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hey everyone welcome back Aboy Amphosha here
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I want to preface this video by saying that while
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I'll be using unreal in this tutorial
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just about everything in this video can be applied to
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any renderer
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whether you're using unreal yourself or Blender
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Vray Redshift Octane whatever
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it's all
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more or less the same because lighting is lighting
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and while there are a few
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technical differences from one program to another
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the fundamentals are all the same
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now I get a lot of questions
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about how to do nighttime lighting
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because alabid
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it's tricky
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but before you skip ahead to good stuff wait a second
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we need to observe how cinematographers
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light their night scenes
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in actual movies
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I promise you this is going to help you
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bear with me
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understanding how movies are lit for night shots
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is essential to getting a good result
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let's take a look at some classic film shots here
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and break down the lighting they used
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and first off you'll notice when you look at these
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you may realize that something feels a bit off
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that is not real moonlight
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you can clearly tell that this is a big
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bright artificial light source
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we can clearly see that the light is
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coming from two different directions at once
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which is a telltale sign that it's not natural light
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why don't they just use moonlight
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the reason being is because moonlight is way too dark
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sunlight is roughly 100 thousand Lux in brightness
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while moonlight is between
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0.25 and 1 Lux
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which means the sun is 100 to 400
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thousand times brighter
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than moonlight
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even with modern cameras
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with incredible low light performance
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it's just not enough light to nail a correct exposure
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without getting too much noise in the shot
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you're going to need to crank up that gain or the ISO
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to ridiculous numbers
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and that's just that's just no Bueno
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but secondly notice how all the shots here are very
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cold or blue in color temperature
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all of them
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which is funny because moonlight is actually not blue
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science tells us that moonlight
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is actually a bit more red than
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sunlight and has a color
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temperature of about
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4000 Kelvin which is very warm
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if moonlight actually has a warm white color to it
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why
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do we light and grade moonlight to appear like a cold
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blue TLDR it's called a perkina effect
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in basic terms
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our eyes will shift
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peak
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luminosity toward the blue end of the color spectrum
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at low illumination levels
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so our eyes will be using rods instead of cones
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in the retina depending on the available light
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with that knowledge
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why
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do films keep using blue to represent nighttime shots
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honestly it's probably because
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it's a convention
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that audiences have come to recognize
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just like how 24fps feels right
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when you watch a movie and 48fps feels a bit weird
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this kind of go with the show to art is very subjective
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but to give you a visual example here
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the shot of me with a white balance card
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to get a neutral white balance
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went outside during a full moon
