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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:01,200 --> 00:00:02,000 All right, 2 00:00:02,100 --> 00:00:08,600 here we are now with the first lesson where are we going to have a look at the absolute Basics? 3 00:00:09,000 --> 00:00:15,700 And but please really like take this in because I know it always sounds so boring but these 4 00:00:15,700 --> 00:00:22,500 fundamentals will elevate your work because it is really about understanding 5 00:00:22,500 --> 00:00:29,100 a lot of these Core Concepts to To like a high level, right? So, 6 00:00:29,100 --> 00:00:32,900 so you can you can actually really understand what's going on. 7 00:00:33,400 --> 00:00:37,100 So, even if it may seem boring at first, like, 8 00:00:37,300 --> 00:00:38,800 give this stuff A shot, it's, 9 00:00:39,000 --> 00:00:40,600 it's good information, 10 00:00:41,500 --> 00:00:43,800 but before we jump into anything, 11 00:00:45,200 --> 00:00:48,400 there's a bunch of things so that we need to set. 12 00:00:50,900 --> 00:00:53,200 Usually, when you start unreal 5, 13 00:00:54,000 --> 00:00:57,000 it should automatically already run in DirectX, 14 00:00:57,000 --> 00:01:02,400 12 mode and like Lumen should be the default lighting solution. 15 00:01:03,000 --> 00:01:03,700 So, 16 00:01:04,800 --> 00:01:08,100 We can just go into the project settings, under the rendering Tab, 17 00:01:08,400 --> 00:01:14,700 and we can just make sure that everything is there in a correct way. 18 00:01:16,800 --> 00:01:18,700 So we can see here, our Dynamic, 19 00:01:18,700 --> 00:01:23,400 Global illumination method is set to Lumen perfect reflection set to Lumen perfect. 20 00:01:25,400 --> 00:01:32,100 I don't have Hardware Ray tracing turned on for Lumen because it was completely 21 00:01:32,100 --> 00:01:36,300 busting my performance hardcore in the, in the outdoor levels. 22 00:01:36,600 --> 00:01:38,300 So we'll see how we go with that. 23 00:01:38,800 --> 00:01:42,500 I do keep the software Ray tracing in detail, 24 00:01:42,500 --> 00:01:43,200 tracing 25 00:01:46,000 --> 00:01:48,800 So what that means is and I'll show these things. 26 00:01:48,800 --> 00:01:55,600 Also later on is that Lumen uses simplified objects to trace the, 27 00:01:55,600 --> 00:02:00,400 the lighting calculation against they're called distance field measures, 28 00:02:00,400 --> 00:02:08,900 basically and their every object has a representation of that simplified thing and that 29 00:02:08,900 --> 00:02:15,700 one. Then like basically loves down into like a world representation and the world. 30 00:02:15,800 --> 00:02:21,200 Haitian is a lot more low risk than the object representation. 31 00:02:21,500 --> 00:02:26,300 And when you switch this to Global tracing, it will basically use the low-res version. 32 00:02:26,300 --> 00:02:32,900 And when you have that on detail tracing it will do way more accurate calculations so to speak. 33 00:02:35,900 --> 00:02:38,100 And for now we're going to leave it at this. 34 00:02:38,700 --> 00:02:44,300 And so it may actually be that per default. The shadow map is the shadow map, 35 00:02:46,000 --> 00:02:49,000 but we're going to do is we're going to use the virtual Shadow maps 36 00:02:49,300 --> 00:02:53,000 and I will explain what all that stuff is. So, no worries here. 37 00:02:53,400 --> 00:02:59,700 I do have support Hardware, Ray tracing turned on and that means that I can decide. 38 00:03:00,000 --> 00:03:04,900 Our object or light source. If I actually want to use any rate tracing features. 39 00:03:05,700 --> 00:03:11,300 And this will come in handy at some point, which is why I have it turned on. 40 00:03:11,500 --> 00:03:12,600 And these ones here, 41 00:03:12,600 --> 00:03:16,600 they're all turned off because those are the settings that I kind of want to tweak. 42 00:03:16,600 --> 00:03:20,400 If I want them to, I don't want this to just like generally be there. 43 00:03:20,900 --> 00:03:21,600 All right. 44 00:03:23,900 --> 00:03:27,000 So one important thing, 45 00:03:27,300 --> 00:03:31,800 when we go down here, we have some default settings, for our post-process volume. 46 00:03:33,200 --> 00:03:36,300 And here this value the auto exposure bias. 47 00:03:37,500 --> 00:03:40,400 We going to set this to 0. 48 00:03:44,400 --> 00:03:49,300 And that is all going to make a lot more sense later on. But trust me on this, 49 00:03:50,300 --> 00:03:54,800 we set it to 0 and then so here's the thing. 50 00:03:56,500 --> 00:04:00,300 Unreal uses a sort of like a camera exposure system. 51 00:04:01,100 --> 00:04:06,500 And one important thing to understand about lighting is that 52 00:04:08,600 --> 00:04:14,000 Potential. Like basically saying like everything is kind of relative. 53 00:04:15,300 --> 00:04:16,200 So, 54 00:04:16,300 --> 00:04:22,700 like the the values of the lights that we use inside our viewport, 55 00:04:23,400 --> 00:04:27,400 they are relative based on what the camera exposure is, 56 00:04:28,000 --> 00:04:32,300 so we can basically have a light that has an intensity of 5. 57 00:04:33,400 --> 00:04:34,800 And we can make it look. 58 00:04:35,900 --> 00:04:42,100 A certain way and then we can have a light that has the intensity of 5,000 and we can make it 59 00:04:42,100 --> 00:04:45,500 look exactly the same as the light that has the intensity of 60 00:04:45,500 --> 00:04:50,000 five not next to each other but like exclusively, basically. 61 00:04:50,300 --> 00:04:53,600 Because all these values are relative to one another, 62 00:04:55,200 --> 00:05:01,100 So per default, unreal basically uses like arbitrary values, 63 00:05:01,500 --> 00:05:02,000 right? 64 00:05:02,400 --> 00:05:05,400 And you may have seen a lot of videos where like 65 00:05:05,800 --> 00:05:09,400 someone sets the exposure to like one and one, 66 00:05:09,500 --> 00:05:12,000 and locks it in and then just does the lighting like that. 67 00:05:12,300 --> 00:05:13,900 And that is one way of doing it. 68 00:05:14,400 --> 00:05:15,000 However, 69 00:05:15,000 --> 00:05:22,100 I'm a very huge fan of using something that is called physical values and physical values. 70 00:05:22,900 --> 00:05:28,800 Means that we can actually feed in values to our light sources 71 00:05:28,800 --> 00:05:31,800 that are based on what we can measure in the real world. 72 00:05:32,400 --> 00:05:39,300 So like if I'm just going to move this away here and I'm going to go to my light menu 73 00:05:39,300 --> 00:05:44,300 and I'm going to feed in a like directional light and this one is kind of like the song. 74 00:05:46,600 --> 00:05:50,800 So now we can see that we clearly see something, right? 