Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated:
1
00:00:00,700 --> 00:00:04,600
Hello and welcome to the next session and
we're going to continue
2
00:00:04,600 --> 00:00:09,100
to make sense of this interior here and try to
tweak. It really,
3
00:00:09,800 --> 00:00:10,600
really well.
4
00:00:11,500 --> 00:00:17,700
And one of the things that I need to really stress
is that all the stuff that we're doing here,
5
00:00:17,700 --> 00:00:18,400
it's really
6
00:00:19,700 --> 00:00:23,500
a lot of it is kind of like guesswork to a certain
degree because
7
00:00:23,500 --> 00:00:27,300
we can never really know the exact values of
a lot of things.
8
00:00:27,900 --> 00:00:34,700
And it's important to also be really clear on like
sort of like the style that you want to achieve.
9
00:00:36,100 --> 00:00:41,200
So when I Googled for American Diner interior,
10
00:00:42,200 --> 00:00:45,000
I found a lot of different things, right?
11
00:00:45,500 --> 00:00:47,800
So there is for example,
12
00:00:48,800 --> 00:00:49,900
stuff like this.
13
00:00:50,400 --> 00:00:53,200
This one is actually an unreal seen as well.
14
00:00:53,300 --> 00:00:54,200
I know this one,
15
00:00:55,700 --> 00:00:59,800
so maybe maybe this is not like the most perfect
example.
16
00:01:02,000 --> 00:01:02,600
however,
17
00:01:03,000 --> 00:01:08,200
there is obviously still a bunch and one thing
18
00:01:10,200 --> 00:01:13,300
they are really flat usually.
19
00:01:14,200 --> 00:01:15,000
So,
20
00:01:16,400 --> 00:01:20,600
It's not that exciting to look at they're flat,
21
00:01:20,700 --> 00:01:23,500
they're kind of boring to certain degree.
22
00:01:24,600 --> 00:01:27,300
So we need to be really smart.
23
00:01:28,500 --> 00:01:30,800
About how we want to do it.
24
00:01:32,700 --> 00:01:37,300
And just a style that we want to go for. I think
that this is kind of boring.
25
00:01:38,500 --> 00:01:40,600
And we can really, again, see, like,
26
00:01:40,700 --> 00:01:46,100
all these lights are pretty, like, blown out here,
and it's like, very bright and flat,
27
00:01:46,400 --> 00:01:49,100
I don't think that's super much fun.
28
00:01:50,400 --> 00:01:51,100
So,
29
00:01:52,300 --> 00:01:56,300
I think we should either go for something like
this,
30
00:01:56,900 --> 00:01:59,200
which again, is also very flat still.
31
00:02:00,900 --> 00:02:06,200
Or I would actually, really prefer to go for
something like this.
32
00:02:07,200 --> 00:02:09,500
And this is quite interesting. If we look at this,
33
00:02:09,500 --> 00:02:10,100
because
34
00:02:11,800 --> 00:02:20,100
What we can see here at the edge of the of the
image is. We do have these little lambs here,
35
00:02:20,600 --> 00:02:25,800
we can clearly see that the waitress is getting hit
by some warm light.
36
00:02:26,200 --> 00:02:32,100
But looking here at the couch, we can also see it
is not really super bright.
37
00:02:35,200 --> 00:02:38,000
So we can see these values here. We can try to,
like,
38
00:02:38,000 --> 00:02:41,600
make sense of the of the balancing that they
have.
39
00:02:42,400 --> 00:02:46,300
So here we can see these labs are clearly off.
40
00:02:46,900 --> 00:02:50,700
So most of the lighting actually comes from all
the neon stuff.
41
00:02:53,500 --> 00:02:55,800
So it's really interesting here again,
42
00:02:55,800 --> 00:02:59,000
we have these little ceiling lamps and we can
see how much
43
00:02:59,000 --> 00:03:02,800
light they Do we can see how much light comes
from this.
44
00:03:03,600 --> 00:03:07,800
So what we need to do is we need to sort of
figure out.
45
00:03:08,900 --> 00:03:13,500
A hierarchy of lighting.
46
00:03:13,800 --> 00:03:16,300
This one is quite good again here,
47
00:03:16,300 --> 00:03:21,700
you can see that we have these lights and they
not actually they don't really they're not
48
00:03:21,700 --> 00:03:27,200
the ones that provide the lighting to the room,
but they're the ones that just make it.
49
00:03:27,200 --> 00:03:31,500
So these people can actually read the menu
properly when sitting
50
00:03:31,500 --> 00:03:35,200
on a table but most of the lighting comes from
the neon stuff.
51
00:03:36,300 --> 00:03:40,900
I do like that. Look so for now.
52
00:03:42,300 --> 00:03:46,900
Let's just say we're going to do something more
like this.
53
00:03:48,000 --> 00:03:54,600
So this is what I will be balancing most of my my
stuff against
54
00:03:55,900 --> 00:03:56,800
and,
55
00:03:59,000 --> 00:03:59,300
If?
56
00:04:00,000 --> 00:04:03,300
Excited. Like now I have turned these lights off
here. Alright,
57
00:04:03,900 --> 00:04:06,100
so I'm just going to take this.
58
00:04:06,300 --> 00:04:10,400
I'm going to add it and I'm going to turn on my
59
00:04:11,700 --> 00:04:12,700
Point light here.
60
00:04:14,700 --> 00:04:18,300
And so the first thing that I'm going to do is I'm
going to
61
00:04:18,300 --> 00:04:23,100
fix all the placements here because as you can
see,
62
00:04:23,600 --> 00:04:26,100
they want these lights where there is people.
63
00:04:26,200 --> 00:04:32,700
So like all this stuff, it kind of like does not make
any sense so let's fix it.
64
00:04:34,500 --> 00:04:36,100
We're going to move this over here.
65
00:04:38,700 --> 00:04:40,800
We going to move this over here.
66
00:04:43,800 --> 00:04:46,500
And there's another cool thing that this brings
with it.
67
00:04:46,500 --> 00:04:50,600
Because like now that we're more in a corner we
actually do get more
68
00:04:50,600 --> 00:04:54,300
bounce from it because it's closer to any of the
walls here.
69
00:04:55,400 --> 00:04:58,700
So we can actually use that to our advantage.
70
00:05:00,000 --> 00:05:01,600
Let's just continue here.
71
00:05:02,800 --> 00:05:05,400
I will delete these.
72
00:05:09,400 --> 00:05:09,800
And
73
00:05:11,000 --> 00:05:18,100
I just have to say about all. I got I love real-time
GI just looking at this,
74
00:05:18,700 --> 00:05:20,000
it's so nice.
75
00:05:21,500 --> 00:05:24,900
This is a really, really great thing to have.
76
00:05:28,700 --> 00:05:29,300
So,
77
00:05:29,700 --> 00:05:31,500
you just gonna continue here.
78
00:05:38,200 --> 00:05:39,500
We just make this proper.
79
00:05:56,400 --> 00:05:57,300
All right.
80
00:06:24,400 --> 00:06:28,900
All right, I think this is a good position. So I'm
just going to delete all these ones here.
81
00:06:37,400 --> 00:06:39,800
And we just going to do the same thing.
82
00:06:40,100 --> 00:06:40,600
Also,
83
00:06:40,700 --> 00:06:43,400
I want to I wanted to quickly mention one thing
because you may have
84
00:06:43,400 --> 00:06:48,700
noticed I'm using Point lights here and I have the
Shadows turned on.
85
00:06:49,500 --> 00:06:51,000
So here is one important thing.
86
00:06:52,400 --> 00:06:56,900
First of all, like I told you in the past that you
never ever,
87
00:06:56,900 --> 00:06:59,000
ever want to use Point lights with shadows.