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it was bright enough to see my own shadow
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and if I didn't know any better
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it almost looked like a lightly cloudy day
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now the lighting here looks
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very flat because all of that snow
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it acting like a huge reflector
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but under normal non snowy condition
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you would get a lot more
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directionality to the moonlight
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but here's another photo example
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and it really does look like daylight
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when exposed correctly
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remember moonlight is just
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way too dark to shoot well exposed clean video in
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so cinematographers really need to compensate
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with artificial lighting to make things feel
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like they are moonlit without actually using moonlight
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there are lots of ways to fake this but using huge
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bright light sources
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practical lights or what we call a day for night grade
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which is the process of
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actually shooting your footage during the day
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in broad sunlight
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getting the benefits of having
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more like the feed by and work with
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and then they colorgrade that footage in post
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to make it look like a nighttime shot
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by adjusting the highlights
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the exposure and the white balance
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sometimes to even go so far it to add
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some sky replacements
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in post for added effect
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it's all a huge hack
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it's total fakery making us believe it's a night shot
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without actually needing to shoot at night
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and that is what we're going to do right now
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we're going to light this shot right here
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entirely from scratch
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right after the sponsored message
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so a big thank you to
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Skillshare for sponsoring this video
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as you're all
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even on your phone
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and now let's get started in unreal
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alright so now that
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we're in unreal
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the first thing you're going to notice is that
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I'm using UE4
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and there are a few reasons
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I'm not using UE5 at the moment
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first and foremost because foliage just does not
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look quite as good in UE5 yet
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so I'm sticking with ue4 right now
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primarily for stability
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and
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slightly better quality you get with foliage assets
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and there's a few other reasons as well
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but we'll get into that a little bit later
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so you'll see here I'm pretty much exclusively
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using Megascan assets here including the trees
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the trees are all the brand new Megascan tree assets
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so you can recreate the scene yourself
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very easily so
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what we're going to do here is
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we're going to delete every
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single light in the scene
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and start off with a blank slate
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and just like that you'll see we've got nothing left
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it's totally dark
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let's start from scratch
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so the first thing I like to do
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before doing anything at all is to establish a sky
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and in this environment
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we don't really see the sky that much
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but you may want to have a starry night sky
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so
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what we're gonna do is we're gonna go to the content
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browser and in the Engine content folder
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make sure that you have the
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Show Engine content button turned on here
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we're gonna search for sky
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and we're gonna filter by blueprint class
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and here we have the BP Sky sphere
