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All right,
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here we are now with the first lesson where are
we going to have a look at the absolute Basics?
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And but please really like take this in because I
know it always sounds so boring but these
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fundamentals will elevate your work because it
is really about understanding
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a lot of these Core Concepts to To like a high
level, right? So,
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so you can you can actually really understand
what's going on.
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So, even if it may seem boring at first, like,
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give this stuff A shot, it's,
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it's good information,
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but before we jump into anything,
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there's a bunch of things so that we need to set.
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Usually, when you start unreal 5,
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it should automatically already run in DirectX,
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12 mode and like Lumen should be the default
lighting solution.
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So,
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We can just go into the project settings, under
the rendering Tab,
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and we can just make sure that everything is
there in a correct way.
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So we can see here, our Dynamic,
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Global illumination method is set to Lumen
perfect reflection set to Lumen perfect.
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I don't have Hardware Ray tracing turned on for
Lumen because it was completely
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busting my performance hardcore in the, in the
outdoor levels.
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So we'll see how we go with that.
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I do keep the software Ray tracing in detail,
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tracing
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So what that means is and I'll show these things.
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Also later on is that Lumen uses simplified
objects to trace the,
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the lighting calculation against they're called
distance field measures,
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basically and their every object has a
representation of that simplified thing and that
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one. Then like basically loves down into like a
world representation and the world.
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Haitian is a lot more low risk than the object
representation.
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And when you switch this to Global tracing, it
will basically use the low-res version.
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And when you have that on detail tracing it will
do way more accurate calculations so to speak.
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And for now we're going to leave it at this.
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And so it may actually be that per default. The
shadow map is the shadow map,
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but we're going to do is we're going to use the
virtual Shadow maps
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and I will explain what all that stuff is. So, no
worries here.
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I do have support Hardware, Ray tracing turned
on and that means that I can decide.
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Our object or light source. If I actually want to
use any rate tracing features.
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And this will come in handy at some point,
which is why I have it turned on.
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And these ones here,
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they're all turned off because those are the
settings that I kind of want to tweak.
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If I want them to, I don't want this to just like
generally be there.
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All right.
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So one important thing,
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when we go down here, we have some default
settings, for our post-process volume.
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And here this value the auto exposure bias.
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We going to set this to 0.
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And that is all going to make a lot more sense
later on. But trust me on this,
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we set it to 0 and then so here's the thing.
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Unreal uses a sort of like a camera exposure
system.
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And one important thing to understand about
lighting is that
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Potential. Like basically saying like everything is
kind of relative.
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So,
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like the the values of the lights that we use
inside our viewport,
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they are relative based on what the camera
exposure is,
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so we can basically have a light that has an
intensity of 5.
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And we can make it look.
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A certain way and then we can have a light that
has the intensity of 5,000 and we can make it
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look exactly the same as the light that has the
intensity of
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five not next to each other but like exclusively,
basically.
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Because all these values are relative to one
another,
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So per default, unreal basically uses like
arbitrary values,
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right?
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And you may have seen a lot of videos where
like
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someone sets the exposure to like one and one,
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and locks it in and then just does the lighting
like that.
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And that is one way of doing it.
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However,
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I'm a very huge fan of using something that is
called physical values and physical values.
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Means that we can actually feed in values to our
light sources
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that are based on what we can measure in the
real world.
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So like if I'm just going to move this away here
and I'm going to go to my light menu
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and I'm going to feed in a like directional light
and this one is kind of like the song.
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So now we can see that we clearly see
something, right?
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But this light has an intensity of 10 lakhs
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10 Lux is pretty much like nighttime.
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Fighting.
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On a very sunny day.
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The sun actually has an intensity between 85,000
and 120,000 Luxe.
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So the problem is that per default the exposure
system,
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and unreal does not really work well with these
values.
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So what we need to do is here in the search tab.
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We
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type looming men's and I've already checked
this, so you find this thing here is called extent.
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Default luminance range And auto exposure
settings.
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And again, I will explain this further down the
line but like,
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you know, just hit this box and then we're
actually good to go.
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Cool.
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So as you can see,
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we have our little scene here and it is absolutely
completely dark or we
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can go to unlit and then we see that we actually
have something here.