88
00:07:00,300 --> 00:07:01,200
Here's the thing.
89
00:07:01,700 --> 00:07:04,100
Traditionally speaking that is very true.
90
00:07:05,000 --> 00:07:07,100
There are however exceptions,
91
00:07:08,400 --> 00:07:11,900
And there's basically two exceptions for this.
92
00:07:13,100 --> 00:07:15,200
Or let's say there's three.
93
00:07:15,500 --> 00:07:19,700
So if you have like a specific specific scene, for
example,
94
00:07:19,700 --> 00:07:23,400
someone's like holding a torch and there's not
much else
95
00:07:23,400 --> 00:07:25,800
going on and you want to torture to cast
Shadows,
96
00:07:26,400 --> 00:07:32,400
you can do that because this is something
different than what I'm doing here for now,
97
00:07:32,800 --> 00:07:37,100
for example, where there is like a lot of Point
light switch adults, right?
98
00:07:37,800 --> 00:07:39,900
So the third situation, totally fine,
99
00:07:40,900 --> 00:07:46,700
Then the next thing is that unreal has
a technology that is called Shadow, caching?
100
00:07:47,500 --> 00:07:49,000
What is Shadow cashing.
101
00:07:49,900 --> 00:07:53,000
The reason why Shadows are so expensive to
cast.
102
00:07:54,000 --> 00:07:58,500
Is because they will basically be updated every
frame.
103
00:07:59,300 --> 00:08:07,500
And as you Remember one point, light has six
times the cost of a spotlight Shadow.
104
00:08:07,900 --> 00:08:14,600
So it basically also has six times the cost of
updating when things move or like, whatever.
105
00:08:15,300 --> 00:08:18,900
And cash Shadows is a really cool thing
because what cash Shadows
106
00:08:18,900 --> 00:08:23,500
basically does is imagine you cast a shadow and
then you just hit,
107
00:08:23,500 --> 00:08:27,500
like the freeze button and then the shadow does
not update anymore.
108
00:08:27,600 --> 00:08:31,100
It just stays the way so it basically Gets
computed
109
00:08:31,100 --> 00:08:35,200
once and then it never gets recomputed again.
110
00:08:35,400 --> 00:08:40,700
And the only thing that it costs is the memory
that it takes to store the shadow map.
111
00:08:40,900 --> 00:08:47,700
So basically, like let's say if your Shadow map is
512 by 512 pixels that is like,
112
00:08:48,900 --> 00:08:49,500
I don't know,
113
00:08:49,600 --> 00:08:51,400
one megabyte of texture memory.
114
00:08:51,900 --> 00:08:59,700
So you don't pay for updating the Shadows. You
only pay for the memory that the shadow costs.
115
00:09:00,900 --> 00:09:06,100
And that is pretty cool because as long as no
object,
116
00:09:06,100 --> 00:09:13,300
that is inside the radius of the of the light source
actually moves or updates,
117
00:09:14,300 --> 00:09:15,500
nothing is going to happen.
118
00:09:16,100 --> 00:09:17,400
Nothing is gonna cost.
119
00:09:18,500 --> 00:09:25,200
And that is really, really cool and very beneficial
to do so. With Shadow cashing,
120
00:09:25,200 --> 00:09:27,800
you can afford Point Light Shadows,
121
00:09:28,000 --> 00:09:30,200
speaking of traditional, Shadow Maps here,
122
00:09:31,900 --> 00:09:38,300
If you don't have the lights updated per frame
and stuff moves because imagine I would
123
00:09:38,300 --> 00:09:43,200
now like animate all these tables and benches
and they would like move around.
124
00:09:43,200 --> 00:09:47,300
Then I would pay the update cost for all these
lights but right now I don't.
125
00:09:48,000 --> 00:09:55,000
So that is a way where you can still use Point
Light Shadows if your stuff doesn't update the
126
00:09:55,200 --> 00:09:59,800
next reason why I can actually afford the point
Light Shadows here in a pretty good
127
00:10:00,000 --> 00:10:04,700
way. As because I'm using the virtual Shadow
map and the virtual Shadow map.
128
00:10:04,700 --> 00:10:08,500
Honestly I cannot completely explain to you how
exactly it works.
129
00:10:08,500 --> 00:10:13,200
There is like some articles or like documentation
for it.
130
00:10:13,200 --> 00:10:15,000
You can read into that in case you're curious.
131
00:10:15,000 --> 00:10:21,200
There's a bunch of things there and if I
understood correctly,
132
00:10:21,200 --> 00:10:28,000
the virtual Shadow map is one big Shadow map
for the whole
133
00:10:28,000 --> 00:10:32,100
screen basically and Every light just renders into
it,
134
00:10:32,700 --> 00:10:34,600
and there is never a new Shadow map.
135
00:10:34,600 --> 00:10:38,800
It's like basically an At Last Shadow and all the
lights just render into it.
136
00:10:39,000 --> 00:10:40,800
So, theoretically speaking,
137
00:10:41,200 --> 00:10:47,400
it doesn't really matter because it's sort of like
tweaked in a way that the texture is updated.
138
00:10:47,700 --> 00:10:48,400
Anyways,
139
00:10:48,600 --> 00:10:50,200
and it's a rather large texture.
140
00:10:50,500 --> 00:10:55,000
So the amount of lights that render into it, as far
as I understood,
141
00:10:56,100 --> 00:10:57,700
don't matter as much.
142
00:10:58,200 --> 00:10:59,700
I might be wrong about that.
143
00:11:00,000 --> 00:11:04,600
I Have like misunderstood but that is, that is
what I got from it. So,
144
00:11:05,700 --> 00:11:06,100
you know,
145
00:11:06,100 --> 00:11:07,700
take that with a grain of salt
146
00:11:09,400 --> 00:11:10,400
Okay.
147
00:11:12,400 --> 00:11:14,500
So now we have this.
148
00:11:16,400 --> 00:11:18,200
And I do quite like it.
149
00:11:19,900 --> 00:11:21,700
So how do we continue from here?
150
00:11:22,800 --> 00:11:24,100
So first of all,
151
00:11:24,800 --> 00:11:29,000
I think for me, it is often really difficult to judge
the brightness.
152
00:11:30,400 --> 00:11:31,700
Of the light sources,
153
00:11:32,200 --> 00:11:36,700
with like the difference between spotlights and
point lights,
154
00:11:36,700 --> 00:11:39,500
having having different values and all that kind
of stuff.
155
00:11:40,100 --> 00:11:41,000
So,
156
00:11:42,400 --> 00:11:48,400
what I usually do is I work with the point lights
because I feel that they're more accurate.
157
00:11:48,600 --> 00:11:50,100
Because with a spotlight,
158
00:11:50,600 --> 00:11:52,200
there's a thing where
159
00:11:53,700 --> 00:11:59,800
Like the intensity of loom and changes based on
the surface that is hit by the lumen.
160
00:12:00,400 --> 00:12:06,500
So, like Candela is a value that is independent
from the angle of distribution,
161
00:12:06,600 --> 00:12:09,100
but we don't really get the CD values for the
lights.
162
00:12:10,800 --> 00:12:13,900
So it is also not always optimal to use Candela.
163
00:12:14,600 --> 00:12:15,300
However,
164
00:12:15,500 --> 00:12:21,800
what I'm trying to say here is that if I have the
spotlight and let's say it has 2000 lumens
165
00:12:22,200 --> 00:12:27,100
and the angle is really big, it might not look as
bright but if I make the angle smaller,
166
00:12:27,100 --> 00:12:32,700
it's going to look way more bright because it's
Focus, the energy of the 2,000,
167
00:12:32,900 --> 00:12:37,200
2,000 Lumen on a smaller area of like surface.