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we're gonna drag and drop this into a scene like that
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and you'll see
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now we have a sky
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now this sky blueprint has been around since
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the day Unreal Engine 4 came out pretty much
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it is old but it is pretty useful to get a
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kind of a basic sky system in there
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if you need it
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so what we're going to do now is with the
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BP Sky Sphere selected
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we're going to go to the details panel
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and we're going to
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adjust the sun height right here
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turn this down like that
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and next let's say something like that there we go
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and now we're gonna change
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the star's brightness right here
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and crank that up a little bit
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and you'll see
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that's a very simple and effective way to get
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stars in your sky now the texture is not that great
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but you can go ahead and change that
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in the material itself if you so desire
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so if I go here
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and open up this material
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instance dynamic and open this master material
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if I zoom out you'll see here
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in these sky colors there's a texture here called t
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Skystars and you can
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use any tileable star texture that you want
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and replace the default one just so you know
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but for now I'm going to leave just like that
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because I don't really need
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any star because I don't really need anything better
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then going back to my sequence
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going back to my camera view
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the next step involves creating a
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directional light
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and the directional light is going to be our
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moonlight so to speak so
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I'm going to go to lights
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and drag and drop a directional light on my scene
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like that
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I got to move it closer so I can select it more easily
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and two things
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make sure we set it to moveable
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and in the search detail panel again
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I'm going to search for atmosphere
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and we're going to turn on atmosphere sunlight
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the only reason I have this checked on
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is because now I can use the control
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L shortcut to move and rotate the directional light
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and really fine tune it the way I want it to
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it's really just a handy tip that is good to know about
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so what I want is for my moonlight so to speak
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to really highlight
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our hero asset and our hero prop here
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our main subject is this lantern in the back over here
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right so I want to make sure that my directional light
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is really highlighting the edges here
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I really want it to give a nice rim light to it
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so I'm going to fine tune it kind of like this
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until it really
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illuminates all of those edges
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because when it comes to lighting nighttime scenes
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silhouette is probably the most important thing
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silhouette is what you're going to see
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is what's going to catch those edges
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is what's going to make things
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pop and stand out from the rest
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keep that in mind because we're going to be
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working a lot with
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silhouette in a fog and silhouette with rim lighting
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specifically so
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keep that in mind
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and now I might
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increase my intensity
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my sunlight to like 20 or something
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just make it a little bit brighter
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make things pop a little bit more
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it helps the
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trees get a little bit more illuminated as well and
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but yeah you can play around with that for now