75 00:05:51,800 --> 00:05:54,400 But this light has an intensity of 10 lakhs 76 00:05:56,000 --> 00:05:59,800 10 Lux is pretty much like nighttime. 77 00:06:00,000 --> 00:06:00,400 Fighting. 78 00:06:01,700 --> 00:06:04,400 On a very sunny day. 79 00:06:04,900 --> 00:06:11,200 The sun actually has an intensity between 85,000 and 120,000 Luxe. 80 00:06:12,200 --> 00:06:15,600 So the problem is that per default the exposure system, 81 00:06:15,600 --> 00:06:18,600 and unreal does not really work well with these values. 82 00:06:18,600 --> 00:06:21,300 So what we need to do is here in the search tab. 83 00:06:21,800 --> 00:06:22,300 We 84 00:06:23,400 --> 00:06:30,000 type looming men's and I've already checked this, so you find this thing here is called extent. 85 00:06:30,000 --> 00:06:33,200 Default luminance range And auto exposure settings. 86 00:06:34,100 --> 00:06:37,400 And again, I will explain this further down the line but like, 87 00:06:37,500 --> 00:06:43,700 you know, just hit this box and then we're actually good to go. 88 00:06:46,400 --> 00:06:46,900 Cool. 89 00:06:47,200 --> 00:06:48,700 So as you can see, 90 00:06:48,700 --> 00:06:53,300 we have our little scene here and it is absolutely completely dark or we 91 00:06:53,300 --> 00:06:56,700 can go to unlit and then we see that we actually have something here. 92 00:06:57,500 --> 00:07:02,300 So let's give this a first look here. 93 00:07:05,200 --> 00:07:06,100 so, first off, 94 00:07:06,800 --> 00:07:08,700 we have a pit light 95 00:07:10,100 --> 00:07:11,400 and as you can see, 96 00:07:13,100 --> 00:07:17,600 it is a light that emits into all different directions. 97 00:07:19,000 --> 00:07:22,100 And we obviously do have Flex of Shadow casting here. 98 00:07:24,200 --> 00:07:28,500 And actually, let me quickly bring up the the options again. 99 00:07:29,700 --> 00:07:33,100 Because we will need them so I can show you something down the line. 100 00:07:34,900 --> 00:07:42,100 So Point lights are something that is like quite often used. 101 00:07:43,000 --> 00:07:46,900 However one thing that everybody has to understand and that 102 00:07:46,900 --> 00:07:49,100 is again this comes from like a production point of view. 103 00:07:49,800 --> 00:07:54,500 If you have a shadow on your point light it's actually going to be very very expensive. 104 00:07:56,500 --> 00:08:04,600 Because the shadow that is being cast as a texture and it needs textures all around the light. 105 00:08:05,100 --> 00:08:09,900 So if I have like, a point light here and we're going to add, 106 00:08:10,200 --> 00:08:10,600 whoops, 107 00:08:11,000 --> 00:08:14,300 we're going to add a spotlight here. 108 00:08:14,800 --> 00:08:19,000 So you can see that the spotlight clearly has like a direction that it points towards 109 00:08:19,500 --> 00:08:23,400 Point lights are also. Sometimes called Omni directional, lights, and other tools. 110 00:08:23,700 --> 00:08:25,000 So we can see like here now, 111 00:08:25,200 --> 00:08:25,500 Now, 112 00:08:25,700 --> 00:08:28,200 this is very focused. 113 00:08:28,500 --> 00:08:29,200 So, 114 00:08:29,200 --> 00:08:29,700 like 115 00:08:31,000 --> 00:08:33,500 we have our shadow here from the, 116 00:08:33,600 --> 00:08:36,900 from the spotlight, and the shadow is just like cost in this direction. 117 00:08:37,799 --> 00:08:39,500 So however, 118 00:08:39,900 --> 00:08:40,799 now please, 119 00:08:42,500 --> 00:08:44,500 yeah, forgive me for my drawing skills. 120 00:08:44,700 --> 00:08:49,300 So the reason why Point lights with shadows are actually so 121 00:08:50,400 --> 00:08:57,200 expensive is because what happens is a light shadow gets 122 00:08:57,200 --> 00:09:03,400 calculated as if there is a Cube around the point light. 123 00:09:03,900 --> 00:09:05,800 So we have our beautiful Cube here. 124 00:09:07,100 --> 00:09:11,200 And the the point light is kind of like inside Here. And Now, 125 00:09:11,200 --> 00:09:15,200 imagine that on each sides of the cube, we have a spotlight. 126 00:09:15,200 --> 00:09:21,500 So one Spotlight phases in this direction. Once what light faces in the front Direction, 127 00:09:21,500 --> 00:09:26,700 once one plate goes down, one goes over here. And so basically, 128 00:09:26,700 --> 00:09:31,400 we have six spot lights that go in all these directions. 129 00:09:31,400 --> 00:09:37,000 And that is how the shadows for a point light are actually being calculated. So pointless. 130 00:09:37,100 --> 00:09:43,700 Light Shadows are as expensive as having 6 spotlights that also cast a shadow. 131 00:09:44,800 --> 00:09:52,900 Now, this is very important to understand because in most games or other like work, 132 00:09:52,900 --> 00:09:57,200 you will actually see Point lights being used without the Shadows. 133 00:09:58,900 --> 00:10:04,100 So you have to be very smart how you use them and quite often what is being done, 134 00:10:04,100 --> 00:10:06,900 is that point lights are being faked. 135 00:10:08,100 --> 00:10:08,700 Bye. 136 00:10:08,800 --> 00:10:14,700 Like, you know let's say you have a wall lamp and you want this wall lamp too. 137 00:10:16,000 --> 00:10:17,000 Cast Shadows. 138 00:10:17,300 --> 00:10:23,400 So what quite often happens is that people basically take a point light, 139 00:10:24,200 --> 00:10:29,000 rotate it downwards then they take the point light again 140 00:10:29,100 --> 00:10:32,500 and I'm duplicating this by holding alt and dragging it. 141 00:10:32,500 --> 00:10:36,100 So I get a second one and then it's just point out one upwards 142 00:10:36,700 --> 00:10:38,600 and then they put them kind of like together. 143 00:10:39,200 --> 00:10:45,100 And when you have these both lights selected you know they choose like a rather big angle. 144 00:10:45,300 --> 00:10:50,000 Kind of like this and that is quite often how you see Point light, 145 00:10:50,200 --> 00:10:55,100 sort of behavior being faked because it is still a lot cheaper. 146 00:10:56,700 --> 00:11:00,500 But in any case, so we have Point lights that we can use. 147 00:11:01,700 --> 00:11:03,400 We have spotlights that we can use. 148 00:11:04,200 --> 00:11:09,800 I will refer to these type alights as also local lights because these are lights 149 00:11:09,800 --> 00:11:14,300 that are that we place in the environment, right? That we that we use like, 150 00:11:14,300 --> 00:11:17,700 you know as a lamp fixture or stuff like that. 151 00:11:17,800 --> 00:11:19,600 So these are local lights. 152 00:11:21,200 --> 00:11:27,500 We also have a another type of Light which is the rectangular light. 