168
00:12:37,900 --> 00:12:43,500
So it is a little bit hard to judge the brightnesses
of these with like spotlights.
169
00:12:45,000 --> 00:12:49,400
So that's why it can make sense to use the point
lights instead.
170
00:12:50,900 --> 00:12:52,300
With that set.
171
00:12:53,400 --> 00:12:59,200
Again, I don't think that these lights are as bright
as the ones that we have in our living rooms,
172
00:12:59,200 --> 00:12:59,800
I think?
173
00:13:00,000 --> 00:13:01,500
Sophomore mood lights.
174
00:13:01,900 --> 00:13:06,700
They are a bit more doing jobs like this stuff
here.
175
00:13:07,500 --> 00:13:08,200
So
176
00:13:09,800 --> 00:13:11,400
what I will do now is,
177
00:13:12,300 --> 00:13:18,100
I will decide purely on my gut feeling that I will
do.
178
00:13:19,300 --> 00:13:21,900
600 lumen on these okay.
179
00:13:25,000 --> 00:13:28,500
I'm gonna do it like this and here's the thing, like,
right? Like,
180
00:13:28,500 --> 00:13:32,300
even me like I have done these things while like,
181
00:13:32,700 --> 00:13:37,500
it takes me a while to nail exactly the value
relationships that I want to have.
182
00:13:37,500 --> 00:13:42,500
So it's not something where I just enter it and
then boom, call it done. Everything is great.
183
00:13:42,500 --> 00:13:43,700
I'm happy, let's leave.
184
00:13:44,100 --> 00:13:46,200
So that is usually not how it works.
185
00:13:46,200 --> 00:13:52,100
It is a little bit of trial and error because it's a lot
about the feel that you're trying to get.
186
00:13:52,600 --> 00:13:53,100
But then again,
187
00:13:53,200 --> 00:13:57,300
When it is important to like check again with the
reference because
188
00:13:57,300 --> 00:13:59,800
like one thing that we can also see in these
examples.
189
00:14:00,000 --> 00:14:04,900
Is that the neon stuff? It blows out quite a bit so
we can see that.
190
00:14:04,900 --> 00:14:09,200
It's like white and the core like this is so
overblown
191
00:14:09,200 --> 00:14:11,400
that we can't actually see what the sign is,
192
00:14:11,400 --> 00:14:16,100
like reading because it probably has some more
detail on top of here but it's so bright.
193
00:14:16,200 --> 00:14:21,000
And in comparison to the exposure we can't
really see what's on here and that is normal.
194
00:14:21,300 --> 00:14:24,100
So to make this look as cool as we can,
195
00:14:24,100 --> 00:14:27,600
we need to also reflect these things because I've
seen
196
00:14:27,600 --> 00:14:32,000
it a lot that people are afraid to to lose
something.
197
00:14:32,000 --> 00:14:35,900
So they would like make the sign way too dark
but then
198
00:14:35,900 --> 00:14:39,200
it kind of looks wrong it just doesn't look
believable.
199
00:14:40,300 --> 00:14:42,800
So let's wait for the saving to be done.
200
00:14:53,000 --> 00:14:54,000
All right, there we go.
201
00:14:54,900 --> 00:14:58,700
So now we're going to just go back to our
exposure here again.
202
00:15:02,000 --> 00:15:08,900
Let's see how we can nail this in a proper way.
203
00:15:13,500 --> 00:15:16,100
I also want to do another thing quickly.
204
00:15:17,700 --> 00:15:21,100
Which is rather interesting here.
205
00:15:21,500 --> 00:15:27,800
So what I'm going to do is I'm going to take the
point light and I copy it and I go out here.
206
00:15:30,600 --> 00:15:35,600
And this is actually kind of cool that we get this
nice lighting effect here.
207
00:15:37,500 --> 00:15:38,000
okay,
208
00:15:38,000 --> 00:15:38,900
it doesn't
209
00:15:40,300 --> 00:15:42,000
like doing that.
210
00:15:43,200 --> 00:15:46,300
Let's see if I can copy paste it this way. Nope, I
can't.
211
00:15:46,600 --> 00:15:48,600
So let's do it quickly here.
212
00:15:51,100 --> 00:15:52,300
Put in the point light.
213
00:15:55,600 --> 00:15:58,700
Going to switch it to lumen.
214
00:16:00,600 --> 00:16:01,500
Then I do
215
00:16:02,900 --> 00:16:04,000
600.
216
00:16:04,800 --> 00:16:05,400
All right.
217
00:16:09,700 --> 00:16:10,200
So,
218
00:16:10,800 --> 00:16:12,600
this is the value that we have here,
219
00:16:12,700 --> 00:16:13,200
right?
220
00:16:14,200 --> 00:16:18,100
And one important thing to note is that you can
see
221
00:16:19,400 --> 00:16:20,200
We have.
222
00:16:22,800 --> 00:16:26,600
This is our light source and we have a very, very
huge radius,
223
00:16:27,600 --> 00:16:30,400
but our light actually doesn't travel that far.
224
00:16:31,100 --> 00:16:35,800
So one important thing to also figure out and
this is another again, like it's for,
225
00:16:35,900 --> 00:16:37,300
for performance reasons.
226
00:16:38,000 --> 00:16:42,600
Really important to do that per default, all the
lights, have an attenuation radius of 1000.
227
00:16:43,500 --> 00:16:44,200
So
228
00:16:46,500 --> 00:16:51,500
Now it's just how I loved it and I didn't really get
a perceivable
229
00:16:51,500 --> 00:16:56,000
change because it seems like we're still not
hitting it.
230
00:16:56,200 --> 00:16:59,400
If I would do this you can see we would actually
cut
231
00:16:59,400 --> 00:17:02,700
off the Radius of the light based on the intensity.
232
00:17:03,500 --> 00:17:06,099
So this attenuation radius,
233
00:17:06,099 --> 00:17:10,300
this is like a value that doesn't exist in reality
because in reality a light
234
00:17:10,300 --> 00:17:15,800
travels as far as it can given the amount of
energy that it emits.
235
00:17:16,099 --> 00:17:20,200
So this is purely like a thing that is meant for
video game optimization,
236
00:17:20,900 --> 00:17:23,400
but one of the tips that I would like to give you
is,
237
00:17:23,700 --> 00:17:31,300
you always want to have this radius as small as
you can compare to the Density of your light.
238
00:17:31,700 --> 00:17:33,300
So having a 1000,
239
00:17:34,600 --> 00:17:37,600
Doesn't change anything 500.
240
00:17:38,900 --> 00:17:40,800
There was a tiny little bit here.
241
00:17:42,100 --> 00:17:43,000
600.
242
00:17:44,800 --> 00:17:53,400
So I think 550 this is probably the perfect radius
for this light without actually causing any light,
243
00:17:53,400 --> 00:17:54,100
cut off.
244
00:17:54,400 --> 00:17:58,700
And while still making sure that from a
performance point of view,
245
00:17:59,000 --> 00:18:01,500
we are In check here.
246
00:18:03,300 --> 00:18:09,400
So I'm going to delete this and this was just for
me trying to test because it's a bit hard to,
247
00:18:09,400 --> 00:18:12,300
to see it here when we have all these lights.
248
00:18:13,300 --> 00:18:18,800
So I'm going to go to my point light, which is on
the other screen here, and I'm going to go 550.
249
00:18:20,300 --> 00:18:21,900
And so something changed.
250
00:18:22,100 --> 00:18:24,500
So let's look at what actually changed here.