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obviously we don't see anything
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the lighting here is it just it's too dark
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we have some interesting silhouettes
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00:10:05,533 --> 00:10:06,800
but that's about it
277
00:10:07,266 --> 00:10:08,133
the next step
278
00:10:08,133 --> 00:10:10,733
involved adding some fog because the fog here
279
00:10:10,733 --> 00:10:13,666
especially in unreal is really going to help us
280
00:10:13,700 --> 00:10:15,400
get that depth that we need
281
00:10:15,500 --> 00:10:18,133
so let's go ahead and create that right now
282
00:10:18,600 --> 00:10:20,333
we're going to go to a visual effect here
283
00:10:21,133 --> 00:10:23,600
exponential height fog and drive it into our scene
284
00:10:23,600 --> 00:10:25,133
and just like that
285
00:10:26,866 --> 00:10:28,400
we're starting to get somewhere right
286
00:10:28,400 --> 00:10:29,800
it went from looking like
287
00:10:30,000 --> 00:10:31,966
total crap to this
288
00:10:32,366 --> 00:10:34,933
in one click but first there are some
289
00:10:35,000 --> 00:10:37,300
critically important things we need to change
290
00:10:37,366 --> 00:10:38,533
before we move on
291
00:10:38,600 --> 00:10:39,800
the first of which is changing
292
00:10:39,800 --> 00:10:41,066
one of your project settings
293
00:10:41,066 --> 00:10:43,100
so we're going to go to the settings tab up top here
294
00:10:43,533 --> 00:10:44,933
go to project settings
295
00:10:45,366 --> 00:10:48,300
and we're going to search for fog up here
296
00:10:49,200 --> 00:10:51,766
and here is where you want to have
297
00:10:51,766 --> 00:10:55,300
support sky atmosphere affecting height fog
298
00:10:55,533 --> 00:10:56,933
make sure this is turned on
299
00:10:57,266 --> 00:10:58,866
you may have to restart on real
300
00:10:59,000 --> 00:11:02,100
if you do go ahead and do so before moving on
301
00:11:02,466 --> 00:11:04,866
now once that project setting has been changed
302
00:11:04,900 --> 00:11:07,100
we're going to select our exponential high fog
303
00:11:07,100 --> 00:11:08,266
and go to the details
304
00:11:08,266 --> 00:11:08,933
panel
305
00:11:08,933 --> 00:11:11,766
and we need to set the fog and scattering color to
306
00:11:12,133 --> 00:11:12,933
black
307
00:11:14,300 --> 00:11:16,800
and set the directional and scattering color here
308
00:11:17,100 --> 00:11:18,333
to black as well
309
00:11:18,600 --> 00:11:20,300
the reason we're doing that is because
310
00:11:20,300 --> 00:11:21,666
exponential height fog is
311
00:11:21,666 --> 00:11:22,900
purely additive
312
00:11:22,933 --> 00:11:25,100
and we're going to be using volumetric fog
313
00:11:25,400 --> 00:11:27,900
okay so we want to make sure that all
314
00:11:27,900 --> 00:11:30,000
only the volumetric fog is
315
00:11:30,100 --> 00:11:31,600
affecting the fog so to speak
316
00:11:31,600 --> 00:11:33,466
so the next step
317
00:11:33,533 --> 00:11:36,133
is to scroll down a little bit further and turn on
318
00:11:36,200 --> 00:11:37,600
volumetric fog here
319
00:11:38,166 --> 00:11:40,133
now you'll see okay this looks
320
00:11:41,066 --> 00:11:43,700
different not great different
321
00:11:44,566 --> 00:11:45,600
what do we need to do now
322
00:11:45,600 --> 00:11:46,733
the next step
323
00:11:46,866 --> 00:11:49,000
is we need to select our directional light
324
00:11:50,066 --> 00:11:53,400
and go to the search detail panel and search for Ray
325
00:11:53,700 --> 00:11:55,866
because we're going to turn off ray tracing here
326
00:11:56,466 --> 00:11:57,466
for several reasons
327
00:11:57,466 --> 00:11:59,700
a it's going to make our foliage look better
328
00:11:59,700 --> 00:12:01,266
in our trees b
329
00:12:01,400 --> 00:12:03,700
ray trace shadows don't work with
330
00:12:03,900 --> 00:12:05,500
volumetric fog very well
331
00:12:05,500 --> 00:12:07,100
the ray trace shadows don't
332
00:12:07,100 --> 00:12:09,133
catch shadows on volumetric fog
333
00:12:09,700 --> 00:12:12,666
I did make a tutorial about this last year but
334
00:12:12,800 --> 00:12:17,166
that was in 4.26 and in 4.27 that hack broke
335
00:12:17,300 --> 00:12:19,133
so unfortunately
336
00:12:19,133 --> 00:12:21,200
we're going to have to turn off ray tracing
337
00:12:21,200 --> 00:12:22,400
for the directional light
338
00:12:22,466 --> 00:12:24,700
to get our fog to shadow correctly
339
00:12:24,900 --> 00:12:27,966
if you're using uv5 you don't need to worry about this
340
00:12:27,966 --> 00:12:29,400
it's going to be just fine
341
00:12:30,100 --> 00:12:33,066
because fog is properly shadowed in UE5
342
00:12:33,600 --> 00:12:36,400
this is purely a ue4 issue
343
00:12:36,400 --> 00:12:37,566
so we're going to go here
344
00:12:37,566 --> 00:12:40,333
and turn off Cath ray tracing shadows
345
00:12:40,966 --> 00:12:42,566
and you'll see okay
346
00:12:42,966 --> 00:12:44,900
this is starting to look a bit more interesting
347
00:12:45,166 --> 00:12:46,766
right now we got some fog in there
348
00:12:46,766 --> 00:12:48,700
we got some fog kind of shining through
349
00:12:48,733 --> 00:12:50,666
we got a bit more depths in our theme
350
00:12:50,766 --> 00:12:52,933
if I toggle the fog on and off
351
00:12:53,300 --> 00:12:54,733
before and after
352
00:12:55,300 --> 00:12:58,166
big difference and I'm gonna hide the fog and
353
00:12:58,166 --> 00:12:59,066
toggle the
354
00:13:00,100 --> 00:13:01,200
Ray trace shadows
355
00:13:01,300 --> 00:13:02,866
pay attention to the trees
356
00:13:02,900 --> 00:13:04,333
look at the difference it makes
357
00:13:04,333 --> 00:13:05,966
on the leaves themselves
358
00:13:06,500 --> 00:13:08,000
this is with ray tracing on
359
00:13:08,666 --> 00:13:09,666
and off
360
00:13:10,533 --> 00:13:13,866
on and off so you'll see we get a little bit more of
361
00:13:13,866 --> 00:13:16,533
a lush feeling with ray tray thing off
362
00:13:16,533 --> 00:13:17,766
so this is very nice
363
00:13:17,766 --> 00:13:20,966
if you don't have an RTX GPU
364
00:13:21,000 --> 00:13:22,533
so I'm gonna turn on to fog again
365
00:13:23,300 --> 00:13:24,166
and now
366
00:13:24,366 --> 00:13:27,166
in my directional light I'm going to go ahead and
367
00:13:27,333 --> 00:13:29,166
boost the fog a little bit
368
00:13:29,733 --> 00:13:32,966
by increasing the volumetric scattering intensity
369
00:13:33,000 --> 00:13:34,333
I'm going to set that to 3
370
00:13:35,566 --> 00:13:37,100
and now you'll see wow
371
00:13:37,800 --> 00:13:39,466
boom just like that we've got
372
00:13:39,800 --> 00:13:41,066
way more depth to our scene
373
00:13:41,066 --> 00:13:43,000
the whole thing feels way more alive
374
00:13:43,000 --> 00:13:44,200
see we kind of got these
375
00:13:44,366 --> 00:13:46,400
nice God Ray shining through but
376
00:13:46,766 --> 00:13:47,866
if you do this in your scene
377
00:13:47,866 --> 00:13:49,966
you're probably not gonna get the same result
378
00:13:49,966 --> 00:13:52,400
now the reason why things look so good right now
379
00:13:52,400 --> 00:13:54,533