153 00:11:28,100 --> 00:11:32,200 And this one is very interesting because when you look at the Point light, 154 00:11:32,900 --> 00:11:38,200 and if you see me just like putting it down here and 155 00:11:40,200 --> 00:11:47,600 actually, let's open up this material and I just have it here and we convert this into like, 156 00:11:47,600 --> 00:11:48,400 a parameter. 157 00:11:48,800 --> 00:11:52,600 This is my roughness because right now we don't really see the reflection 158 00:11:52,600 --> 00:11:57,900 of this but so like if I save this and I'll adjust the roughness of screen 159 00:11:59,400 --> 00:11:59,700 You will. 160 00:12:00,800 --> 00:12:03,600 That we start getting a reflection here. 161 00:12:04,100 --> 00:12:06,300 So, the thing is, in reality, 162 00:12:06,600 --> 00:12:08,400 there are no point lights, really? 163 00:12:08,700 --> 00:12:13,200 Because there is no infinitely, small light source, that just emits light. 164 00:12:13,500 --> 00:12:15,900 So, in reality, these lights, 165 00:12:16,000 --> 00:12:18,100 they always come from a certain shape. 166 00:12:18,500 --> 00:12:23,200 And we do use Point lights a lot for let's say, for example, a light bulb or something like that, 167 00:12:23,200 --> 00:12:23,600 right? 168 00:12:24,000 --> 00:12:27,800 But even a light bulb actually has a physical size. 169 00:12:28,500 --> 00:12:29,400 So the thing is, 170 00:12:30,500 --> 00:12:36,200 Evaluating lighting from a point is very efficient and very fast 171 00:12:36,700 --> 00:12:41,000 and it also is a more efficient for for shadow casting. 172 00:12:41,800 --> 00:12:45,800 But as soon as we bring this guy in, 173 00:12:46,100 --> 00:12:49,800 this is actually an area light, which is something very common. 174 00:12:49,800 --> 00:12:57,000 Like for example if you have a neon sign or your TV that is where light is emitted from an area. 175 00:12:57,700 --> 00:13:01,000 So you can see that when we increase This area, 176 00:13:01,300 --> 00:13:04,000 the same way our reflection increases right. 177 00:13:05,300 --> 00:13:11,000 So now let's have a look at something. If I okay, doesn't like that. 178 00:13:11,800 --> 00:13:13,200 So just going to turn these off. 179 00:13:14,200 --> 00:13:22,200 So usually when the bigger a light source gets the more soft the Shadows get 180 00:13:23,400 --> 00:13:26,900 so you can sort of see something like this here, 181 00:13:26,900 --> 00:13:29,500 but you can also see that is like glitching out of it. 182 00:13:30,900 --> 00:13:38,600 And the reason for that is that soft Shadows are again. Very expensive and in unreal 4. 183 00:13:40,700 --> 00:13:44,300 We don't have the virtual Shadow map. We have only the shadow map. 184 00:13:44,700 --> 00:13:48,800 And as you can see that this is the shadow that we usually get. 185 00:13:49,600 --> 00:13:53,600 So no matter how big that light source actually is, 186 00:13:53,800 --> 00:13:59,900 you can see that the shadow always stays sharp and that is not very realistic. 187 00:14:01,100 --> 00:14:07,600 So what unreal 5 now has is this beautiful thing called virtual Shadow map and a virtual Shadow 188 00:14:07,600 --> 00:14:15,400 map. It can sort of simulate that effects of of the softening from like, a bigger light source. 189 00:14:16,200 --> 00:14:19,500 So it kind of like can do that, 190 00:14:19,700 --> 00:14:23,100 but it has limits. So you can see that it feels glitchy here. 191 00:14:23,500 --> 00:14:27,000 This effect as what we actually call and refer to as penumbra. 192 00:14:27,000 --> 00:14:28,900 So that is the penumbra of The Shadow. 193 00:14:29,800 --> 00:14:33,300 And it's just like make stuff. Look more realistic, 194 00:14:33,400 --> 00:14:38,300 but again, it has limits. So you can see when I decrease the size of the light source, 195 00:14:38,800 --> 00:14:40,500 it actually becomes more accurate. 196 00:14:41,500 --> 00:14:48,000 And this whole thing is where ray-tracing actually starts to become a good thing. 197 00:14:49,200 --> 00:14:55,300 So if I go into these settings here, castrate traced shadows and I set this to enabled. 198 00:14:56,200 --> 00:14:59,800 Now you can see that we get like fully ray-traced soft. 199 00:15:00,000 --> 00:15:00,400 Else. 200 00:15:01,100 --> 00:15:03,500 So now, if I take this light, 201 00:15:05,000 --> 00:15:07,500 And I just make this like super big, 202 00:15:07,700 --> 00:15:12,000 you know, this is like a super big soft box lighting like, look at this. 203 00:15:12,400 --> 00:15:13,300 So this is like, 204 00:15:14,200 --> 00:15:16,900 this is super accurate. Now, how does shadow looks, 205 00:15:17,400 --> 00:15:25,100 but we cannot really do this with techniques that are based on texture maps for the Shadows, 206 00:15:25,100 --> 00:15:27,000 which the virtual Shadow map still is. 207 00:15:28,500 --> 00:15:30,900 But it does come in very very handy. 208 00:15:30,900 --> 00:15:36,600 To use the virtual Shadow map as long as we don't go too nuts with the size of our lights. 209 00:15:36,900 --> 00:15:40,800 And the virtual Shadow, map is actually really good for outdoor lighting as well. 210 00:15:41,900 --> 00:15:47,800 So another interesting thing with these like local lights is is that 211 00:15:49,100 --> 00:15:54,800 We can actually tell these two lights here also, to be sort of like an area light. 212 00:15:55,500 --> 00:16:02,900 So if I turn this one off and I go back in here and I do affect world, 213 00:16:03,100 --> 00:16:07,800 I'm going to turn on the shadows for now just because we can see it better that way. 214 00:16:08,400 --> 00:16:12,700 So the cool thing is that we have here, we have a source radius, 215 00:16:13,400 --> 00:16:18,200 Let's ignore the soft. So this radius for now because that one is basically something. 216 00:16:18,300 --> 00:16:23,900 Going to fake certain things and we have a source length. So, the source radius, 217 00:16:23,900 --> 00:16:28,000 basically just turns this point, light and let's have a look at the reflection to, 218 00:16:28,000 --> 00:16:34,500 and basically turns the point light into like a ball. So it's like a like, a glowy ball now. 219 00:16:34,500 --> 00:16:37,600 And you can see how the Shadows actually soften the bigger, 220 00:16:37,600 --> 00:16:42,800 the light source gets which is again, very, very accurate. So, 221 00:16:42,800 --> 00:16:45,600 if we would like to do a neon tube light, 222 00:16:45,600 --> 00:16:50,800 what we would have to do is we would have to Is Balsam Sighs and now let's let's make like a 223 00:16:50,800 --> 00:16:58,700 super big tube and if we done basically crank the sole source length and I don't know why 224 00:16:58,700 --> 00:17:04,000 / default is rotated like that. It's just kind of seems like a little bit like I don't know, 225 00:17:04,000 --> 00:17:08,400 I think you would want it like this so you can see now that if I give 226 00:17:08,400 --> 00:17:12,300 this like a thickness of maybe five and and just crank this. 227 00:17:12,500 --> 00:17:16,000 So now we have a really nice neon tube light 228 00:17:18,099 --> 00:17:24,000 And the same thing can be done for this one and the good thing is we 229 00:17:24,000 --> 00:17:29,700 also have a source length here because remember when I said that 230 00:17:30,800 --> 00:17:34,100 point lights are really expensive especially when they cast Shadows. 