251
00:18:26,900 --> 00:18:32,900
So and this is really interesting because
sometimes you may actually
252
00:18:33,100 --> 00:18:37,300
have another thing with the radius that is not. So
cool.
253
00:18:38,100 --> 00:18:45,400
So not sure. I want to do it again and you see if
you recognize what is actually changing.
254
00:18:47,300 --> 00:18:52,500
So what has happened here? Is that our
specular highlights kind of cut cut off?
255
00:18:53,600 --> 00:18:59,800
and this is the the second important thing to
keep in check when you do your light radius,
256
00:19:00,400 --> 00:19:01,500
That is that?
257
00:19:03,100 --> 00:19:07,500
The specular of the light cannot render outside
of the radius.
258
00:19:07,900 --> 00:19:09,600
So if I do 200,
259
00:19:10,500 --> 00:19:15,400
you see how the specular from these lights
back? There is just completely cut off.
260
00:19:15,400 --> 00:19:20,700
Even though the lighting of these lights does not
reach until like let's say here,
261
00:19:21,200 --> 00:19:23,600
if I put in the 1000 again
262
00:19:24,800 --> 00:19:28,500
You can see that the specular reaches a lot
further,
263
00:19:29,200 --> 00:19:32,500
so that is actually another thing that you can be
mindful of.
264
00:19:33,800 --> 00:19:38,000
So there we we just lost a bit by putting like I put
it to 800 I'm sorry.
265
00:19:38,000 --> 00:19:40,800
It's just like so much stuff on the screen then it's
better.
266
00:19:41,000 --> 00:19:43,200
Sometimes we get on this side here.
267
00:19:45,200 --> 00:19:46,300
I could actually.
268
00:19:49,100 --> 00:19:50,100
Try to.
269
00:19:54,400 --> 00:19:55,000
This.
270
00:20:01,800 --> 00:20:02,500
Like this.
271
00:20:03,500 --> 00:20:04,100
So,
272
00:20:09,300 --> 00:20:14,000
You want to always be very considerate at off of
all these days.
273
00:20:14,000 --> 00:20:18,100
So we can also see here how the specular cuts
off in the front.
274
00:20:19,000 --> 00:20:21,600
And obviously, there are some lighting that's
going missing.
275
00:20:22,500 --> 00:20:26,500
So since this is a portfolio piece at not a game,
276
00:20:26,600 --> 00:20:29,500
we're going to leave it at 1,000 because it's going
to look better.
277
00:20:30,200 --> 00:20:35,700
But if you have ever asked yourself the question
on why,
278
00:20:37,000 --> 00:20:41,600
you know, you look at something on Arch
station like Boy, this looks so good.
279
00:20:41,600 --> 00:20:48,000
Like unreal can do this. Why do games not?
Look, there's good stuff. Like this is exactly why.
280
00:20:48,700 --> 00:20:52,700
Because, like, when you make a game, you just
can't afford this.
281
00:20:52,800 --> 00:20:55,200
You may have to actually do this.
282
00:20:55,600 --> 00:20:59,800
And then you like lose some light here, you lose
like a bunch of other things.
283
00:21:00,100 --> 00:21:02,400
There's just a lot of it that comes with it.
284
00:21:03,100 --> 00:21:05,100
So keep that in mind.
285
00:21:05,400 --> 00:21:06,600
When you see stuff here,
286
00:21:06,600 --> 00:21:10,600
this is also the specular coming from the light
source is back here on this metal, beams.
287
00:21:10,800 --> 00:21:12,500
Again, when I put it on 500,
288
00:21:12,700 --> 00:21:17,400
you can see it completely disappears, all the
readability disappears.
289
00:21:18,000 --> 00:21:18,700
So,
290
00:21:20,400 --> 00:21:23,600
I'm actually curious what happens if I put 1500
here.
291
00:21:25,000 --> 00:21:26,400
Versys 1000.
292
00:21:28,200 --> 00:21:29,200
so you can see,
293
00:21:29,700 --> 00:21:30,900
there is a lot of
294
00:21:32,300 --> 00:21:34,400
Stuff that happens here.
295
00:21:34,700 --> 00:21:38,500
And this is purely specular because this is like
all all metal stuff,
296
00:21:39,700 --> 00:21:42,500
I think at least it should be. Because if you do
this,
297
00:21:42,600 --> 00:21:47,600
you can see like now I'm in the base diffuse
lighting, you know?
298
00:21:47,600 --> 00:21:50,000
So like when I do this 1,000 again,
299
00:21:51,400 --> 00:21:53,000
Actually, does travel quite a bit.
300
00:21:53,200 --> 00:21:55,700
So here we have a point for
301
00:21:57,400 --> 00:22:03,400
making the radius even bigger because It is
more realistic this way because light
302
00:22:03,400 --> 00:22:10,200
would travel that far and again, so this is
a portfolio piece so we can do it.
303
00:22:11,800 --> 00:22:12,400
So,
304
00:22:13,900 --> 00:22:21,000
I think that we are still a little bit too bright here.
305
00:22:22,800 --> 00:22:23,800
So,
306
00:22:24,800 --> 00:22:26,100
I will.
307
00:22:29,900 --> 00:22:32,400
Lower all these lights to 400?
308
00:22:34,800 --> 00:22:41,800
I will go into this and I will just see how it looks
on 6, but it's probably too dark.
309
00:22:42,800 --> 00:22:43,200
Yeah.
310
00:22:43,300 --> 00:22:43,800
Well,
311
00:22:47,200 --> 00:22:48,700
I actually don't dislike this.
312
00:22:54,200 --> 00:22:54,700
Okay,
313
00:22:55,100 --> 00:22:56,500
so let's do this.
314
00:22:57,000 --> 00:22:59,800
So let's assume that this is our Baseline.
315
00:23:00,100 --> 00:23:03,700
out and one important thing here, as long as we
are,
316
00:23:05,500 --> 00:23:09,200
Not higher than six or seven.
317
00:23:09,500 --> 00:23:13,400
We are still in a good range for interior lighting.
318
00:23:14,100 --> 00:23:21,100
That is very important. So this is all right, we're
not dangerously high or something like that.
319
00:23:21,100 --> 00:23:22,900
So this is going to work out quite well.
320
00:23:24,100 --> 00:23:26,200
And then also, when we use spotlights,
321
00:23:26,500 --> 00:23:32,700
we need to consider that. We need to have a lot
higher values than this because of the,
322
00:23:32,700 --> 00:23:38,000
of the nature of spotlights, working a little bit
differently, so to speak.
323
00:23:39,100 --> 00:23:40,400
So now we have this.
324
00:23:40,700 --> 00:23:45,000
So let's look at our neon stuff here, because I
think this is going to be interesting.
325
00:23:45,900 --> 00:23:50,700
And I actually realized something, when I did
this stuff here,
326
00:23:51,100 --> 00:23:58,800
it didn't really use the stuff that I was putting in
here because I was using these ones,
327
00:23:58,800 --> 00:24:02,900
these are from like a Collection so we can totally
see.
328
00:24:02,900 --> 00:24:08,300
Like we have different base color here and the
emissive color.
329
00:24:09,300 --> 00:24:13,200
So this is actually now kicking in the proper way
here.
330
00:24:13,700 --> 00:24:16,500
So before that, it was quite off.
331
00:24:18,400 --> 00:24:26,000
So what I'm going to do now is I'm just gonna go
with something that is a lot more poppy here.
332
00:24:26,700 --> 00:24:29,200
So I'm going to really go
333
00:24:30,400 --> 00:24:31,100
with
334
00:24:33,600 --> 00:24:36,400
Some full-on blue stuff.
