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These are the user uploaded subtitles that are being translated: 1 00:00:10,733 --> 00:00:12,533 hey everyone welcome back Aboy Amphosha here 2 00:00:12,733 --> 00:00:14,866 I want to preface this video by saying that while 3 00:00:14,866 --> 00:00:16,933 I'll be using unreal in this tutorial 4 00:00:17,200 --> 00:00:20,266 just about everything in this video can be applied to 5 00:00:20,266 --> 00:00:21,300 any renderer 6 00:00:21,400 --> 00:00:24,166 whether you're using unreal yourself or Blender 7 00:00:24,166 --> 00:00:27,100 Vray Redshift Octane whatever 8 00:00:27,300 --> 00:00:28,100 it's all 9 00:00:28,333 --> 00:00:30,733 more or less the same because lighting is lighting 10 00:00:30,733 --> 00:00:32,133 and while there are a few 11 00:00:32,366 --> 00:00:34,966 technical differences from one program to another 12 00:00:35,100 --> 00:00:37,566 the fundamentals are all the same 13 00:00:37,600 --> 00:00:38,766 now I get a lot of questions 14 00:00:38,766 --> 00:00:40,466 about how to do nighttime lighting 15 00:00:40,466 --> 00:00:41,600 because alabid 16 00:00:41,766 --> 00:00:42,666 it's tricky 17 00:00:43,000 --> 00:00:46,100 but before you skip ahead to good stuff wait a second 18 00:00:46,366 --> 00:00:49,000 we need to observe how cinematographers 19 00:00:49,000 --> 00:00:50,466 light their night scenes 20 00:00:50,600 --> 00:00:52,400 in actual movies 21 00:00:52,466 --> 00:00:54,700 I promise you this is going to help you 22 00:00:54,933 --> 00:00:55,766 bear with me 23 00:00:56,600 --> 00:00:59,200 understanding how movies are lit for night shots 24 00:00:59,200 --> 00:01:01,966 is essential to getting a good result 25 00:01:02,166 --> 00:01:04,300 let's take a look at some classic film shots here 26 00:01:04,300 --> 00:01:06,766 and break down the lighting they used 27 00:01:06,766 --> 00:01:09,700 and first off you'll notice when you look at these 28 00:01:10,533 --> 00:01:13,500 you may realize that something feels a bit off 29 00:01:14,066 --> 00:01:16,166 that is not real moonlight 30 00:01:16,600 --> 00:01:18,600 you can clearly tell that this is a big 31 00:01:18,600 --> 00:01:20,400 bright artificial light source 32 00:01:20,400 --> 00:01:22,000 we can clearly see that the light is 33 00:01:22,000 --> 00:01:24,533 coming from two different directions at once 34 00:01:24,700 --> 00:01:28,300 which is a telltale sign that it's not natural light 35 00:01:28,466 --> 00:01:29,966 why don't they just use moonlight 36 00:01:30,300 --> 00:01:33,900 the reason being is because moonlight is way too dark 37 00:01:33,933 --> 00:01:37,400 sunlight is roughly 100 thousand Lux in brightness 38 00:01:37,733 --> 00:01:39,366 while moonlight is between 39 00:01:39,766 --> 00:01:41,733 0.25 and 1 Lux 40 00:01:41,766 --> 00:01:45,300 which means the sun is 100 to 400 41 00:01:45,300 --> 00:01:47,133 thousand times brighter 42 00:01:47,466 --> 00:01:48,400 than moonlight 43 00:01:49,000 --> 00:01:50,300 even with modern cameras 44 00:01:50,300 --> 00:01:52,666 with incredible low light performance 45 00:01:53,000 --> 00:01:56,200 it's just not enough light to nail a correct exposure 46 00:01:56,333 --> 00:01:58,166 without getting too much noise in the shot 47 00:01:58,366 --> 00:02:01,166 you're going to need to crank up that gain or the ISO 48 00:02:01,266 --> 00:02:02,766 to ridiculous numbers 49 00:02:02,766 --> 00:02:04,766 and that's just that's just no Bueno 50 00:02:05,166 --> 00:02:08,500 but secondly notice how all the shots here are very 51 00:02:08,500 --> 00:02:10,966 cold or blue in color temperature 52 00:02:11,300 --> 00:02:12,166 all of them 53 00:02:12,566 --> 00:02:16,400 which is funny because moonlight is actually not blue 54 00:02:16,566 --> 00:02:18,066 science tells us