is because I carefully laid out the scene
380
00:13:54,533 --> 00:13:56,333
to get this desired effect
381
00:13:56,333 --> 00:13:57,466
I placed all the sheets
382
00:13:57,466 --> 00:13:59,366
perfectly to get the fog shining through
383
00:13:59,466 --> 00:14:01,866
kind of like God red would shine through a window
384
00:14:02,733 --> 00:14:05,066
let me get out of camera view here and get closer
385
00:14:05,466 --> 00:14:06,466
to show you what I mean
386
00:14:06,533 --> 00:14:07,500
notice how here
387
00:14:07,500 --> 00:14:09,800
I've got this nice God ray shining through here
388
00:14:10,066 --> 00:14:13,800
because I essentially made a window right here
389
00:14:14,266 --> 00:14:15,966
I placed a whole bunch of
390
00:14:15,966 --> 00:14:18,266
trees and a shadow block up top here
391
00:14:18,466 --> 00:14:20,900
to fake a window so to speak
392
00:14:20,900 --> 00:14:23,200
to make sure the volumetric fog shines
393
00:14:23,200 --> 00:14:25,100
exactly where I want it to
394
00:14:25,700 --> 00:14:28,100
same thing over here we have an opening here
395
00:14:28,733 --> 00:14:31,266
because the God ray shining through here because I
396
00:14:31,466 --> 00:14:33,733
carefully placed a window
397
00:14:34,533 --> 00:14:37,200
over here because that is where I wanted the
398
00:14:37,200 --> 00:14:39,300
volumetric fog to shine through
399
00:14:39,400 --> 00:14:41,400
okay so if I go back to my camera view
400
00:14:41,500 --> 00:14:44,666
and I select a big shadowcaster here
401
00:14:45,500 --> 00:14:47,733
pay attention to what happened when I move it
402
00:14:49,333 --> 00:14:51,366
see how that look is totally different now
403
00:14:53,133 --> 00:14:54,500
if I hide this
404
00:14:55,533 --> 00:14:57,266
look at the difference that makes
405
00:14:57,466 --> 00:14:59,100
it is day and night
406
00:14:59,333 --> 00:15:00,166
so that's what I did
407
00:15:00,166 --> 00:15:03,500
there is no shame in using this massive shadow blocker
408
00:15:03,500 --> 00:15:05,000
to carefully
409
00:15:05,000 --> 00:15:07,733
craft and shape the volumetric fog to do
410
00:15:07,733 --> 00:15:09,366
whatever it is you want it to do
411
00:15:09,366 --> 00:15:11,366
we are literally faking those night
412
00:15:11,366 --> 00:15:13,133
god raids to give the desired look
413
00:15:13,133 --> 00:15:14,200
and that is why
414
00:15:14,566 --> 00:15:17,200
using volumetric fog is so important
415
00:15:17,300 --> 00:15:18,700
hey everyone future will here
416
00:15:18,700 --> 00:15:21,300
I just wanted to take a moment to talk about something
417
00:15:21,766 --> 00:15:23,266
about the fog that I
418
00:15:23,600 --> 00:15:25,266
omitted from the original recording
419
00:15:25,266 --> 00:15:26,333
so let's take a look
420
00:15:26,333 --> 00:15:27,266
at that right now
421
00:15:27,866 --> 00:15:30,333
when we have our exponential height fog selected
422
00:15:30,333 --> 00:15:31,666
in the details panel
423
00:15:31,666 --> 00:15:35,466
you can control the directionality of your god rays
424
00:15:35,466 --> 00:15:37,066
by using a feature called
425
00:15:37,133 --> 00:15:38,866
scattering distribution
426
00:15:38,866 --> 00:15:41,700
which you can find in the volumetric fog tab
427
00:15:41,700 --> 00:15:44,766
okay so you'll see by default it is set to 0.2
428
00:15:44,766 --> 00:15:46,400
and if I set this to 1
429
00:15:47,600 --> 00:15:49,066
you'll notice that the fog
430
00:15:49,500 --> 00:15:50,866
kind of disappears
431
00:15:51,000 --> 00:15:54,133
but it hasn't really it just changed functionality
432
00:15:54,266 --> 00:15:56,466
now pay attention to when I move to camera here
433
00:15:57,266 --> 00:15:58,266
you'll notice
434
00:15:59,366 --> 00:16:01,066
that now we've got the kind of god raid
435
00:16:01,066 --> 00:16:03,066
shining through the trees like that
436
00:16:03,533 --> 00:16:05,766
if I set the scattering distribution back down to point
437
00:16:05,766 --> 00:16:09,866
2 again you'll notice those direct god rays
438
00:16:10,266 --> 00:16:11,600
completely disappear again
439
00:16:11,600 --> 00:16:13,300
so like the hot tip says here
440
00:16:13,466 --> 00:16:15,200
the distribution value of
441
00:16:15,266 --> 00:16:17,533
0 scatters equally in all directions
442
00:16:17,533 --> 00:16:20,366
while point 9 scattered predominantly in the light
443
00:16:20,366 --> 00:16:21,666
direction so
444
00:16:21,666 --> 00:16:23,866
if you want to have light shaft visible from the side
445
00:16:23,866 --> 00:16:25,666
it needs to be closer to 0
446
00:16:25,933 --> 00:16:28,400
again because it's head to 0.2 which is close to 0
447
00:16:28,966 --> 00:16:31,800
you'll see we see the god raves coming in from the side
448
00:16:32,066 --> 00:16:34,900
but when you increase it closer to point nine
449
00:16:35,866 --> 00:16:36,800
like so
450
00:16:37,933 --> 00:16:40,466
you get these really cool God rays shining through
451
00:16:40,500 --> 00:16:42,066
the leaves of our tree right here
452
00:16:42,066 --> 00:16:44,300
so there's no right or wrong shedding to use
453
00:16:44,300 --> 00:16:46,366
it really depends on the art direction
454
00:16:46,400 --> 00:16:47,333
that you require
455
00:16:47,366 --> 00:16:48,166
and so
456
00:16:48,366 --> 00:16:50,400
I just figured it was something really important
457
00:16:50,566 --> 00:16:51,600
to talk about
458
00:16:51,600 --> 00:16:53,766
especially if you're trying to get this kind of look
459
00:16:53,900 --> 00:16:56,766
so with that said let's go back to past will
460
00:16:56,766 --> 00:16:59,300
so now we already have this with literally
461
00:16:59,666 --> 00:17:02,600
only the directional light and the height fog
462
00:17:02,733 --> 00:17:05,800
that's it the next step involves adding a skylight
463
00:17:05,800 --> 00:17:06,933
because we need to kind of
464
00:17:06,933 --> 00:17:08,466
go out of skylight to
465
00:17:08,466 --> 00:17:09,666
lift up these shadows a bit
466
00:17:09,666 --> 00:17:11,566
because the shadows here are pitch black
467
00:17:11,733 --> 00:17:13,800
there's no bounce light here
468
00:17:13,800 --> 00:17:15,300
so the skylight's going to help us with that
469
00:17:15,300 --> 00:17:17,066
so we're going to click on lights here
470
00:17:17,800 --> 00:17:18,800
add a skylight
471
00:17:19,666 --> 00:17:21,066
in our scene like this
472
00:17:21,366 --> 00:17:23,866
and we're going to set this light to moveable
473
00:17:23,900 --> 00:17:27,733
I'm going to set the sky distance threshold to 1
474
00:17:28,600 --> 00:17:32,166
and I'm going to uncheck lower hemisphere solid color
475
00:17:33,466 --> 00:17:34,366
so now you'll see
476
00:17:34,366 --> 00:17:36,566
these shadows if I hide the skylight
477
00:17:38,266 --> 00:17:39,400
see that difference it makes
478
00:17:39,400 --> 00:17:41,766
it really helps lift up those shadows
479
00:17:41,766 --> 00:17:43,600
now this is a little bit too bright for my taste
480
00:17:43,600 --> 00:17:46,200
I may actually turn that down to 8.5
481
00:17:47,200 --> 00:17:47,933
there we go
482
00:17:47,933 --> 00:17:50,333
so now we've got a pretty decent lighting setup done
483
00:17:51,000 --> 00:17:52,933
now we need to art direct it and make it a bit more