335
00:24:45,900 --> 00:24:46,400
Whoops,
336
00:24:46,500 --> 00:24:48,400
of course, with blue and up with green.
337
00:24:52,400 --> 00:24:54,100
So I'm going to go with full on Blue.
338
00:24:55,100 --> 00:24:57,700
Same goes for this.
339
00:25:03,400 --> 00:25:04,100
All right.
340
00:25:05,800 --> 00:25:07,000
so now that we got this,
341
00:25:08,100 --> 00:25:12,500
One thing we need to look here again and then
we can see, okay,
342
00:25:12,500 --> 00:25:14,500
so this needs to blow out properly.
343
00:25:16,600 --> 00:25:17,900
So we need to
344
00:25:19,000 --> 00:25:20,500
get it to look like this,
345
00:25:20,600 --> 00:25:21,200
right?
346
00:25:21,500 --> 00:25:22,900
And for that to happen,
347
00:25:23,900 --> 00:25:26,100
which it is absolutely not.
348
00:25:26,300 --> 00:25:28,900
We need to crank our emissive value.
349
00:25:31,800 --> 00:25:33,000
So if we look here,
350
00:25:33,000 --> 00:25:34,100
let's do like 1,000
351
00:25:36,000 --> 00:25:38,400
not there 2000.
352
00:25:39,900 --> 00:25:43,000
Not fully there but slowly getting there.
353
00:25:43,300 --> 00:25:44,600
5,000
354
00:25:46,700 --> 00:25:49,900
now we're starting to look a lot more, like what
we see here,
355
00:25:50,400 --> 00:25:54,100
because we have the bright core and we have a
nice
356
00:25:55,700 --> 00:26:00,400
Blooming effect on the outside. We could
potentially even do a little More.
357
00:26:00,400 --> 00:26:03,900
So let's let's just see it's 27 thousand.
358
00:26:11,700 --> 00:26:14,400
Let's do this for now. We can we can always
adjust.
359
00:26:15,000 --> 00:26:16,200
So this was the blue.
360
00:26:18,900 --> 00:26:20,400
Now, let's take the red here.
361
00:26:21,200 --> 00:26:27,200
Same thing goes for the red. We were using this
color so it got all borked.
362
00:26:29,000 --> 00:26:30,700
and here we gonna
363
00:26:33,900 --> 00:26:34,500
do this.
364
00:26:36,600 --> 00:26:40,500
So we take full-on red and we take full on red.
365
00:26:53,200 --> 00:26:54,300
And we going to do this.
366
00:26:56,800 --> 00:27:03,400
so now we can see we have something that He
starts kicking and since we have blue and red,
367
00:27:03,400 --> 00:27:05,500
we actually start getting this nice,
368
00:27:06,400 --> 00:27:08,400
nice purple light here.
369
00:27:09,400 --> 00:27:10,200
So,
370
00:27:11,500 --> 00:27:13,000
looking at these
371
00:27:14,300 --> 00:27:17,500
Because I'm I started reusing the same material
here,
372
00:27:18,200 --> 00:27:19,300
I think.
373
00:27:20,500 --> 00:27:22,700
I want to go back to 5000.
374
00:27:24,800 --> 00:27:26,800
Yes, this is a little bit more pleasing,
375
00:27:27,000 --> 00:27:29,100
so we're going to go back to 5000.
376
00:27:31,900 --> 00:27:32,800
All right.
377
00:27:34,900 --> 00:27:39,800
And with my red one selected, I'll put it into like
a click the browse button so select that.
378
00:27:40,100 --> 00:27:44,100
And now what I'm going to do is I'm going to
change it on all these meshes here,
379
00:27:44,600 --> 00:27:45,100
right?
380
00:27:45,200 --> 00:27:46,800
So if I go in here,
381
00:27:47,800 --> 00:27:50,300
I'll just drop this on.
382
00:28:05,200 --> 00:28:10,600
And we can start seeing this becoming like
pretty pretty cool here.
383
00:28:12,600 --> 00:28:16,100
So let's do the same thing with the others.
384
00:28:19,900 --> 00:28:22,800
And I'm just gonna browse for the blue one.
Now,
385
00:28:22,800 --> 00:28:25,400
I have this selected and I can apply this
386
00:28:31,400 --> 00:28:32,000
And again,
387
00:28:32,700 --> 00:28:39,400
this is the beauty of lumen, because if this would
be the old way of doing things,
388
00:28:40,000 --> 00:28:42,400
we would have to test big.
389
00:28:43,100 --> 00:28:49,100
This all the damn time to figure out if it's actually
working, if the values are bright enough,
390
00:28:49,100 --> 00:28:52,000
that would be so much trial and error.
391
00:28:52,200 --> 00:28:52,600
Now,
392
00:28:52,600 --> 00:28:56,000
the trial and error is rather quick because we
just set
393
00:28:56,000 --> 00:28:58,500
a bunch of values and then we balance them out.
394
00:28:58,500 --> 00:29:06,900
And we just Let that day that did not like this is
not how it was
395
00:29:08,000 --> 00:29:10,600
back in the day or let's say when I started.
396
00:29:10,600 --> 00:29:13,900
So now we have this and it's starting to look
actually quite cool here.
397
00:29:15,200 --> 00:29:17,800
So this is pretty neat.
398
00:29:19,700 --> 00:29:24,700
Now, what I did was because when I looked at
this, I was like, realizing like, okay.
399
00:29:24,800 --> 00:29:29,100
There is a lot of these neon lights and things like
that.
400
00:29:29,400 --> 00:29:33,600
So again, here is what I, what I said when we
started this,
401
00:29:33,800 --> 00:29:36,500
it's like sometimes you need to make a decision
to
402
00:29:36,500 --> 00:29:41,300
change the content because you need more
light.
403
00:29:42,400 --> 00:29:47,300
so here you can see that I actually
404
00:29:49,600 --> 00:29:54,100
Have the same elements that I put here.
405
00:30:00,100 --> 00:30:01,200
My actually.
406
00:30:04,800 --> 00:30:08,200
Oh yeah, these are flipped. I need to flip them.
407
00:30:08,200 --> 00:30:14,600
So like I just copy and pasted this here quickly
but we'll fix that in a second.
408
00:30:39,400 --> 00:30:42,900
I will apply all the colors first before I
409
00:30:44,700 --> 00:30:48,200
before, I fix the rotation of the object.
410
00:31:32,100 --> 00:31:33,100
Zoo.
411
00:31:48,500 --> 00:31:48,800
Okay,
412
00:31:49,000 --> 00:31:49,900
I'll should be this one.
413
00:31:55,800 --> 00:31:56,700
Oh sorry,
414
00:31:58,300 --> 00:31:59,700
this one is actually.
415
00:32:00,200 --> 00:32:01,200
Correct.
416
00:32:02,100 --> 00:32:04,800
It is this one that needs flipping?
417
00:32:08,700 --> 00:32:09,100
Now,
418
00:32:09,400 --> 00:32:10,300
which one was it?
419
00:32:11,500 --> 00:32:12,800
This one is the wrong one?
420
00:32:13,000 --> 00:32:13,500
Yes.
421
00:32:20,800 --> 00:32:21,300
Okay.
422
00:32:24,300 --> 00:32:24,900
This one.
423
00:32:31,100 --> 00:32:33,300
so we have this now,
424
00:32:33,400 --> 00:32:37,100
like one really important thing is that like you
can see here
425
00:32:37,300 --> 00:32:41,900
how some of the lighting is kind of like screen
space only
426
00:32:44,000 --> 00:32:48,000
and and that is that like small and missive stuff
and so on,
427
00:32:48,000 --> 00:32:52,500
it can be rather tricky with lumen
428
00:32:53,800 --> 00:32:54,800
So
429
00:32:56,000 --> 00:32:56,500
okay.