231 00:17:34,400 --> 00:17:38,000 So if you want to have a ceiling lamp where you have 232 00:17:40,000 --> 00:17:42,600 where you have like a ceiling 233 00:17:44,200 --> 00:17:45,700 light tube light, 234 00:17:47,700 --> 00:17:50,600 we can actually take this one. 235 00:17:53,000 --> 00:17:54,500 And it can have shadows. 236 00:17:55,800 --> 00:17:57,600 and then we can just like really 237 00:18:00,200 --> 00:18:02,900 I was tweaking the software has radius, get me sometimes. 238 00:18:03,100 --> 00:18:07,700 Sometimes he settings are a bit confusing but so we can do this and then we can do this. 239 00:18:08,300 --> 00:18:11,200 So now we can basically get our neon tube light, 240 00:18:12,200 --> 00:18:15,300 but we only cast Shadows downwards, 241 00:18:15,800 --> 00:18:19,400 which makes this like, we get the nice specular that looks proper. 242 00:18:20,200 --> 00:18:26,900 We get a good distribution for the lighting and and we still get rather efficient Shadows. 243 00:18:27,900 --> 00:18:32,100 So these are the basic light types that we can use. 244 00:18:32,500 --> 00:18:35,200 And one important thing to know is up here, 245 00:18:35,200 --> 00:18:40,600 we have this Mobility thing and we can do static stationary and movable. 246 00:18:41,400 --> 00:18:48,100 So since we're going to be using Lumen for for all of the stuff that we're going to do now. 247 00:18:50,000 --> 00:18:52,600 Only movable Works actually. 248 00:18:52,600 --> 00:18:55,700 I mean like this the light still kind of works when it's 249 00:18:55,700 --> 00:18:59,500 not movable but when we do like Shadow casting. 250 00:19:00,500 --> 00:19:04,000 We potentially get like some text in the shadows that says preview. 251 00:19:04,600 --> 00:19:05,900 So the thing is this 252 00:19:08,400 --> 00:19:13,000 moveable lights are fully Dynamic and Lumen is a fully Dynamic, 253 00:19:13,000 --> 00:19:17,100 lighting solution so it makes sense to use the lights as movable 254 00:19:18,400 --> 00:19:22,400 Stationary and static is used when you want to bake your lighting, 255 00:19:22,500 --> 00:19:27,600 which is then basically a static lighting that cannot like change at runtime. 256 00:19:27,700 --> 00:19:31,900 And if I would bake this lighting now and I would move the cube, 257 00:19:31,900 --> 00:19:34,500 the shadow of the cube would just stay there because 258 00:19:34,500 --> 00:19:37,100 it's baked into a texture that is on the object. 259 00:19:37,700 --> 00:19:41,400 And we're not really concerned with these two light types. 260 00:19:41,800 --> 00:19:46,000 And again, it's like a little bit interesting that when you drag the lights in per default, 261 00:19:46,000 --> 00:19:47,500 they're always on stationary. 262 00:19:47,800 --> 00:19:52,900 But Like really important that you make sure that you just like switch them 263 00:19:52,900 --> 00:19:56,800 all to movable because that is just what we're going to be using. 264 00:19:57,900 --> 00:19:58,500 So 265 00:19:59,600 --> 00:20:03,300 before we look at the other light types, 266 00:20:03,700 --> 00:20:05,500 one of the key Concepts about lighting, 267 00:20:05,500 --> 00:20:09,300 that is very important to to understand is actually the difference 268 00:20:09,300 --> 00:20:11,800 between direct lighting and indirect lighting. 269 00:20:13,100 --> 00:20:18,200 And for this, I am gonna use my Advanced drawing skills again. 270 00:20:19,500 --> 00:20:20,000 so, 271 00:20:21,300 --> 00:20:22,700 when we have 272 00:20:25,900 --> 00:20:27,900 A ground thing here, for example. 273 00:20:28,700 --> 00:20:35,500 And we do have a little ball here, very beautiful ball. 274 00:20:35,500 --> 00:20:45,000 So what we refer to as direct lighting and a video game engine is basically let's say I have 275 00:20:45,000 --> 00:20:48,500 my light source here. It's a spotlight, okay? So it's kind of like pointed like this. 276 00:20:48,500 --> 00:20:59,900 So the direct lighting is what we mean by the ray of light. That is the first Ray of Light. That is. 277 00:21:00,300 --> 00:21:04,600 Shot and there's many of these writers like because like there's going to be a lot of these 278 00:21:04,600 --> 00:21:08,500 race but like every raid that is the one that comes 279 00:21:08,500 --> 00:21:10,900 from the light source and then hits the surface. 280 00:21:11,300 --> 00:21:15,900 That is the first ray of light and that one is the direct light. 281 00:21:17,000 --> 00:21:22,800 And this one is the cheapest to compute So, 282 00:21:22,900 --> 00:21:27,000 that one is actually the reason that if 283 00:21:28,800 --> 00:21:29,600 I'm going to do. 284 00:21:31,100 --> 00:21:33,200 Let's get a let's get 285 00:21:35,300 --> 00:21:37,800 some things going here. So I can illustrate this better. 286 00:21:39,000 --> 00:21:41,100 I'm going to take a post-process volume here, 287 00:21:41,100 --> 00:21:43,600 just now and 288 00:21:45,100 --> 00:21:50,800 Down here where we have the global illumination method. 289 00:21:50,800 --> 00:21:54,200 I'm just going to set non for now. 290 00:21:55,300 --> 00:21:59,800 And what I'm also going to do is I'm going to go to my content browser. 291 00:22:00,000 --> 00:22:02,900 And in the settings you can say 292 00:22:06,300 --> 00:22:07,600 Show engine content. 293 00:22:07,700 --> 00:22:09,500 And then you get like this folder here. 294 00:22:09,800 --> 00:22:12,200 And then when you just type in sphere, 295 00:22:13,200 --> 00:22:17,700 we can get the editors fear here. 296 00:22:19,700 --> 00:22:26,300 So let's just do take this guy and then we gonna get the material from 297 00:22:26,300 --> 00:22:31,300 the cube and we just like gonna throw it onto the sphere as well. 298 00:22:34,700 --> 00:22:35,200 so, 299 00:22:38,300 --> 00:22:39,900 And now let's let's 300 00:22:41,300 --> 00:22:47,700 illustrate this quickly because I think it's just like makes it a lot easier to understand. 301 00:22:48,100 --> 00:22:50,700 So I'm just going to revert all this. 302 00:22:52,300 --> 00:22:53,700 I'm gonna put my light here. 303 00:22:54,500 --> 00:22:56,000 I'm going to do like this. 304 00:22:56,700 --> 00:22:57,300 Also, 305 00:22:58,600 --> 00:23:03,700 I will bump the roughness back up to one so bit easier to see. 306 00:23:06,600 --> 00:23:07,200 so, 307 00:23:07,900 --> 00:23:08,300 when 308 00:23:09,700 --> 00:23:10,600 I hit this, 309 00:23:12,600 --> 00:23:16,400 You can see that there is basically. 