484
00:17:52,933 --> 00:17:53,400
bluish
485
00:17:53,400 --> 00:17:55,600
because that's the art direction I want to go for
486
00:17:55,866 --> 00:17:57,400
it's what we're used to seeing in movies
487
00:17:57,533 --> 00:17:59,566
night time scenes do look pretty good
488
00:17:59,566 --> 00:18:01,700
when they're lit blue even though it if not
489
00:18:01,700 --> 00:18:03,366
technically physically accurate
490
00:18:03,366 --> 00:18:05,100
so I'm gonna select my directional light here
491
00:18:05,100 --> 00:18:06,566
and in the details panel
492
00:18:06,700 --> 00:18:09,400
we're gonna make this color a little bit bluish
493
00:18:09,866 --> 00:18:12,366
not too much be very careful not to overdo it
494
00:18:13,666 --> 00:18:15,166
but maybe something like
495
00:18:15,400 --> 00:18:17,100
that something there we go
496
00:18:17,700 --> 00:18:18,766
that looked pretty decent
497
00:18:19,600 --> 00:18:20,666
and just like that
498
00:18:21,533 --> 00:18:25,066
we're already about 80 percent of the way done
499
00:18:25,766 --> 00:18:27,133
with those reactors that's it
500
00:18:27,133 --> 00:18:29,566
so the next step involved adding practical lights
501
00:18:29,566 --> 00:18:32,166
so a practical light is an actual
502
00:18:32,266 --> 00:18:33,133
working light
503
00:18:33,200 --> 00:18:34,333
that appears in the scene
504
00:18:34,333 --> 00:18:35,933
so it can be a household lamp
505
00:18:35,933 --> 00:18:39,866
a TV car headlights and in this case is going to be
506
00:18:39,933 --> 00:18:42,200
the candles that are inside
507
00:18:42,200 --> 00:18:44,000
each one of these lanterns over here
508
00:18:44,000 --> 00:18:46,766
so we're going to go ahead and add a point light
509
00:18:47,200 --> 00:18:49,466
inside each of these lanterns
510
00:18:50,900 --> 00:18:51,766
like this
511
00:18:53,333 --> 00:18:54,733
now this is way too bright
512
00:18:54,733 --> 00:18:56,700
so I'm gonna turn this intensity down to
513
00:18:57,400 --> 00:18:59,466
1 and I'm gonna change the color
514
00:18:59,700 --> 00:19:02,800
to something more orangey like that
515
00:19:03,333 --> 00:19:05,000
and I'm gonna change it to movable
516
00:19:07,500 --> 00:19:09,766
I gotta make sure that it is actually
517
00:19:10,333 --> 00:19:11,733
inside correctly
518
00:19:12,133 --> 00:19:12,933
there we go
519
00:19:13,000 --> 00:19:15,400
and now I'm gonna go ahead and do the same for
520
00:19:15,400 --> 00:19:17,366
each and every one of these lanterns in the scene
521
00:19:17,366 --> 00:19:19,000
so I will fast forward this
522
00:19:28,400 --> 00:19:29,500
now just like that
523
00:19:30,100 --> 00:19:31,700
adding these practical lights here
524
00:19:31,733 --> 00:19:34,166
really helped these lanterns pop a little bit
525
00:19:34,166 --> 00:19:36,466
it adds that extra warmth in it
526
00:19:36,566 --> 00:19:38,566
we get that nice teal and orange look
527
00:19:38,566 --> 00:19:40,566
when combined with the blue fog
528
00:19:40,566 --> 00:19:42,366
so these kind of help add
529
00:19:42,500 --> 00:19:45,000
a little bit more interest to our theme
530
00:19:45,133 --> 00:19:46,933
now we are about
531
00:19:47,566 --> 00:19:49,500
90 percent of the way there there is still
532
00:19:49,766 --> 00:19:52,133
one last thing we need to do
533
00:19:52,400 --> 00:19:55,366
before we're done and that's adding fill light
534
00:19:55,366 --> 00:19:56,666
and extra rim light
535
00:19:56,666 --> 00:19:59,333
so these are not exactly realistic light
536
00:19:59,333 --> 00:20:00,700
these are not something that would be
537
00:20:00,700 --> 00:20:01,533
physically accurate
538
00:20:01,533 --> 00:20:03,333
but cinematographers
539
00:20:03,366 --> 00:20:04,600
add these extra light
540
00:20:04,600 --> 00:20:06,200
so these fill light and rim light
541
00:20:06,366 --> 00:20:08,900
to accentuate the shape and silhouette of thing
542
00:20:08,900 --> 00:20:10,266
because like I said earlier
543
00:20:10,733 --> 00:20:13,466
silhouette and shape is the most important
544
00:20:13,466 --> 00:20:14,733
thing when it comes to night lighting
545
00:20:14,733 --> 00:20:17,333
you see here the silhouette
546
00:20:17,333 --> 00:20:18,266
of the lantern
547
00:20:18,266 --> 00:20:20,200
the silhouette of our hero lantern up here
548
00:20:20,200 --> 00:20:21,533
the silhouette of the tree
549
00:20:21,733 --> 00:20:23,000
of all the trees
550
00:20:23,266 --> 00:20:24,766
this is what really stands out
551
00:20:24,866 --> 00:20:26,400
so we're going to go ahead and add some extra
552
00:20:26,400 --> 00:20:27,766
little fill lights and some more
553
00:20:27,766 --> 00:20:29,300
rim lights to make certain things
554
00:20:29,300 --> 00:20:30,366
pop a little bit more
555
00:20:30,366 --> 00:20:32,900
because as you probably noticed
556
00:20:32,900 --> 00:20:34,733
it's gonna be really hard to get
557
00:20:34,766 --> 00:20:35,766
moonlight to shine
558
00:20:35,766 --> 00:20:38,333
perfectly on all the things you want it to shine on
559
00:20:38,333 --> 00:20:38,866
because you know
560
00:20:38,866 --> 00:20:41,000
trees are in the way and then when you move one tree
561
00:20:41,500 --> 00:20:42,266
it just
562
00:20:42,266 --> 00:20:44,300
cast shadows in another area that you don't want
563
00:20:44,300 --> 00:20:46,533
so we're gonna take a page from the cinematographer
564
00:20:46,533 --> 00:20:47,766
playbook and
565
00:20:47,766 --> 00:20:49,900
make our lives a little bit easier by adding some
566
00:20:49,900 --> 00:20:51,366
individual smaller
567
00:20:51,800 --> 00:20:53,466
local fill lights
568
00:20:53,466 --> 00:20:54,466
to give you a perfect example
569
00:20:54,466 --> 00:20:57,600
I'm going to go ahead and add a rect light right here
570
00:21:00,600 --> 00:21:01,733
move just like that
571
00:21:03,133 --> 00:21:05,566
and what I want to do is I want to
572
00:21:06,366 --> 00:21:08,133
just lift up the shadows in this side
573
00:21:08,133 --> 00:21:09,366
because if I hide this here
574
00:21:09,500 --> 00:21:12,400
notice how this entire lantern is kind of shapeless
575
00:21:12,500 --> 00:21:13,866
same thing here and here
576
00:21:14,166 --> 00:21:15,133
all of these lanterns
577
00:21:15,133 --> 00:21:16,466
kind of feel a little bit shapeless
578
00:21:16,466 --> 00:21:18,200
because they're in the shadow and they're fog
579
00:21:18,200 --> 00:21:18,666
we're gonna
580
00:21:18,666 --> 00:21:20,800
help our scene out by adding some local lights
581
00:21:20,800 --> 00:21:22,566
but this here obviously way too bright
582
00:21:22,566 --> 00:21:23,766
set this to moveable
583
00:21:24,700 --> 00:21:26,400
and turn this down to
584
00:21:27,166 --> 00:21:31,533
12.5 something like that and make this blue
585
00:21:32,933 --> 00:21:33,500
a little bit more
586
00:21:33,500 --> 00:21:35,400
blue it so it matches the ambient lighting
587
00:21:35,933 --> 00:21:36,733
right
588
00:21:37,700 --> 00:21:38,500
turn
589
00:21:38,800 --> 00:21:41,200
and so now just this extra little light here
590
00:21:41,200 --> 00:21:43,300
really helps make this lantern stand out a little bit
591
00:21:43,300 --> 00:21:45,533
now I also don't want this light to affect
592
00:21:45,533 --> 00:21:47,400