430
00:32:58,600 --> 00:32:59,800
Yep. That's going to be a bit annoying.
431
00:33:00,100 --> 00:33:03,100
But it's just going to select all of these.
432
00:33:06,000 --> 00:33:09,000
And there is something that I'll show you now.
433
00:33:10,200 --> 00:33:18,600
That helps with the stability of smaller emissive,
light sources by stability.
434
00:33:18,600 --> 00:33:25,800
I mean that it doesn't do like wonky stuff when
things get out of the view or something like that,
435
00:33:25,800 --> 00:33:26,400
right?
436
00:33:31,900 --> 00:33:34,400
Select all these carefully here.
437
00:33:50,300 --> 00:33:51,400
All right.
438
00:33:53,900 --> 00:33:56,600
so if we search for a missive here,
439
00:33:58,000 --> 00:33:59,000
We can see.
440
00:34:00,500 --> 00:34:01,900
Emissive, light source.
441
00:34:04,000 --> 00:34:05,800
And when we turn this on,
442
00:34:06,400 --> 00:34:14,400
it'll help Lumen to sort of understand better what
this is and we can still see that we have
443
00:34:14,400 --> 00:34:19,699
issues with the reflections but the lighting itself
you can see it. Stays really stable,
444
00:34:20,800 --> 00:34:27,500
I am honestly not sure where we're having that
much of a problem with the with the reflections.
445
00:34:28,300 --> 00:34:34,800
But there's the thing like Lumen is still very Very
new,
446
00:34:35,000 --> 00:34:41,699
there's a lot of stuff that is not yet like let's say
fully figured out with Lumen.
447
00:34:42,699 --> 00:34:43,600
So
448
00:34:44,900 --> 00:34:45,400
You know,
449
00:34:45,400 --> 00:34:45,900
I
450
00:34:47,000 --> 00:34:48,699
don't know necessarily.
451
00:34:50,100 --> 00:34:51,300
What's going on here?
452
00:34:59,500 --> 00:34:59,700
I,
453
00:35:00,500 --> 00:35:03,800
See if I can actually fit this in here.
454
00:35:27,800 --> 00:35:28,300
Well,
455
00:35:28,300 --> 00:35:29,200
kind of
456
00:35:30,600 --> 00:35:33,800
it's not perfect but it is. Okay,
457
00:35:34,400 --> 00:35:35,100
good enough.
458
00:35:55,000 --> 00:35:55,500
Yeah,
459
00:35:56,300 --> 00:35:58,800
that is sort of good enough for me for now.
460
00:36:02,300 --> 00:36:03,800
Bring this over here.
461
00:36:29,800 --> 00:36:31,400
And I just saw something funny.
462
00:36:32,700 --> 00:36:36,100
While I was colliding the roof there for a second.
463
00:36:40,200 --> 00:36:43,300
seems like they're already was something like
this up here,
464
00:36:44,900 --> 00:36:45,500
which is
465
00:36:47,100 --> 00:36:48,200
a bit hilarious.
466
00:36:49,300 --> 00:36:49,700
But
467
00:36:51,700 --> 00:36:53,000
it is what it is.
468
00:36:55,500 --> 00:36:56,300
All right.
469
00:37:06,700 --> 00:37:07,400
Cool.
470
00:37:07,800 --> 00:37:10,100
So we have this,
471
00:37:15,200 --> 00:37:15,400
now,
472
00:37:15,400 --> 00:37:21,800
one thing that would probably make sense as
well is to
473
00:37:23,200 --> 00:37:26,700
Have even more of this stuff like over here.
474
00:37:27,600 --> 00:37:29,200
I would I would assume
475
00:37:30,300 --> 00:37:31,300
Just bye.
476
00:37:32,700 --> 00:37:35,400
Just by looking at some of the reference, right?
477
00:37:36,500 --> 00:37:37,100
So,
478
00:37:40,300 --> 00:37:45,100
It would probably make sense to kind of like
have stuff like this here as well.
479
00:37:47,100 --> 00:37:49,600
Also for consistency reasons.
480
00:38:02,400 --> 00:38:07,500
I'm not like trying to win like a beauty price with
this here.
481
00:38:08,900 --> 00:38:10,500
I'm just more or less like,
482
00:38:10,500 --> 00:38:11,600
trying to
483
00:38:15,900 --> 00:38:16,400
no.
484
00:38:18,400 --> 00:38:20,500
This is unfortunate,
485
00:38:20,700 --> 00:38:24,300
so we have a little off rotation here.
486
00:38:27,700 --> 00:38:34,000
Let's see if we can get this fixed a little bit
manually here.
487
00:38:35,600 --> 00:38:38,800
Probably like this or something.
488
00:38:45,300 --> 00:38:47,100
Let's see what happens when I do this.
489
00:38:52,500 --> 00:38:56,100
and again like I'm not trying to win like a beauty
price,
490
00:38:56,100 --> 00:39:01,200
here are trying to compete with my fellow
and fireman artists,
491
00:39:02,200 --> 00:39:05,700
I'm just really trying to
492
00:39:07,500 --> 00:39:09,000
Make this a bit more.
493
00:39:10,300 --> 00:39:11,900
Consistent here,
494
00:39:13,400 --> 00:39:16,900
which we can see, I already kind of like pork this
a little bit.
495
00:39:21,600 --> 00:39:24,000
so, I think it would make sense to,
496
00:39:25,400 --> 00:39:26,000
you know,
497
00:39:27,800 --> 00:39:30,400
adjust these a little bit very slowly.
498
00:39:34,000 --> 00:39:37,900
But you know, this is like this is the imperfection
I was talking about,
499
00:39:38,200 --> 00:39:39,000
not just kidding.
500
00:39:44,000 --> 00:39:45,500
But it's alright.
501
00:39:46,300 --> 00:39:47,600
It is alright.
502
00:39:48,700 --> 00:39:49,800
Will live,
503
00:39:50,300 --> 00:39:50,700
oops.
504
00:40:25,000 --> 00:40:26,300
Slowed us down a bit.
505
00:40:51,100 --> 00:40:54,200
So I think this does look pretty cool actually.
506
00:40:55,000 --> 00:40:55,700
So
507
00:40:56,900 --> 00:40:57,900
I'm just gonna,
508
00:41:00,000 --> 00:41:00,800
Do this.
509
00:41:02,800 --> 00:41:04,000
Nice round here.
510
00:41:08,500 --> 00:41:10,400
And then we should all feel really happy
511
00:41:11,900 --> 00:41:12,900
with what we have.
512
00:41:16,900 --> 00:41:17,400
See.
513
00:41:33,100 --> 00:41:35,200
All right, this seems really well aligned now.
514
00:41:58,500 --> 00:42:01,800
And again, like I'm just Repeating myself. But
like,
515
00:42:02,400 --> 00:42:02,900
this is
516
00:42:04,000 --> 00:42:08,200
the stuff we're just when things don't look right.
517
00:42:08,500 --> 00:42:11,400
Like at add more lighting.
518
00:42:11,900 --> 00:42:13,400
Like, like I'm doing here,
519
00:42:13,600 --> 00:42:14,700
like make it
520
00:42:16,400 --> 00:42:18,300
Make it work properly.
521
00:42:19,200 --> 00:42:22,300
So it's all consist. I'm gonna add a copy here as
well.
522
00:42:23,500 --> 00:42:25,200
but yeah,
523
00:42:25,200 --> 00:42:26,300
this is just
524
00:42:28,300 --> 00:42:29,900
I'm going to actually take one of these.