310 00:23:17,800 --> 00:23:24,300 No like like lighting that like basically everything that is hit by the first Ray 311 00:23:24,300 --> 00:23:30,600 receives lighting but everything else is is pitch black so to speak. 312 00:23:32,500 --> 00:23:37,900 And that is because we don't actually have indirect lighting and indirect 313 00:23:37,900 --> 00:23:40,800 lighting is what happens when light bounces off the surface. 314 00:23:41,100 --> 00:23:44,900 So it's basically the secondary rated bounces off from the surface 315 00:23:44,900 --> 00:23:47,900 and hits this surface and then bounces back to the surface again. 316 00:23:48,400 --> 00:23:54,100 And it just basically creates all these bounces into many different directions. 317 00:23:54,700 --> 00:23:55,300 All right? 318 00:23:55,900 --> 00:23:57,400 And at that is, 319 00:23:57,500 --> 00:23:59,800 what gives like indirect color to, 320 00:24:00,000 --> 00:24:03,300 uh, Sex. Like let's say, for example, if this floor would be read, 321 00:24:03,700 --> 00:24:05,400 once the light hits the floor, 322 00:24:05,800 --> 00:24:09,800 then the bounce sliding or the indirect lighting would 323 00:24:09,800 --> 00:24:12,800 become red and it would put red onto the sphere. 324 00:24:13,600 --> 00:24:17,500 So this is what we call indirect lighting and 325 00:24:18,700 --> 00:24:23,200 it is one of the most expensive things to calculate and thank God, 326 00:24:23,200 --> 00:24:30,400 we have unreal 5 now because here, we actually have Lumen and it actually didn't really Elise, 327 00:24:30,400 --> 00:24:31,600 which anything, 328 00:24:31,700 --> 00:24:33,900 which is absolutely fantastic. 329 00:24:34,300 --> 00:24:39,500 Because I was trying to prove a point, and I was already seeing that, there's some values here. 330 00:24:39,800 --> 00:24:42,600 So, like we can actually see that there already is Bounce lighting, 331 00:24:43,200 --> 00:24:45,800 but it would basically be completely pitch black. 332 00:24:46,200 --> 00:24:47,400 I thought we could do that. 333 00:24:51,800 --> 00:24:52,300 Well, 334 00:24:52,600 --> 00:24:53,500 it is what it is. 335 00:24:53,800 --> 00:24:54,900 It doesn't really switch. 336 00:24:56,700 --> 00:25:02,100 So like if I would go in now and take this material that I have 337 00:25:02,100 --> 00:25:06,100 here and let's say we just like duplicate it and call it 338 00:25:09,000 --> 00:25:09,600 red 339 00:25:11,300 --> 00:25:12,500 and we go in here. 340 00:25:12,500 --> 00:25:15,400 We delete this guy right click 341 00:25:17,100 --> 00:25:22,700 let's just we hold the three and click this so we get a color and if we right-click it and we say 342 00:25:22,700 --> 00:25:28,800 convert to parameter and we just call it color And the reason why I'm making a parameter is 343 00:25:29,200 --> 00:25:32,000 so I don't have to like recompile the Shader all the time but I can 344 00:25:32,000 --> 00:25:34,800 just like tweak the color and it just automatically updates. 345 00:25:35,700 --> 00:25:38,300 So I'm going to browse this material 346 00:25:40,700 --> 00:25:46,900 Too many windows and I'll just drag this onto the floor and now what 347 00:25:46,900 --> 00:25:50,400 I'm going to do is it's going to be off screen, so sorry for that. 348 00:25:51,600 --> 00:25:53,400 I'm just going to make this like super red, 349 00:25:53,700 --> 00:25:58,500 and now, you can see how the lighting actually bounces off to the sphere. 350 00:26:01,300 --> 00:26:03,000 So that is the indirect lighting. 351 00:26:03,000 --> 00:26:08,900 And luckily we have now technique called Lumen which basically calculates this indirect 352 00:26:08,900 --> 00:26:15,900 lighting for us which is very very nice because things look just so much better and More Alive. 353 00:26:17,400 --> 00:26:21,800 We'll go later into this. But at the same time, this very accurate bounce. 354 00:26:21,800 --> 00:26:25,500 Lighting simulation is also very important because we need to 355 00:26:25,500 --> 00:26:30,300 choose our colors wisely for the objects because it can be, 356 00:26:31,000 --> 00:26:36,100 you know, there's unrealistic values. Things can be too dark or too bright or too saturated, 357 00:26:36,900 --> 00:26:39,300 so that is something to keep in mind. 358 00:26:40,600 --> 00:26:45,800 So now this is all for like localized lighting, right? 359 00:26:46,200 --> 00:26:47,800 So, but when we have, 360 00:26:47,900 --> 00:26:50,000 let's say a sunlight 361 00:26:51,500 --> 00:26:52,400 Things change a bit. 362 00:26:52,600 --> 00:26:59,400 So this is the directional light here and now you can see it. Basically, 363 00:26:59,400 --> 00:27:01,700 it comes Just from One Direction, 364 00:27:02,000 --> 00:27:06,100 but it doesn't have like the things that like the spotlight has 365 00:27:07,200 --> 00:27:11,200 with, like the cone and also, the shadow doesn't feather the same way. 366 00:27:11,500 --> 00:27:13,500 And the reason for that is, is the, 367 00:27:13,600 --> 00:27:17,200 the sunlight is something that we call like a parallel light. 368 00:27:19,000 --> 00:27:25,200 And that means that the race from the sunlight are not emitted. Like like this, for example, 369 00:27:25,200 --> 00:27:26,400 like from a spotlight, 370 00:27:26,900 --> 00:27:30,900 but the race from the sunlight they are actually emitted 371 00:27:32,000 --> 00:27:32,600 parallel. 372 00:27:33,900 --> 00:27:40,800 So they all come parallel and the reason for that is is even though we have the source as the sun, 373 00:27:40,800 --> 00:27:46,200 it is just so far away that we don't get this Feathering effect anymore. 374 00:27:46,200 --> 00:27:48,000 So we call it a parallel light. 375 00:27:49,300 --> 00:27:55,300 And it just like works when we drag it in and it just hits everything like this, 376 00:27:55,500 --> 00:27:59,700 it doesn't have like a distance or anything like that, 377 00:28:00,400 --> 00:28:01,600 it's just here. 378 00:28:02,600 --> 00:28:09,300 So when we look at this we can see that like hey we do actually get a little bit of like red bounce, 379 00:28:09,300 --> 00:28:09,800 lighting. 380 00:28:10,300 --> 00:28:17,100 But the thing is that is usually not enough for when we just look at what happens in reality. 381 00:28:18,000 --> 00:28:21,700 And there's there's a Our lighting like stuff is not like 382 00:28:21,700 --> 00:28:25,000 this dark in real life on where the sun doesn't hit it. 383 00:28:25,800 --> 00:28:33,900 And that is because we have one of the most important light sources which will also be one 384 00:28:33,900 --> 00:28:39,600 of the most important light sources for for our work here in unreal and in like video games, 385 00:28:39,600 --> 00:28:48,900 I like Lighting in general and that is the sky and the sky is absolutely fantastic. 