> 00:14:17,866 we seem to have lost the 397 00:14:17,900 --> 00:14:20,933 shadows cast by the glass in UE5 398 00:14:20,933 --> 00:14:24,000 in Unreal Engine 4.27 we did have 399 00:14:24,566 --> 00:14:27,900 glass casting shadows so I'm not sure why we lost that 400 00:14:28,100 --> 00:14:31,100 it kind of sucks because it was really cool to have 401 00:14:31,100 --> 00:14:32,666 and we don't have any caustic 402 00:14:32,666 --> 00:14:33,966 so we don't have any of that 403 00:14:33,966 --> 00:14:35,700 refraction being cast 404 00:14:36,333 --> 00:14:37,166 on the ground 405 00:14:37,266 --> 00:14:40,300 the only way to get shadows and proper caustics 406 00:14:40,300 --> 00:14:41,933 is with the path tracer 407 00:14:42,066 --> 00:14:44,733 so I'm going to go ahead to the lit tab here 408 00:14:45,066 --> 00:14:48,133 turn on the path tracing and you'll see now glass looks 409 00:14:48,366 --> 00:14:49,533 way way way better 410 00:14:49,533 --> 00:14:51,200 we're getting proper shadows 411 00:14:51,266 --> 00:14:53,466 and caustics being refacted here 412 00:14:53,466 --> 00:14:56,666 if I use this glass material on one of the tables here 413 00:14:56,933 --> 00:15:00,300 you'll see it is actually casting its correct shadows 414 00:15:00,366 --> 00:15:02,600 it's refracting light in a really pleasant way 415 00:15:02,766 --> 00:15:04,533 it looks way better than 416 00:15:04,766 --> 00:15:07,566 in regular lit mode like this just doesn't 417 00:15:08,466 --> 00:15:09,333 this looks weird 418 00:15:09,933 --> 00:15:10,800 real time 419 00:15:11,100 --> 00:15:15,166 glass still does not look nearly as good as true 420 00:15:15,400 --> 00:15:16,666 past trade glass 421 00:15:17,266 --> 00:15:18,766 that's just a limitation of real time 422 00:15:18,766 --> 00:15:19,733 engines at the moment 423 00:15:19,766 --> 00:15:22,266 but at least now with raytray translucency 424 00:15:22,900 --> 00:15:26,766 we can get proper refraction in our glass materials 425 00:15:26,766 --> 00:15:29,333 and so that covers the main issues 426 00:15:29,333 --> 00:15:31,366 I've seen a lot of people struggle with this week 427 00:15:31,600 --> 00:15:32,566 if you want to learn more 428 00:15:32,566 --> 00:15:35,366 about the Path Tracer or raytray Translucency 429 00:15:35,466 --> 00:15:36,866 or Lumen or Nanite 430 00:15:36,866 --> 00:15:39,666 you can watch all of my videos on the topic right here 431 00:15:39,766 --> 00:15:41,600 so I hope you guys found this video helpful 432 00:15:41,600 --> 00:15:42,466 and if you did 433 00:15:42,533 --> 00:15:43,666 do consider subscribing 434 00:15:43,666 --> 00:15:45,200 because I do have a whole bunch more 435 00:15:45,200 --> 00:15:46,733 tutorials like this coming soon 436 00:15:46,900 --> 00:15:48,866 so as always thank you so much for watching 437 00:15:48,866 --> 00:15:49,966 and I'll see you next time 31984

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