525
00:42:33,200 --> 00:42:35,000
For the other side here.
526
00:42:37,900 --> 00:42:41,200
But this is just one of these things where, like, if
you want to get, like,
527
00:42:41,200 --> 00:42:45,300
consistency for your environment and stuff like
that.
528
00:42:45,300 --> 00:42:47,300
These are the things that you kind of have to do.
529
00:42:48,000 --> 00:42:49,600
So, it just works properly.
530
00:42:50,800 --> 00:42:55,500
And also when you do stuff like this like I would
otherwise I would need to like
531
00:42:55,500 --> 00:43:00,700
go in here and add like weird, kinda like fake
light source off. Like that.
532
00:43:01,000 --> 00:43:05,800
Which again, I'm not a big fan of. I don't really
like doing it. I don't,
533
00:43:05,800 --> 00:43:07,600
I don't think it looks good either.
534
00:43:08,300 --> 00:43:08,900
So,
535
00:43:09,400 --> 00:43:14,500
doing something like this is definitely the
preferred workflow here.
536
00:43:18,700 --> 00:43:21,600
So we are slowly getting here.
537
00:43:23,200 --> 00:43:30,300
Actually, let's close this Gap back here as well.
At least from a logical point of view here.
538
00:43:30,300 --> 00:43:31,600
Let's just do like this
539
00:43:32,900 --> 00:43:34,400
so it's going to be fine.
540
00:43:41,900 --> 00:43:42,600
All right.
541
00:43:48,800 --> 00:43:53,500
so one thing that I feel like we're losing the these
meshes
542
00:43:53,500 --> 00:43:59,600
here over the distance and I am honestly,
543
00:44:00,800 --> 00:44:04,600
I think it might be because they're nanite
actually.
544
00:44:05,300 --> 00:44:08,400
So let's have a look here quickly and see if they
are nanite.
545
00:44:11,500 --> 00:44:12,500
Yes they are.
546
00:44:12,700 --> 00:44:13,600
So here's the thing.
547
00:44:14,200 --> 00:44:17,600
Nanae does automatic coloring and all that kind
of stuff, right?
548
00:44:17,600 --> 00:44:20,600
So this stuff that you see back there,
549
00:44:20,800 --> 00:44:24,900
it's actually nanite trying to maintain the small
stuff.
550
00:44:25,100 --> 00:44:32,300
So what I can do here is I can just select all
these and let's see if that works. I hope it does.
551
00:44:32,300 --> 00:44:35,700
Otherwise I've been like saying weird stuff but
552
00:44:39,100 --> 00:44:44,300
Let's disable nanite and it did it actually help
now because I know
553
00:44:44,300 --> 00:44:51,200
it has helped in the past with small triangles to,
to stay visible.
554
00:45:02,200 --> 00:45:05,200
Yeah. Well tough luck I guess.
555
00:45:07,500 --> 00:45:11,100
Again, it's still like it's just very thin geometry.
556
00:45:14,700 --> 00:45:15,800
It might be.
557
00:45:17,300 --> 00:45:19,000
The screen percentage as well.
558
00:45:19,100 --> 00:45:21,600
We set this to 100 boom.
559
00:45:23,000 --> 00:45:24,100
Yeah, there we go.
560
00:45:24,400 --> 00:45:26,700
So it actually was caused by the screen
percentage,
561
00:45:26,900 --> 00:45:28,100
so the screen percentage,
562
00:45:28,100 --> 00:45:30,400
not sure if you know but it basically calculates
things
563
00:45:30,400 --> 00:45:32,400
at a lower resolution and then scales it up.
564
00:45:32,400 --> 00:45:36,100
It can help to make stuff run better in the editor
but then again when you have
565
00:45:36,100 --> 00:45:40,700
these very thin thingies and you have a not such
a great resolution,
566
00:45:42,300 --> 00:45:43,400
This is what happens.
567
00:45:43,900 --> 00:45:47,100
So now looking at this and then looking at this,
568
00:45:48,000 --> 00:45:48,400
like,
569
00:45:48,400 --> 00:45:49,800
we can already see
570
00:45:51,100 --> 00:45:56,600
that we are getting fairly close with a lot of the
things that we're doing here.
571
00:45:57,300 --> 00:45:59,800
So that's actually really cool. And I think it's nice
too.
572
00:46:00,000 --> 00:46:04,200
L also for yourself when you when you work on
content and you
573
00:46:04,200 --> 00:46:07,500
do have a proper reference like this that you're
working from,
574
00:46:08,000 --> 00:46:14,700
like it's so nice to to actually see it and see how
it comes together,
575
00:46:15,000 --> 00:46:19,100
how the colors start happening and all that kind
of stuff.
576
00:46:19,700 --> 00:46:25,000
So that is really beautiful and it's a lot of fun too.
577
00:46:25,100 --> 00:46:31,100
So one of the big joys of not only being a
lighting artist being An artist in general.
578
00:46:31,100 --> 00:46:33,900
It's just when you see these things coming into
fruition
579
00:46:33,900 --> 00:46:36,800
and devalues matching up and all that kind of
stuff.
580
00:46:36,900 --> 00:46:42,300
We can really see how the light colors here
match really. Well,
581
00:46:42,300 --> 00:46:45,100
also like our warm light and all that kind of stuff.
582
00:46:45,400 --> 00:46:47,000
It makes it makes sense,
583
00:46:47,300 --> 00:46:49,300
so it feels good.
584
00:46:51,100 --> 00:46:52,900
And one thing that does not feel good.
585
00:46:52,900 --> 00:46:55,200
And this is the last thing that we're going to do
in this session.
586
00:46:55,400 --> 00:46:58,600
One thing that completely does not feel good
and it will actually get worse.
587
00:46:58,600 --> 00:47:01,000
I assumed if we add Life's back here.
588
00:47:01,300 --> 00:47:02,700
So let's do that quickly.
589
00:47:03,500 --> 00:47:07,300
I'll just like, take this guy and we're going to
copy it over.
590
00:47:10,400 --> 00:47:13,000
And we gonna rotate it.
591
00:47:14,800 --> 00:47:16,200
Buy 180.
592
00:47:18,800 --> 00:47:19,600
So,
593
00:47:20,200 --> 00:47:22,000
let's put this here.
594
00:47:42,400 --> 00:47:44,500
Looks good enough.
595
00:47:56,200 --> 00:47:56,600
Here.
596
00:47:57,700 --> 00:47:59,800
Again, no one cares.
597
00:48:00,600 --> 00:48:04,500
About the perfect environment art right now
here.
598
00:48:08,700 --> 00:48:11,700
And honestly, just need to say this quickly
because this is so much fun,
599
00:48:11,800 --> 00:48:17,100
but like I have been dreaming for this like when I
started doing these things,
600
00:48:17,100 --> 00:48:20,200
like none of the technology was this far.
601
00:48:20,600 --> 00:48:28,400
So like I have been dreaming of sitting on my
computer copy-pasting emissive light
602
00:48:28,400 --> 00:48:33,200
shapes and getting the lighting from them to
actually do something like this has.
603
00:48:33,800 --> 00:48:38,700
This is just like to me just like wow like this is
Amazing.
604
00:48:39,800 --> 00:48:40,900
Absolutely love it.
605
00:48:41,300 --> 00:48:43,200
So again,
606
00:48:43,400 --> 00:48:48,900
there's this weird thing when we look here where
we can like why is there so much light here,
607
00:48:48,900 --> 00:48:52,700
right? Like where is the proper Shadow from
these things?
608
00:48:52,700 --> 00:48:55,500
And why why is it so bright inside here?