that moonlight 55 00:02:18,200 --> 00:02:19,700 is actually a bit more red than 56 00:02:19,700 --> 00:02:20,900 sunlight and has a color 57 00:02:20,900 --> 00:02:21,966 temperature of about 58 00:02:22,100 --> 00:02:25,133 4000 Kelvin which is very warm 59 00:02:25,300 --> 00:02:28,266 if moonlight actually has a warm white color to it 60 00:02:28,533 --> 00:02:29,333 why 61 00:02:29,700 --> 00:02:32,366 do we light and grade moonlight to appear like a cold 62 00:02:32,366 --> 00:02:35,700 blue TLDR it's called a perkina effect 63 00:02:36,000 --> 00:02:36,933 in basic terms 64 00:02:36,933 --> 00:02:38,066 our eyes will shift 65 00:02:38,066 --> 00:02:38,366 peak 66 00:02:38,366 --> 00:02:41,066 luminosity toward the blue end of the color spectrum 67 00:02:41,066 --> 00:02:42,900 at low illumination levels 68 00:02:42,900 --> 00:02:45,933 so our eyes will be using rods instead of cones 69 00:02:45,933 --> 00:02:49,000 in the retina depending on the available light 70 00:02:49,066 --> 00:02:50,266 with that knowledge 71 00:02:50,400 --> 00:02:50,900 why 72 00:02:50,900 --> 00:02:54,000 do films keep using blue to represent nighttime shots 73 00:02:54,000 --> 00:02:55,600 honestly it's probably because 74 00:02:55,600 --> 00:02:56,400 it's a convention 75 00:02:56,400 --> 00:02:58,533 that audiences have come to recognize 76 00:02:59,066 --> 00:03:01,500 just like how 24fps feels right 77 00:03:01,533 --> 00:03:05,333 when you watch a movie and 48fps feels a bit weird 78 00:03:05,333 --> 00:03:08,366 this kind of go with the show to art is very subjective 79 00:03:08,400 --> 00:03:10,666 but to give you a visual example here 80 00:03:10,666 --> 00:03:13,000 the shot of me with a white balance card 81 00:03:13,000 --> 00:03:15,066 to get a neutral white balance 82 00:03:15,200 --> 00:03:17,466 went outside during a full moon 83 00:03:17,733 --> 00:03:19,600 it was bright enough to see my own shadow 84 00:03:19,600 --> 00:03:21,600 and if I didn't know any better 85 00:03:22,166 --> 00:03:25,000 it almost looked like a lightly cloudy day 86 00:03:25,000 --> 00:03:26,133 now the lighting here looks 87 00:03:26,133 --> 00:03:28,500 very flat because all of that snow 88 00:03:28,500 --> 00:03:30,500 it acting like a huge reflector 89 00:03:30,500 --> 00:03:32,866 but under normal non snowy condition 90 00:03:33,066 --> 00:03:34,100 you would get a lot more 91 00:03:34,100 --> 00:03:35,533 directionality to the moonlight 92 00:03:35,533 --> 00:03:36,900 but here's another photo example 93 00:03:36,900 --> 00:03:38,866 and it really does look like daylight 94 00:03:38,866 --> 00:03:40,400 when exposed correctly 95 00:03:40,533 --> 00:03:42,700 remember moonlight is just 96 00:03:42,933 --> 00:03:47,100 way too dark to shoot well exposed clean video in 97 00:03:47,100 --> 00:03:49,600 so cinematographers really need to compensate 98 00:03:49,600 --> 00:03:52,766 with artificial lighting to make things feel 99 00:03:53,066 --> 00:03:56,333 like they are moonlit without actually using moonlight 100 00:03:56,366 --> 00:03:59,766 there are lots of ways to fake this but using huge 101 00:03:59,766 --> 00:04:01,166 bright light sources 102 00:04:01,166 --> 00:04:04,333 practical lights or what we call a day for night grade 103 00:04:04,366 --> 00:04:05,666 which is the process of 104 00:04:05,700 --> 00:04:08,266 actually shooting your footage during the day 105 00:04:08,366 --> 00:04:09,666 in broad sunlight 106 00:04:09,866 --> 00:04:11,000 getting the benefits of having 107 00:04:11,000 --> 00:04:12,900 more like the feed by and work with 108 00:04:13,100 --> 00:04:16,266 and then they colorgrade that footage in post 109 00:04:16,333 --> 00:04:18,200 to make it look like a nighttime shot 110 00:04:18,200 --> 00:04:19,600 by adjusting the highlights 111 