everything within its attenuation radius
593
00:21:47,400 --> 00:21:48,666
so in the details panel
594
00:21:48,666 --> 00:21:51,333
I'm gonna turn the attenuation radius down to 500
595
00:21:51,500 --> 00:21:53,900
300 maybe there we go so it doesn't affect the other
596
00:21:54,000 --> 00:21:54,900
lanterns here
597
00:21:55,133 --> 00:21:57,366
so now I'm going to duplicate this rect light
598
00:21:57,400 --> 00:21:58,900
and I'm going to move it back
599
00:21:59,866 --> 00:22:01,933
to do the same thing on this lantern here
600
00:22:02,933 --> 00:22:04,100
so notice here how
601
00:22:04,100 --> 00:22:06,666
this lantern kind of disappears into mush like
602
00:22:07,100 --> 00:22:10,000
you don't see the shape of it very well
603
00:22:10,100 --> 00:22:12,366
the only way to fix that is by
604
00:22:12,733 --> 00:22:14,200
adding an extra rect light here
605
00:22:14,200 --> 00:22:16,600
and this really suddenly makes it
606
00:22:17,066 --> 00:22:18,100
pop a little bit better
607
00:22:18,666 --> 00:22:19,366
so I'm gonna turn the
608
00:22:19,366 --> 00:22:21,400
brightness down to light point 2.3
609
00:22:21,666 --> 00:22:24,733
just something just a little hint of light
610
00:22:24,933 --> 00:22:26,866
to make the shape stand out
611
00:22:27,366 --> 00:22:28,866
I'm gonna duplicate this again
612
00:22:29,466 --> 00:22:31,166
and bring this back
613
00:22:31,766 --> 00:22:32,566
to light
614
00:22:33,333 --> 00:22:35,466
this lantern over here as well
615
00:22:35,900 --> 00:22:37,166
because like I said
616
00:22:37,400 --> 00:22:40,933
Unreal Engine 4 doesn't have good indirect lighting
617
00:22:40,933 --> 00:22:43,166
you would have it in UE5 with lumen
618
00:22:43,200 --> 00:22:46,500
but we don't have that here so we have to fake it
619
00:22:46,766 --> 00:22:48,533
somehow so again to show you
620
00:22:48,533 --> 00:22:50,766
if I select my 3 rect lights and hide them
621
00:22:51,600 --> 00:22:52,733
see that difference it makes
622
00:22:52,733 --> 00:22:56,366
see how it just helps those lanterns pop a little bit
623
00:22:56,800 --> 00:22:58,400
that is what we're doing here
624
00:22:59,600 --> 00:23:01,800
I also want to add a bit of a rim light
625
00:23:01,866 --> 00:23:04,600
over here on this side of the lantern because
626
00:23:04,600 --> 00:23:05,966
I would like to suggest that the light
627
00:23:05,966 --> 00:23:07,300
is shining down on it
628
00:23:07,300 --> 00:23:08,266
from this side
629
00:23:08,366 --> 00:23:09,166
so
630
00:23:09,600 --> 00:23:11,300
I'm going to grab direct light
631
00:23:11,600 --> 00:23:14,000
duplicate it move it over here
632
00:23:14,600 --> 00:23:15,933
rotate it like that
633
00:23:16,200 --> 00:23:18,000
just down a little bit maybe
634
00:23:19,133 --> 00:23:20,100
like that
635
00:23:20,766 --> 00:23:21,566
and
636
00:23:25,200 --> 00:23:28,200
you'll see before and after before and after
637
00:23:28,466 --> 00:23:31,000
just that subtle rim light helps make it
638
00:23:31,166 --> 00:23:31,966
pop
639
00:23:32,166 --> 00:23:33,100
a little bit more
640
00:23:33,300 --> 00:23:35,466
I'm gonna do the same thing for this lantern over here
641
00:23:35,466 --> 00:23:36,066
because there
642
00:23:36,066 --> 00:23:37,366
is sky's light
643
00:23:37,366 --> 00:23:38,800
shining down from this side
644
00:23:38,966 --> 00:23:40,533
it won't be a strong rim light
645
00:23:40,566 --> 00:23:43,666
but just something to make this edge pop a little bit
646
00:23:43,800 --> 00:23:45,566
I'm just gonna duplicate this rect light
647
00:23:46,000 --> 00:23:47,066
bring it over here
648
00:23:49,266 --> 00:23:50,200
and
649
00:23:51,066 --> 00:23:54,866
move it like so just a tiny tiny rim light
650
00:23:55,266 --> 00:23:57,466
like that not very bright
651
00:23:57,800 --> 00:23:59,600
10 maybe so this is no rim light
652
00:24:00,133 --> 00:24:01,733
and it's just a tiny little bit
653
00:24:01,933 --> 00:24:04,500
now this brings me to my next point
654
00:24:04,533 --> 00:24:07,333
and a very important tool that unreal has
655
00:24:07,800 --> 00:24:09,300
and that's lighting channels
656
00:24:09,700 --> 00:24:12,300
you'll see here this rect light is affecting
657
00:24:12,533 --> 00:24:15,366
both the lantern and the tree here
658
00:24:15,366 --> 00:24:17,366
I don't want the rect light to affect the tree
659
00:24:17,500 --> 00:24:18,700
so I'm going to use
660
00:24:18,700 --> 00:24:20,600
lighting channels to make that light
661
00:24:20,600 --> 00:24:21,933
only affect
662
00:24:22,800 --> 00:24:25,700
this lantern so we're going to select this light here
663
00:24:25,866 --> 00:24:27,366
I'm going to go to the detailed panel
664
00:24:27,366 --> 00:24:29,600
and I'm going to search for channel
665
00:24:30,733 --> 00:24:34,166
and you'll see here I'm going to uncheck channel 0
666
00:24:34,533 --> 00:24:36,566
suddenly it doesn't affect the tree anymore
667
00:24:36,566 --> 00:24:38,133
but it doesn't affect the lantern either
668
00:24:38,566 --> 00:24:40,200
I'm gonna turn on channel 1
669
00:24:41,333 --> 00:24:43,466
and now I'm gonna select this lantern
670
00:24:43,466 --> 00:24:46,733
and make sure that it also have channel 1 enabled
671
00:24:47,133 --> 00:24:47,933
and now
672
00:24:48,533 --> 00:24:50,366
you'll see it gets that rib light
673
00:24:51,266 --> 00:24:52,166
but this light
674
00:24:52,166 --> 00:24:54,866
is no longer affecting anything else in the scene
675
00:24:55,900 --> 00:24:56,533
see
676
00:24:56,533 --> 00:24:57,666
only this lamp
677
00:25:00,500 --> 00:25:01,466
and that's what we want
678
00:25:01,666 --> 00:25:03,500
this is a super handy tool for adding
679
00:25:03,500 --> 00:25:04,566
rim lights to object
680
00:25:04,566 --> 00:25:06,000
without having those lights affect
681
00:25:06,000 --> 00:25:07,300
anything else in our scene
682
00:25:07,366 --> 00:25:08,366
be aware however
683
00:25:08,366 --> 00:25:11,166
that lighting channels don't work with lumen and UE5
684
00:25:11,166 --> 00:25:13,766
so now I'm gonna go do the same thing over here
685
00:25:15,500 --> 00:25:16,866
on this light here
686
00:25:18,400 --> 00:25:21,733
and one thing I like to do it well is
687
00:25:22,466 --> 00:25:25,300
fake some indirect lighting over here
688
00:25:25,300 --> 00:25:27,866
you'll see here we got some moonlight strong moonlight
689
00:25:28,166 --> 00:25:30,100
hitting the ground right here
690
00:25:30,133 --> 00:25:33,066
and in real life it would bounce up and illuminate
691
00:25:33,066 --> 00:25:34,466
both of the lanterns here
692
00:25:34,800 --> 00:25:35,600
so
693
00:25:36,600 --> 00:25:38,000
we're going to go ahead and add
694
00:25:38,766 --> 00:25:40,133
rect light to do just that
695
00:25:40,733 --> 00:25:41,766
something like that
696
00:25:41,966 --> 00:25:42,466
you'll see
697
00:25:42,466 --> 00:25:44,533
just to kind of lift up those blacks a little bit
698
00:25:44,900 --> 00:25:47,166
so really we just want to add a whole bunch of
699
00:25:47,166 --> 00:25:48,133
rect light that are seen
700
00:25:48,133 --> 00:25:50,533
to help these lanterns
701
00:25:50,533 --> 00:25:51,266
pop a little bit
702
00:25:51,266 --> 00:25:52,200
and I know what you're thinking
703