609
00:48:56,600 --> 00:49:02,700
And one of the things that we can do is we can
go in Lumen Lumen scene.
610
00:49:03,800 --> 00:49:04,700
And oh
611
00:49:06,100 --> 00:49:10,100
oh we just suddenly see that.
612
00:49:11,000 --> 00:49:13,200
The whole thing is not really there.
613
00:49:14,700 --> 00:49:17,800
So what what is happening here, right?
614
00:49:19,300 --> 00:49:23,300
And let's try to find out what is happening here.
615
00:49:24,400 --> 00:49:27,100
Which one are we going? Let's start with this
one here.
616
00:49:27,800 --> 00:49:28,900
So if I open it,
617
00:49:31,100 --> 00:49:32,400
what is the culprit here?
618
00:49:33,300 --> 00:49:35,000
And I start with this one first.
619
00:49:35,000 --> 00:49:35,600
Usually
620
00:49:37,400 --> 00:49:41,400
And it's this one so we can see distance field.
Resolution scale was set to zero.
621
00:49:41,800 --> 00:49:47,500
And as we've learned in the render scene for
portfolio purposes with the floor.
622
00:49:47,900 --> 00:49:54,400
This is how we can actually disable an object to
be seen by lumens lighting calculations
623
00:49:54,400 --> 00:49:59,400
or distance field, lighting General. So now that I
did this and said apply,
624
00:50:00,000 --> 00:50:01,000
This is what we're getting.
625
00:50:01,800 --> 00:50:05,400
So I assume we should do the same thing with
the rest here too.
626
00:50:06,700 --> 00:50:09,300
Just going to do this quickly off screen here.
627
00:50:12,200 --> 00:50:13,300
Apply.
628
00:50:14,700 --> 00:50:17,300
And are they all separate?
629
00:50:18,600 --> 00:50:19,200
Let's see.
630
00:50:25,200 --> 00:50:27,300
All right, that did a little bit here.
631
00:50:28,800 --> 00:50:30,700
Let's look what we have over here.
632
00:50:45,400 --> 00:50:46,600
So, that looks good.
633
00:50:49,200 --> 00:50:50,500
and now,
634
00:50:51,600 --> 00:50:55,500
we do have a lot more occlusion here,
635
00:50:55,500 --> 00:50:59,200
so we still get this and I kind of makes sense to
a certain
636
00:50:59,200 --> 00:51:02,600
degree because It's like the light like going like
this,
637
00:51:02,700 --> 00:51:04,700
so it's still gonna kind of hit it,
638
00:51:05,400 --> 00:51:08,700
but for example, I think I'm not super happy with
this guy here.
639
00:51:10,000 --> 00:51:14,400
So what I'm going to do is just going to bump
the resolution to too.
640
00:51:17,400 --> 00:51:21,700
And we're starting to get somewhere going to.
641
00:51:23,000 --> 00:51:24,400
Bump it to 3.
642
00:51:30,400 --> 00:51:32,000
All right. I like this a lot more.
643
00:51:32,400 --> 00:51:33,900
So what's with this table here?
644
00:51:37,100 --> 00:51:39,500
On a bump this 123 as well.
645
00:51:40,000 --> 00:51:43,100
And this is also like just a good thing to do in
general.
646
00:51:43,100 --> 00:51:45,700
It's like when you have all these objects just like
do
647
00:51:45,700 --> 00:51:48,400
a little bit of a sanity check on the resolutions.
648
00:51:50,600 --> 00:51:55,900
To make sure that they're properly reflected in
the Lumen calculations.
649
00:51:56,400 --> 00:51:59,600
Now we got this good stuff here.
650
00:52:03,000 --> 00:52:07,100
We could potentially increase the sign as well
just
651
00:52:07,100 --> 00:52:10,200
to make sure that it has better data to work with.
652
00:52:11,100 --> 00:52:15,800
So I'm just going to do the 3 as well here in
resolution.
653
00:52:22,300 --> 00:52:24,000
This is more accurate,
654
00:52:24,500 --> 00:52:25,600
good stuff.
655
00:52:29,100 --> 00:52:31,500
And then we can also see that there's a lot of like
the
656
00:52:31,500 --> 00:52:35,100
small stuff here that is not really represented.
657
00:52:36,600 --> 00:52:43,200
Like this stuff here and there can be like a lot of
reasons for that.
658
00:52:45,600 --> 00:52:51,200
It could be that it's the size of the object. So if
we look here and it's not visible anywhere,
659
00:52:51,200 --> 00:52:55,000
it's not visible. In the Lumen seen the reflection
view, the surface cash.
660
00:52:55,400 --> 00:52:58,000
It is just not there.
661
00:53:00,000 --> 00:53:01,000
and again,
662
00:53:01,100 --> 00:53:02,300
this might be
663
00:53:05,000 --> 00:53:10,200
due to some of the settings that we actually
have.
664
00:53:11,500 --> 00:53:12,200
In here.
665
00:53:14,100 --> 00:53:14,800
so,
666
00:53:15,700 --> 00:53:18,300
if I go into Lumen overview,
667
00:53:20,300 --> 00:53:21,600
we can see that,
668
00:53:21,600 --> 00:53:27,300
like we can increase the detail for the Lumen
scene and now the small stuff started appearing,
669
00:53:27,300 --> 00:53:34,500
right? So you can see how it really just starts
having more of the objects, reflect a properly.
670
00:53:36,500 --> 00:53:39,600
And we can also increase the final gather,
671
00:53:39,900 --> 00:53:46,200
which in theory should make it less flickering,
but like, you never know.
672
00:53:46,400 --> 00:53:48,600
Sometimes it does. Sometimes it doesn't.
673
00:53:49,600 --> 00:53:53,200
And also one thing is now my performance is
actually quite a bit
674
00:53:53,200 --> 00:53:58,000
worse because also of me switching the screen
percentage.
675
00:53:58,200 --> 00:53:59,800
So for now, I'm going to do this.
676
00:54:02,500 --> 00:54:04,100
and overall,
677
00:54:04,300 --> 00:54:04,900
like,
678
00:54:07,600 --> 00:54:08,200
We'll see.
679
00:54:09,500 --> 00:54:10,600
How we go with this?
680
00:54:12,400 --> 00:54:17,700
So now we do have stuff here. That looks a lot
better than it did before.
681
00:54:19,800 --> 00:54:21,200
And we're getting somewhere,
682
00:54:21,300 --> 00:54:22,700
really nice.
683
00:54:25,200 --> 00:54:26,300
With this interior.
684
00:54:26,900 --> 00:54:31,400
So let's call it done for now.
685
00:54:32,400 --> 00:54:38,600
Let's make one last thing. So we have something
nice to look at before we call it off.
686
00:54:40,000 --> 00:54:42,300
Because it's just always so much fun.
687
00:54:54,600 --> 00:54:59,200
I mean, we can already imagine how we could do
some cool stuff if this was glowing nicer.
688
00:55:14,200 --> 00:55:16,700
Let's go somewhere where there's actually
something on the table.
689
00:55:44,400 --> 00:55:46,700
So you know nothing.
690
00:55:46,700 --> 00:55:48,200
Nothing too fancy but like
691
00:55:49,400 --> 00:55:50,000
You see?
692
00:55:50,900 --> 00:55:52,400
We can do some pretty.
693
00:55:53,900 --> 00:55:55,400
Pretty cool stuff already here.
694
00:55:56,000 --> 00:55:57,500
So again,
695
00:55:58,500 --> 00:56:01,100
I think we did Well with this so far.
696
00:56:01,800 --> 00:56:02,500
So54360
Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.