386 00:28:49,000 --> 00:28:51,400 And because what this guy does is, 387 00:28:51,800 --> 00:28:52,900 let's do this again. 388 00:28:53,000 --> 00:28:56,700 So, here we have our little sphere and the sky, 389 00:28:57,000 --> 00:28:59,700 is what we call a hemispherical light, 390 00:29:00,300 --> 00:29:04,100 because it's basically simplified, 391 00:29:04,300 --> 00:29:07,300 we have the sky around us. 392 00:29:08,400 --> 00:29:15,800 So, what happens is, is that the sky shoots Rays from all these directions, 393 00:29:17,400 --> 00:29:22,500 So it is a super, super huge diffuse light. 394 00:29:23,000 --> 00:29:29,700 And by diffuse, I mean, is that like the Shadows that the light creates a very, very, very soft. 395 00:29:30,200 --> 00:29:33,100 So like if you go out on a cloudy day, 396 00:29:33,600 --> 00:29:35,100 you have no sunlight. 397 00:29:35,400 --> 00:29:38,900 You'll see that all the objects. They do get like, you know, 398 00:29:38,900 --> 00:29:45,200 this like very subtle shadowing underneath them because the Skylight 399 00:29:45,200 --> 00:29:48,700 doesn't hit there but everything It's kind of like lit evenly, 400 00:29:49,100 --> 00:29:53,100 which is why people that do a lot of photo scanning for assets and stuff like that. 401 00:29:53,100 --> 00:29:57,300 They tell you like go out on a cloudy day when you won a photoscan rocks 402 00:29:57,300 --> 00:30:01,000 or trees or stuff like that because the lighting Is going to be very, 403 00:30:01,000 --> 00:30:07,500 very soft and what we call non-directional because it comes from all these signs. 404 00:30:08,100 --> 00:30:11,000 Now, the thing is also that when you look at the exterior, 405 00:30:12,300 --> 00:30:16,600 If you're not like in the middle of New York and you just look at another house, 406 00:30:17,200 --> 00:30:24,500 the the sky is also one of the things that is almost always kind of 50% of what you see. 407 00:30:26,200 --> 00:30:29,700 Or, I mean, like, you know, if you're like very depressed and you just look down all day, 408 00:30:29,700 --> 00:30:31,100 then you may not see this guy, 409 00:30:31,300 --> 00:30:36,200 but like, generally speaking, right? When you look at like forward, the horizon line, 410 00:30:36,200 --> 00:30:37,800 when you walk like the sky is always, 411 00:30:37,800 --> 00:30:45,200 there is very prominent and the sky has a huge dynamic range of lighting intensities, 412 00:30:45,600 --> 00:30:47,900 and it creates just crazy colors. 413 00:30:48,300 --> 00:30:54,800 So like sky is pretty much the most important light source in our world. 414 00:30:55,600 --> 00:30:59,800 So what we can do is we can go to the light step and we can actually 415 00:30:59,800 --> 00:31:05,100 add a skylight and the great thing is that nothing has happened. 416 00:31:05,800 --> 00:31:08,000 So why is that? Why is nothing happened. 417 00:31:08,400 --> 00:31:12,200 So the Skylight can do two different things. 418 00:31:13,300 --> 00:31:13,800 First of all, 419 00:31:13,800 --> 00:31:18,700 I'm going to set this to movable and I'm actually going to set this to movable to see even I forget 420 00:31:18,700 --> 00:31:24,900 this all the time because it's just kind of weird that it like just some stationery and yeah. 421 00:31:25,500 --> 00:31:28,400 so the Skylight can do two different things, 422 00:31:28,900 --> 00:31:36,600 it can either capture the sky that is around the level and use that as a light source for the seen 423 00:31:37,700 --> 00:31:40,800 sending raised exactly as described in this picture here, 424 00:31:41,900 --> 00:31:49,400 Or you can actually feed in a cube map that is going to be projected on a sphere, like, 425 00:31:49,400 --> 00:31:51,300 we don't see the sphere, but it's basically, 426 00:31:51,300 --> 00:31:55,100 the cube map is like spherically projected around 427 00:31:55,100 --> 00:31:57,800 the whole world and then used as lighting. 428 00:32:00,000 --> 00:32:05,600 So what we're going to do is we need to First create ourselves, 429 00:32:05,600 --> 00:32:09,100 a Skydome that the Skylight can sample. 430 00:32:10,100 --> 00:32:12,100 We will look at this one here, 431 00:32:12,100 --> 00:32:14,500 which is the specified Cube map where we can feed in 432 00:32:14,500 --> 00:32:17,500 the cube map here when we do the prop rendering. 433 00:32:17,800 --> 00:32:19,400 But generally speaking, 434 00:32:19,400 --> 00:32:25,000 I use the captured scene because I'm mostly working with like proper 435 00:32:25,000 --> 00:32:28,500 environments where I actually do want to have a sky as a backdrop. 436 00:32:30,300 --> 00:32:34,700 So what we're going to do is we're going to take this beautiful sphere here, 437 00:32:35,500 --> 00:32:36,600 I'm going to duplicate it. 438 00:32:38,300 --> 00:32:45,200 And now we're going to search for shadow and you can turn this off like this. 439 00:32:45,900 --> 00:32:47,900 So but I'm a little bit paranoid, 440 00:32:48,000 --> 00:32:52,200 I'll turn this one's off first and then this and the reason is 441 00:32:52,400 --> 00:32:55,600 I'm not sure if it's still a problem in unread 5 by had uh, 442 00:32:55,600 --> 00:32:59,400 some weird issues and unreal for where I was turning off the main switch. 443 00:33:00,100 --> 00:33:05,100 We're still on and I still got like some glitchy stuff with like some Shadows being cast. 444 00:33:07,800 --> 00:33:13,300 so what we're going to do is I have my need little lighting folder here, 445 00:33:14,500 --> 00:33:17,300 so we're going to create ourselves a Skydome material. 446 00:33:17,900 --> 00:33:20,900 So we just going to do em on the score Sky. 447 00:33:22,100 --> 00:33:27,500 Let's call it Master as well, because we may actually create instances and flip stuff around. 448 00:33:28,500 --> 00:33:33,600 So we open this guy and on the route. So if you don't see the route, 449 00:33:33,600 --> 00:33:36,700 you just click in empty space, or you click the route, 450 00:33:37,100 --> 00:33:38,400 we have a bunch of settings. 451 00:33:39,000 --> 00:33:43,300 And the first thing that we're going to do is we set this to unlit The next thing that we do is 452 00:33:43,300 --> 00:33:47,800 we're going to set this to two-sided because we actually will end up inside this sphere, 453 00:33:48,200 --> 00:33:51,000 and if we don't set it to two-sided, it will be invisible. 454 00:33:52,000 --> 00:33:56,200 So the next important thing is and this is one of the best 455 00:33:56,200 --> 00:33:59,600 tips I can give to anybody regarding lighting stuff. 