00:04:19,600 --> 00:04:21,566 the exposure and the white balance 112 00:04:21,966 --> 00:04:23,733 sometimes to even go so far it to add 113 00:04:23,733 --> 00:04:24,800 some sky replacements 114 00:04:24,800 --> 00:04:26,666 in post for added effect 115 00:04:26,666 --> 00:04:28,366 it's all a huge hack 116 00:04:28,366 --> 00:04:31,866 it's total fakery making us believe it's a night shot 117 00:04:32,066 --> 00:04:34,566 without actually needing to shoot at night 118 00:04:34,766 --> 00:04:36,700 and that is what we're going to do right now 119 00:04:36,700 --> 00:04:38,466 we're going to light this shot right here 120 00:04:38,466 --> 00:04:39,866 entirely from scratch 121 00:04:40,900 --> 00:04:42,400 right after the sponsored message 122 00:04:42,600 --> 00:04:43,466 so a big thank you to 123 00:04:43,466 --> 00:04:45,000 Skillshare for sponsoring this video 124 00:04:45,166 --> 00:04:46,100 as you're all 125 00:04:46,166 --> 00:04:47,066 well aware by now 126 00:04:47,066 --> 00:04:49,133 Skillshare is nonlight learning platform 127 00:04:49,133 --> 00:04:50,200 you can use to find 128 00:04:50,400 --> 00:04:51,866 thousands of inspiring 129 00:04:51,866 --> 00:04:54,000 high quality classes in order to learn 130 00:04:54,133 --> 00:04:56,466 any skills you've ever dreamt of picking up 131 00:04:56,533 --> 00:04:58,300 need to learn about getting started in unreal 132 00:04:58,300 --> 00:04:59,066 for Archmith 133 00:04:59,066 --> 00:05:00,966 Skillshare had you covered with Yahia Jessem's 134 00:05:00,966 --> 00:05:03,366 class on Unreal Engine for architecture 135 00:05:03,500 --> 00:05:06,066 as a freelancer myself I'm trying to learn more about 136 00:05:06,066 --> 00:05:09,000 SEO and Ran Fishkinned introduction to SEO 137 00:05:09,100 --> 00:05:11,366 Strategy for entrepreneurs has taught me 138 00:05:11,400 --> 00:05:13,966 just about everything I need to know on the topic 139 00:05:14,600 --> 00:05:17,100 skillshare classes are curated they're ad free 140 00:05:17,266 --> 00:05:19,366 new premium classes come out every week 141 00:05:19,366 --> 00:05:20,733 and it's worth mentioning 142 00:05:20,733 --> 00:05:22,533 that the entire catalog of classes 143 00:05:22,533 --> 00:05:24,366 now offer subtitles in Spanish 144 00:05:24,366 --> 00:05:26,300 French Portuguese and German 145 00:05:26,466 --> 00:05:26,966 so the first 146 00:05:26,966 --> 00:05:29,366 1000 of my subscriber to click the link down below 147 00:05:29,366 --> 00:05:31,333 we'll get a one month free trial 148 00:05:31,400 --> 00:05:33,866 so you can start learning right away on the go 149 00:05:34,333 --> 00:05:35,300 even on your phone 150 00:05:35,700 --> 00:05:38,100 and now let's get started in unreal 151 00:05:38,700 --> 00:05:39,600 alright so now that 152 00:05:39,600 --> 00:05:40,300 we're in unreal 153 00:05:40,300 --> 00:05:42,100 the first thing you're going to notice is that 154 00:05:42,100 --> 00:05:43,300 I'm using UE4 155 00:05:43,333 --> 00:05:44,466 and there are a few reasons 156 00:05:44,466 --> 00:05:46,266 I'm not using UE5 at the moment 157 00:05:46,600 --> 00:05:49,166 first and foremost because foliage just does not 158 00:05:49,333 --> 00:05:52,266 look quite as good in UE5 yet 159 00:05:52,500 --> 00:05:54,900 so I'm sticking with ue4 right now 160 00:05:55,000 --> 00:05:56,533 primarily for stability 161 00:05:56,666 --> 00:05:57,466 and 162 00:05:57,500 --> 00:06:00,100 slightly better quality you get with foliage assets 163 00:06:00,100 --> 00:06:01,866 and there's a few other reasons as well 164 00:06:01,866 --> 00:06:04,100 but we'll get into that a little bit later 165 00:06:04,100 --> 00:06:06,500 so you'll see here I'm pretty much exclusively 166 00:06:06,500 --> 00:06:09,300 using Megascan assets here including the trees 167 00:06:09,300 --> 00:06:12,600 the trees are all the brand new Megascan tree assets 168 00:06:12,700 --> 00:06:15,366 so you can recreate the scene yourself 169 00:06:15,566 --> 00:06:16,566 very easily so 170 00:06:16,566 --> 00:06:17,500 what we're going to do here is 171 00:06:17,500 --> 00:06:18,800 we're going to delete every 172 00:06:18,800 --> 00:06:20,333 single light in the scene 173 00:06:20,333 --> 00:06:22,133 and start off with a blank slate 174 00:06:22,133 --> 00:06:24,866 and just like that you'll see we've got nothing left 175 00:06:24,866 --> 00:06:26,333 it's totally dark 176 00:06:27,000 --> 00:06:28,000 let's start from scratch 177 00:06:28,000 --> 00:06:29,466 so the first thing I like to do 178 00:06:29,466 --> 00:06:32,566 before doing anything at all is to establish a sky 179 00:06:32,566 --> 00:06:33,700 and in this environment 180 00:06:33,700 --> 00:06:35,166 we don't really see the sky that much 181 00:06:35,166 --> 00:06:38,866 but you may want to have a starry night sky 182 00:06:39,266 --> 00:06:39,366 so 183 00:06:39,366 --> 00:06:41,133 what we're gonna do is we're gonna go to the content 184 00:06:41,133 --> 00:06:43,700 browser and in the Engine content folder 185 00:06:44,533 --> 00:06:45,933 make sure that you have the 186 00:06:46,133 --> 00:06:48,966 Show Engine content button turned on here 187 00:06:49,166 --> 00:06:51,000 we're gonna search for sky 188 00:06:51,133 --> 00:06:53,366 and we're gonna filter by blueprint class 189 00:06:53,533 --> 00:06:56,133 and here we have the BP Sky sphere 190 00:06:56,133 --> 00:06:58,200 we're gonna drag and drop this into a scene like that 191 00:06:58,666 --> 00:06:59,666 and you'll see 192 00:07:00,166 --> 00:07:01,166 now we have a sky 193 00:07:01,166 --> 00:07:03,700 now this sky blueprint has been around since 194 00:07:03,700 --> 00:07:06,266 the day Unreal Engine 4 came out pretty much 195 00:07:06,266 --> 00:07:09,366 it is old but it is pretty useful to get a 196 00:07:09,500 --> 00:07:12,133 kind of a basic sky system in there 197 00:07:12,366 --> 00:07:13,333 if you need it 198 00:07:14,300 --> 00:07:16,166 so what we're going to do now is with the 199 00:07:16,166 --> 00:07:17,800 BP Sky Sphere selected 200 00:07:17,966 --> 00:07:19,533 we're going to go to the details panel 201 00:07:19,533 --> 00:07:20,366 and we're going to 202 00:07:20,533 --> 00:07:22,900 adjust the sun height right here 203 00:07:23,600 --> 00:07:24,866 turn this down like that 204 00:07:25,366 --> 00:07:29,133 and next let's say something like that there we go 205 00:07:29,300 --> 00:07:30,766 and now we're gonna change 206 00:07:30,766 --> 00:07:32,500 the star's brightness right here 207 00:07:32,500 --> 00:07:33,600 and crank that up a little bit 208 00:07:33,600 --> 00:07:34,400 and you'll see 209 00:07:34,533 --> 00:07:37,966 that's a very simple and effective way to get 210 00:07:38,300 --> 00:07:42,066 stars in your sky now the texture is not that great 211 00:07:42,366 --> 00:07:44,266 but you can go ahead and change that 212 00:07:44,266 --> 00:07:46,200 in the material itself if you so desire 213 00:07:46,200 --> 00:07:47,266 so if I go here 214 00:07:47,300 --> 00:07:48,900 and open up this material 215 00:07:48,933 --> 00:07:51,966 instance dynamic and open this master material 216 00:07:52,466 --> 00:07:54,333 if I zoom out you'll see here 217 00:07:54,900 --> 00:07:59,100 in these sky colors there's a texture here called t 218 00:07:59,600 --> 00:08:02,366 Skystars and you can 219 00:08:02,366 --> 00:08:05,200 use any tileable star texture that you want 220 00:08:05,400 --> 00:08:08,066 and replace the default one just so you know 221 00:08:08,066 --> 00:08:09,866 but for now I'm going to leave just like that 222 00:08:09,866 --> 00:08:11,200 because I don't really need 223 00:08:11,700 --> 00:08:13,933 any star because I don't really need anything better 224 00:08:15,600 --> 00:08:16,933 then going back to my sequence 225 00:08:16,933 --> 00:08:18,333 going back to my camera view 226 00:08:18,500 --> 00:08:20,733 the next step involves creating a 227 00:08:20,933 --> 00:08:21,600 directional light 228 00:08:21,600 --> 00:08:23,900 and the directional light is going to be our 229 00:08:23,966 --> 00:08:25,733 moonlight so to speak so 230 00:08:25,766 --> 00:08:27,266 I'm going to go to lights 231 00:08:27,266 --> 00:08:29,133 and drag and drop a directional light on my scene 232 00:08:29,133 --> 00:08:29,933 like that 233 00:08:30,966 --> 00:08:33,566 I got to move it closer so I can select it more easily 234 00:08:34,266 --> 00:08:35,766 and two things 235 00:08:36,133 --> 00:08:37,966 make sure we set it to moveable 236 00:08:37,966 --> 00:08:40,133 and in the search detail panel again 237 00:08:40,133 --> 00:08:41,900 I'm going to search for atmosphere 238 00:08:42,000 --> 00:08:44,666 and we're going to turn on atmosphere sunlight 239 00:08:44,766 --> 00:08:46,900 the only reason I have this checked on 240 00:08:46,933 --> 00:08:48,966 is because now I can use the control 241 00:08:49,000 --> 00:08:52,066 L shortcut to move and rotate the directional light 242 00:08:52,333 --> 00:08:54,900 and really fine tune it the way I want it to 243 00:08:55,100 --> 00:08:57,933 it's really just a handy tip that is good to know about 244 00:08:57,966 --> 00:09:00,766 so what I want is for my moonlight so to speak 245 00:09:00,900 --> 00:09:02,500 to really highlight 246 00:09:02,566 --> 00:09:05,300 our hero asset and our hero prop here 247 00:09:05,300 --> 00:09:08,300 our main subject is this lantern in the back over here 248 00:09:08,300 --> 00:09:10,866 right so I want to make sure that my directional light 249 00:09:10,866 --> 00:09:13,566 is really highlighting the edges here 250 00:09:13,666 --> 00:09:16,400 I really want it to give a nice rim light to it 251 00:09:16,766 --> 00:09:19,733 so I'm going to fine tune it kind of like this 252 00:09:19,733 --> 00:09:20,866 until it really 253 00:09:21,400 --> 00:09:23,700 illuminates all of those edges 254 00:09:23,700 --> 00:09:26,500 because when it comes to lighting nighttime scenes 255 00:09:26,900 --> 00:09:30,733 silhouette is probably the most important thing 256 00:09:31,100 --> 00:09:32,466 silhouette is what you're going to see 257 00:09:32,466 --> 00:09:33,733 is what's going to catch those edges 258 00:09:33,733 --> 00:09:34,866 is what's going to make things 259 00:09:34,866 --> 00:09:36,766 pop and stand out from the rest 260 00:09:36,766 --> 00:09:38,100 keep that in mind because we're going to be 261 00:09:38,100 --> 00:09:39,100 working a lot with 262 00:09:39,266 --> 00:09:42,466 silhouette in a fog and silhouette with rim lighting 263 00:09:42,566 --> 00:09:43,733 specifically so 264 00:09:44,200 --> 00:09:45,100 keep that in mind 265 00:09:46,100 --> 00:09:47,000 and now I might 266 00:09:47,266 --> 00:09:48,566 increase my intensity 267 00:09:48,566 --> 00:09:50,500 my sunlight to like 20 or something 268 00:09:50,766 --> 00:09:52,100 just make it a little bit brighter 269 00:09:52,100 --> 00:09:53,466 make things pop a little bit more 270 00:09:53,966 --> 00:09:54,600 it helps the 271 00:09:54,600 --> 00:09:56,933 trees get a little bit more illuminated as well and 272 00:09:57,766 --> 00:09:59,600 but yeah you can play around with that for now 273 00:09:59,600 --> 00:10:02,000 obviously we don't see anything 274 00:10:02,066 --> 00:10:03,866 the lighting here is it just it's too dark 275 00:10:03,866 --> 00:10:05,533 we have some interesting silhouettes 276 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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