00:25:52,200 --> 00:25:53,733
this is not performance friendly
704
00:25:53,733 --> 00:25:54,366
this is probably
705
00:25:54,366 --> 00:25:56,333
not the best thing to do if you're making a game
706
00:25:56,466 --> 00:25:58,466
but in my case I'm just trying to make a nice looking
707
00:25:58,466 --> 00:26:01,100
shot so I don't care about how many lights they have
708
00:26:01,166 --> 00:26:04,000
the reason I'm doing this is because a
709
00:26:04,000 --> 00:26:06,100
Unreal Engine 4 doesn't really have good
710
00:26:06,100 --> 00:26:07,400
indirect lighting solutions
711
00:26:07,400 --> 00:26:08,400
so we have to fake it
712
00:26:08,400 --> 00:26:10,600
and wrecked lights are a fantastic way to do that
713
00:26:10,866 --> 00:26:11,666
b
714
00:26:11,966 --> 00:26:12,366
like I said
715
00:26:12,366 --> 00:26:14,400
earlier we're taking a page from the cinematographer
716
00:26:14,400 --> 00:26:16,933
playbook and we're faking rim lights
717
00:26:16,933 --> 00:26:17,400
lighting
718
00:26:17,400 --> 00:26:20,966
night time exteriors for a movie is a huge hack
719
00:26:20,966 --> 00:26:22,533
it's all faked anyway
720
00:26:22,533 --> 00:26:25,400
so now we only have one last thing to do
721
00:26:25,466 --> 00:26:29,500
and that's doing the same thing we did here to our main
722
00:26:29,866 --> 00:26:31,500
hero Lantern in the back
723
00:26:31,500 --> 00:26:32,733
so I'm gonna go ahead and
724
00:26:32,733 --> 00:26:34,200
grab one of these rect lights
725
00:26:34,966 --> 00:26:36,000
I'm going to duplicate it
726
00:26:36,000 --> 00:26:37,266
and I'm going to move it all the way back
727
00:26:37,266 --> 00:26:38,066
over there
728
00:26:38,566 --> 00:26:40,533
now I need to make sure that it is rotated
729
00:26:40,533 --> 00:26:41,533
upwards like this
730
00:26:41,866 --> 00:26:44,066
and the reason I'm doing this is because you'll see
731
00:26:44,200 --> 00:26:46,266
we do have some strong moonlight shining here
732
00:26:46,266 --> 00:26:46,866
so we would
733
00:26:46,866 --> 00:26:49,333
absolutely have some indirect lighting shining
734
00:26:49,500 --> 00:26:51,766
here and lighting up the underside
735
00:26:51,866 --> 00:26:54,133
of this lantern so I got to fake it
736
00:26:54,466 --> 00:26:55,500
with another rect light
737
00:26:57,533 --> 00:26:58,566
like that maybe
738
00:26:58,566 --> 00:26:59,600
and you'll see already
739
00:26:59,600 --> 00:27:01,966
it's kind of an interesting rim light here
740
00:27:01,966 --> 00:27:03,533
now obviously that would way too bright
741
00:27:03,533 --> 00:27:05,700
but I think you're starting to get the idea
742
00:27:06,100 --> 00:27:07,100
blue there we go
743
00:27:08,333 --> 00:27:10,566
and just like that we kind of highlighted the
744
00:27:10,666 --> 00:27:13,266
side of our lantern here
745
00:27:13,466 --> 00:27:15,800
which kind of helps it make it pop a little bit more
746
00:27:15,800 --> 00:27:16,333
and that's it
747
00:27:16,333 --> 00:27:17,566
that's really all you need to do
748
00:27:17,566 --> 00:27:18,700
to get a decent looking
749
00:27:18,700 --> 00:27:19,566
nighttime shot
750
00:27:19,600 --> 00:27:20,666
let's break this down
751
00:27:20,666 --> 00:27:23,666
one more time just so you have a bit of a refresher so
752
00:27:23,866 --> 00:27:25,700
so we're gonna hide these and hide these
753
00:27:25,866 --> 00:27:28,066
so we started off with absolutely nothing more
754
00:27:28,066 --> 00:27:30,400
than just a starry sky
755
00:27:30,466 --> 00:27:33,400
added a directional light to simulate our moonlight
756
00:27:33,466 --> 00:27:35,533
then we added the volumetric fog
757
00:27:35,533 --> 00:27:37,200
which honestly took us
758
00:27:37,466 --> 00:27:38,733
80 percent of the way there
759
00:27:39,400 --> 00:27:40,466
like I said earlier
760
00:27:40,466 --> 00:27:43,666
shaping that volumetric fog with other huge
761
00:27:43,966 --> 00:27:45,000
props like this
762
00:27:45,066 --> 00:27:49,500
in a scene is key to getting a very Moody atmosphere
763
00:27:49,666 --> 00:27:50,733
right then
764
00:27:50,733 --> 00:27:51,600
we went ahead and
765
00:27:51,600 --> 00:27:54,100
lifted the shadows a little bit with our sky light
766
00:27:54,333 --> 00:27:55,766
like that then
767
00:27:56,066 --> 00:27:58,400
we added some local practical lights
768
00:27:58,933 --> 00:28:01,766
like this just to help simulate that candlelight a bit
769
00:28:02,100 --> 00:28:05,133
and lastly we added a whole bunch of fill lights and
770
00:28:05,133 --> 00:28:06,566
rim lights through our scene to make
771
00:28:06,566 --> 00:28:07,766
some of these lanterns
772
00:28:07,900 --> 00:28:09,700
stand out but this is before
773
00:28:10,100 --> 00:28:11,066
and this is after
774
00:28:11,466 --> 00:28:12,966
before and after
775
00:28:13,200 --> 00:28:15,266
now again this is pretty subjective
776
00:28:15,500 --> 00:28:16,700
there's no right or wrong answer here
777
00:28:16,700 --> 00:28:18,100
you're gonna have to be the judge
778
00:28:18,100 --> 00:28:19,933
and you're gonna have to art direct your scene
779
00:28:19,933 --> 00:28:22,733
so you may actually prefer it the before version
780
00:28:23,000 --> 00:28:23,866
and that's okay
781
00:28:23,900 --> 00:28:26,100
I just wanted to take the time to show you that
782
00:28:26,100 --> 00:28:27,600
it is an entirely
783
00:28:27,700 --> 00:28:30,466
viable approach to just add a whole bunch
784
00:28:30,466 --> 00:28:32,566
a smaller light like this to
785
00:28:33,066 --> 00:28:34,700
fake the directionality of the light
786
00:28:34,866 --> 00:28:36,300
fake the indirect lighting
787
00:28:36,300 --> 00:28:38,266
and fake the rim lighting as well
788
00:28:38,266 --> 00:28:40,566
now the last thing I would do here is
789
00:28:40,566 --> 00:28:43,066
render this shot out using the Movie Render cue
790
00:28:43,066 --> 00:28:44,866
which I have the tutorial for right here
791
00:28:45,200 --> 00:28:46,600
and from there
792
00:28:47,166 --> 00:28:49,100
I would just color grade this a little bit
793
00:28:49,100 --> 00:28:50,100
Individual Resolve
794
00:28:50,100 --> 00:28:50,966
now I do have a
795
00:28:50,966 --> 00:28:52,166
tutorial on color grading
796
00:28:52,166 --> 00:28:53,500
Individual Resolve coming soon
797
00:28:53,500 --> 00:28:55,400
so be sure you subscribe so you don't miss it
798
00:28:55,700 --> 00:28:56,966
because at the end of the day
799
00:28:57,100 --> 00:29:00,400
the only thing that matters is the end result
800
00:29:00,466 --> 00:29:03,200
if your shot looks gorgeous the client is happy
801
00:29:03,700 --> 00:29:04,500
you're good to go
802
00:29:04,666 --> 00:29:05,966
and that is how you can
803
00:29:05,966 --> 00:29:08,066
go ahead and light a night time shot
804
00:29:08,066 --> 00:29:09,866
yourself pretty easily
805
00:29:10,300 --> 00:29:11,966
and guys thank you so much for watching
806
00:29:11,966 --> 00:29:13,666
I hope you found this video helpful
807
00:29:13,766 --> 00:29:14,566
if you did
808
00:29:14,566 --> 00:29:16,366
do consider subscribing and leave me a comment down
809
00:29:16,366 --> 00:29:17,900
below and as always
810
00:29:18,566 --> 00:29:19,500
happy rendering
58729
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