456 00:34:00,300 --> 00:34:07,800 You always want the biggest collection that the world has to offer when it comes to Sky textures. 457 00:34:09,100 --> 00:34:09,900 Like seriously. 458 00:34:09,900 --> 00:34:14,000 Like this is just a fraction but like I have so many of these like 459 00:34:14,000 --> 00:34:16,699 images laying around because they're really important, 460 00:34:16,699 --> 00:34:19,400 and they're fun and their goods and you want them because 461 00:34:19,400 --> 00:34:21,600 they make things look good and they're awesome. 462 00:34:21,699 --> 00:34:27,600 Work with so you can you can honestly never have enough, HDR images, 463 00:34:28,500 --> 00:34:29,900 one important thing here. 464 00:34:30,100 --> 00:34:32,500 Usually when you download HDR images, 465 00:34:32,900 --> 00:34:36,900 they're mostly in the actual format which is dot HDR. 466 00:34:38,199 --> 00:34:47,900 Those ones are being considered as cubemap and they can be used for the Skylight to be fed 467 00:34:47,900 --> 00:34:55,000 into the specified cubemap thing and when you put them inside a Shader you need some 468 00:34:55,000 --> 00:34:58,700 projection math to make it appear correctly and you need 469 00:34:58,700 --> 00:35:01,900 some more math to be able to rotate this guy texture. 470 00:35:02,300 --> 00:35:07,800 I really dislike that workflow so I figured out at some point when you do just open. 471 00:35:07,900 --> 00:35:12,100 In the texture in Photoshop and you save it again as an exr. 472 00:35:12,700 --> 00:35:16,800 Once you drag this in and actually is a proper texture sample. 473 00:35:17,400 --> 00:35:20,300 And the reason why I'm using the editor sphere, 474 00:35:20,300 --> 00:35:25,400 as it has the perfect UV layout where that textured just maps onto perfectly. 475 00:35:26,300 --> 00:35:32,000 So I'm going to hold em and click, which creates this sweet little multiply. 476 00:35:32,000 --> 00:35:34,500 I'm going to connect this into emissive color. 477 00:35:35,400 --> 00:35:40,700 I actually got to go right click the texture sample and say convert to parameter as well. 478 00:35:40,900 --> 00:35:44,800 So we can change this Sky texture. 479 00:35:46,000 --> 00:35:50,800 And now I'm going to hold s which creates a scalar parameter 480 00:35:50,800 --> 00:35:54,500 for me and I'm going to call this brightness, 481 00:35:55,600 --> 00:35:56,100 bloop 482 00:35:57,400 --> 00:35:59,900 and we're going to feed this in and we're going to set the brightness. 483 00:36:00,000 --> 00:36:00,800 21. 484 00:36:01,000 --> 00:36:04,800 And now you can see, we perfectly have matched our Sky, 485 00:36:04,800 --> 00:36:07,700 Dome onto this going to hit save 486 00:36:09,800 --> 00:36:11,800 browse. So we have it, ready? 487 00:36:11,900 --> 00:36:15,500 And then we hit the sphere and we just put that guy on there. 488 00:36:16,500 --> 00:36:18,100 So now, 489 00:36:18,500 --> 00:36:19,500 interesting thing, 490 00:36:21,200 --> 00:36:25,900 The Skylight has this thing here which is called Sky distance threshold. 491 00:36:27,300 --> 00:36:29,600 And this value has caused confusion, 492 00:36:29,700 --> 00:36:31,200 too many people. I know. 493 00:36:31,500 --> 00:36:32,600 Because basically 494 00:36:34,300 --> 00:36:35,400 What happens is, 495 00:36:36,400 --> 00:36:40,100 let's assume that we have our Skylight here, okay? 496 00:36:40,600 --> 00:36:46,100 And the Skylight is going to look into all of these directions and then capture 497 00:36:46,100 --> 00:36:49,500 the image to create the lighting that will then be used on the dome. 498 00:36:49,600 --> 00:36:50,000 Right? 499 00:36:50,300 --> 00:36:55,400 So let's imagine that, we have like some mountains back here and then it goes like this. 500 00:36:55,400 --> 00:36:58,500 And like some more Mountains and then, like some trees, 501 00:36:59,000 --> 00:37:02,200 very beautiful trees here. I'm not going to make them green for you. 502 00:37:02,900 --> 00:37:07,600 And we obviously have our sphere. So, what happens is that the Skylight sees the tree. 503 00:37:07,600 --> 00:37:10,000 It sees the mountain, it sees the sphere, 504 00:37:10,100 --> 00:37:15,700 so it captures a lot of stuff in there that we may not actually want to have there. 505 00:37:17,800 --> 00:37:21,800 This becomes even more important when we actually going to use like a procedural Sky 506 00:37:21,800 --> 00:37:25,900 which were not doing right now. We'll get to that when we do the outdoor lighting, 507 00:37:27,500 --> 00:37:33,600 So what the the distance threshold is it basically says like ignore everything 508 00:37:33,600 --> 00:37:40,100 in a radius of 150,000 units and just capture everything behind it. 509 00:37:41,000 --> 00:37:47,000 So what that means is that you either need to have this fear bigger 510 00:37:47,500 --> 00:37:51,400 than this threshold or you need to lower the threshold. 511 00:37:51,500 --> 00:37:56,100 Otherwise, the Skylight won't actually see what is happening on your sky. 512 00:37:56,500 --> 00:37:58,000 So, what I I really do. 513 00:37:58,000 --> 00:38:01,600 I'm going to hit the lock on scale and I'll just type 15,000 514 00:38:03,500 --> 00:38:04,400 and there it is. 515 00:38:05,800 --> 00:38:11,700 And now if I go to my directional light and I do affect 516 00:38:11,700 --> 00:38:14,400 world so we can see nothing has really happened. 517 00:38:14,700 --> 00:38:17,700 And the reason for that is is because the Skylight does 518 00:38:17,700 --> 00:38:21,200 not automatically capture an update, every frame, 519 00:38:22,100 --> 00:38:25,200 you can do that. If you choose the real-time capture, 520 00:38:25,200 --> 00:38:31,800 but the real time captured does not consistently work with a static sky, like this, 521 00:38:32,100 --> 00:38:35,100 it works when we use the sky atmosphere system, 522 00:38:35,100 --> 00:38:38,700 which Is a simulation of an actual atmosphere. So, 523 00:38:38,700 --> 00:38:42,900 what we need to do is we need to either change a value on the Skylight. 524 00:38:42,900 --> 00:38:49,900 So it kind of like recaptures, we can hit effect world, and on off, and now, 525 00:38:49,900 --> 00:38:56,800 you can see something happened. We can scroll down and hit recapture or we can go to build, 526 00:38:56,800 --> 00:39:01,000 and we can say, build reflection captures that Does the same thing. 527 00:39:02,300 --> 00:39:08,800 So one thing that I also like to do for my Skylight is I like to increase the resolution to at 528 00:39:08,800 --> 00:39:16,100 least 512 because then it sees more details of like all these little things because like, 529 00:39:16,300 --> 00:39:18,100 if the resolution is too low, 530 00:39:18,300 --> 00:39:20,600 This Cloud might just be one pixel. 531 00:39:21,200 --> 00:39:24,700 But you can see that the cloud here is darker than it is here. 532 00:39:25,000 --> 00:39:27,700 And that is actually what I meant when I said before that, 533 00:39:27,700 --> 00:39:30,700 skies are so beautiful because they have all these different values. 534 00:39:30,900 --> 00:39:32,900 So if your Is too small. 535 00:39:33,200 --> 00:39:37,800 This whole thing may just be one pixel and then you don't actually get the difference between the 536 00:39:37,800 --> 00:39:42,400 brightness and you could also see that the lighting has changed a bit like 537 00:39:42,400 --> 00:39:49,000 if I go back to 128 and you can see it like let's make it like really bad. 538 00:39:50,500 --> 00:39:50,800 and, 539 00:39:54,300 --> 00:39:57,900 Well, this is actually great or not really seeing that much difference. 540 00:39:58,600 --> 00:39:59,300 Good stuff. 541 00:40:00,500 --> 00:40:03,600 But I guess that's also because of lumen because Lumen is 542 00:40:03,800 --> 00:40:07,400 real-time and Lumen is not as precise as static lighting. 543 00:40:07,700 --> 00:40:11,400 So like if you would do like some static light baking this resolution 544 00:40:11,400 --> 00:40:14,100 has actually quite a big impact on the quality. 545 00:40:14,700 --> 00:40:18,400 There you go, now you can see the bump like it just got like more accurate. 546 00:40:20,300 --> 00:40:22,900 So this is our Sky lighting and as you can see, 547 00:40:23,200 --> 00:40:26,400 really what, what I, what I said before, is happening right, 548 00:40:26,400 --> 00:40:29,000 where the lighting comes from the top and from the 549 00:40:29,000 --> 00:40:33,000 sides and the object just like slightly occludes, 550 00:40:33,200 --> 00:40:33,800 right? 551 00:40:34,100 --> 00:40:38,400 So like if I would just like duplicate this and 552 00:40:39,800 --> 00:40:40,500 Make it, 553 00:40:40,600 --> 00:40:41,800 make it great again. 554 00:40:43,200 --> 00:40:46,300 So you can see how we like get this occluded here. 555 00:40:46,800 --> 00:40:51,700 So this is now included from the sky and we basically get 556 00:40:51,700 --> 00:40:56,000 the super soft indirect Shadows from the Skylight here. 557 00:40:57,100 --> 00:41:00,100 And then in combination, we can bring back our son. 558 00:41:01,600 --> 00:41:04,600 And now we have like The Best of Both Worlds. 559 00:41:04,800 --> 00:41:10,600 So we can see like stuff is still occluded but we also do get like the bounces here. 560 00:41:10,700 --> 00:41:13,600 We do get the bounces on the ceiling as you can see here 561 00:41:13,900 --> 00:41:17,000 where like the light just bounces off onto this stuff. 562 00:41:17,500 --> 00:41:21,800 So there's a, there's a lot of nice stuff Happening Here. 563 00:41:25,100 --> 00:41:30,400 And now we can see stuff gets bright and this is all the exposure related things. 564 00:41:30,800 --> 00:41:36,300 So that is something that we'll look at in the next session. 565 00:41:36,800 --> 00:41:37,700 But for now, 566 00:41:37,900 --> 00:41:42,100 these are pretty much the absolute Basics about the, 567 00:41:42,200 --> 00:41:45,600 the light types that we have. And what they're, what they're doing, 568 00:41:46,400 --> 00:41:49,000 all of this would have been a little bit more painful 569 00:41:49,000 --> 00:41:51,200 to go through if we wouldn't have had Lumen. 570 00:41:51,600 --> 00:41:55,700 So it's actually really nice to finally have, like, some Dynamic GI, 571 00:41:55,700 --> 00:42:00,800 because all the indirect lighting before hat to be static and Baked. 572 00:42:01,700 --> 00:42:03,500 And it like, 573 00:42:04,400 --> 00:42:10,700 it could be really cumbersome and there's a lot of stuff to take into account to like get 574 00:42:10,700 --> 00:42:14,800 like some nice light bounces and some proper quality and all these kind of things. 575 00:42:15,100 --> 00:42:16,300 So, I think that, like, 576 00:42:16,700 --> 00:42:19,800 all of you that just jump into this using Unreal 5, 577 00:42:19,800 --> 00:42:23,500 you can be so happy because you don't have to go through the hoops and, 578 00:42:23,500 --> 00:42:27,900 and all the all the bad stuff that was a very big thing in the past. 579 00:42:28,000 --> 00:42:29,100 However, 580 00:42:29,400 --> 00:42:31,300 this is what you have to be really mindful. 581 00:42:31,500 --> 00:42:36,400 Love if you decide to become a lighting artist or work with these things and you end up going 582 00:42:36,400 --> 00:42:42,700 to like working in a game Studio or maybe you even are working in a game Studio already, 583 00:42:43,000 --> 00:42:49,700 let me tell you that. This is definitely not what most people are using right now to make games. 584 00:42:51,600 --> 00:42:53,300 Like it is coming slowly. 585 00:42:54,100 --> 00:42:57,900 But again, like even though epic says unreal 5 is production-ready, 586 00:42:57,900 --> 00:43:02,500 I don't think it is if you don't have an engineering team, 587 00:43:03,000 --> 00:43:07,400 so like if you have people that can fix things like programmers and stuff, 588 00:43:08,700 --> 00:43:11,400 So if you are working in the industry, 589 00:43:11,500 --> 00:43:17,300 most people still actually work with Solutions where the where the indirect lighting gets baked 590 00:43:18,100 --> 00:43:22,900 in many different ways. There's like many technologies that do this but like real-time GI, 591 00:43:22,900 --> 00:43:24,400 even though it's kind of here, 592 00:43:24,600 --> 00:43:29,500 it is, not most likely not what you're going to end up using it as studio. 593 00:43:29,600 --> 00:43:32,700 So sorry, for destroying your dreams, there. 594 00:43:33,600 --> 00:43:34,400 But anyways, 595 00:43:34,500 --> 00:43:36,500 very fascinating technology. 596 00:43:37,500 --> 00:43:42,900 Pretty smooth to work with and yeah, I've been traveling for long enough. 597 00:43:43,700 --> 00:43:46,200 So thanks for for watching this. 598 00:43:46,400 --> 00:43:52,000 I hope it was still interesting for you guys and for everyone like, even though it was like, 599 00:43:52,000 --> 00:43:58,500 you know, very, very basic but we just gonna keep scaling it up from here. 600 00:44:00,300 --> 00:44:03,300 There's going to be some some more things that we will 601 00:44:03,300 --> 00:44:06,800 have to look at regarding whole Sky stuff and exposure. 602 00:44:07,200 --> 00:44:11,100 But again like I'm not going to do dry breakdowns of these. 603 00:44:11,500 --> 00:44:18,000 I will explain these things and I better way when we actually got to work on some real content. 604 00:44:18,000 --> 00:44:19,500 So with that said,54490

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