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So let's give this a first look here.
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so, first off,
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we have a pit light
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and as you can see,
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it is a light that emits into all different directions.
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And we obviously do have Flex of Shadow
casting here.
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And actually, let me quickly bring up the the
options again.
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Because we will need them so I can show you
something down the line.
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So Point lights are something that is like quite
often used.
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However one thing that everybody has to
understand and that
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is again this comes from like a production point
of view.
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If you have a shadow on your point light it's
actually going to be very very expensive.
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Because the shadow that is being cast as a
texture and it needs textures all around the light.
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So if I have like, a point light here and we're
going to add,
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whoops,
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we're going to add a spotlight here.
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So you can see that the spotlight clearly has like
a direction that it points towards
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Point lights are also. Sometimes called Omni
directional, lights, and other tools.
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So we can see like here now,
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Now,
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this is very focused.
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So,
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like
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we have our shadow here from the,
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from the spotlight, and the shadow is just like
cost in this direction.
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So however,
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now please,
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yeah, forgive me for my drawing skills.
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So the reason why Point lights with shadows are
actually so
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expensive is because what happens is a light
shadow gets
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calculated as if there is a Cube around the point
light.
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So we have our beautiful Cube here.
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And the the point light is kind of like inside Here.
And Now,
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imagine that on each sides of the cube, we have
a spotlight.
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So one Spotlight phases in this direction. Once
what light faces in the front Direction,
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once one plate goes down, one goes over here.
And so basically,
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we have six spot lights that go in all these
directions.
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And that is how the shadows for a point light are
actually being calculated. So pointless.
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Light Shadows are as expensive as having 6
spotlights that also cast a shadow.
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Now, this is very important to understand
because in most games or other like work,
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you will actually see Point lights being used
without the Shadows.
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So you have to be very smart how you use them
and quite often what is being done,
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is that point lights are being faked.
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Bye.
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Like, you know let's say you have a wall lamp
and you want this wall lamp too.
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Cast Shadows.
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So what quite often happens is that people
basically take a point light,
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rotate it downwards then they take the point light
again
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and I'm duplicating this by holding alt and
dragging it.
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So I get a second one and then it's just point out
one upwards
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and then they put them kind of like together.
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And when you have these both lights selected
you know they choose like a rather big angle.
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Kind of like this and that is quite often how you
see Point light,
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sort of behavior being faked because it is still a
lot cheaper.
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But in any case, so we have Point lights that we
can use.
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We have spotlights that we can use.
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I will refer to these type alights as also local
lights because these are lights
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that are that we place in the environment, right?
That we that we use like,
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you know as a lamp fixture or stuff like that.
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So these are local lights.
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We also have a another type of Light which is
the rectangular light.
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And this one is very interesting because when
you look at the Point light,
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and if you see me just like putting it down here
and
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actually, let's open up this material and I just
have it here and we convert this into like,
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a parameter.
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This is my roughness because right now we
don't really see the reflection
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of this but so like if I save this and I'll adjust the
roughness of screen
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You will.
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That we start getting a reflection here.
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So, the thing is, in reality,
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there are no point lights, really?
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Because there is no infinitely, small light source,
that just emits light.
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So, in reality, these lights,
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they always come from a certain shape.
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And we do use Point lights a lot for let's say, for
example, a light bulb or something like that,
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right?
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But even a light bulb actually has a physical
size.
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So the thing is,
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Evaluating lighting from a point is very efficient
and very fast
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and it also is a more efficient for for shadow
casting.
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But as soon as we bring this guy in,
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this is actually an area light, which is something
very common.
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Like for example if you have a neon sign or your
TV that is where light is emitted from an area.
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So you can see that when we increase This area,
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the same way our reflection increases right.
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So now let's have a look at something. If I okay,
doesn't like that.
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So just going to turn these off.
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So usually when the bigger a light source gets
the more soft the Shadows get
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so you can sort of see something like this here,
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but you can also see that is like glitching out of
it.
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And the reason for that is that soft Shadows are
again. Very expensive and in unreal 4.
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We don't have the virtual Shadow map. We have
only the shadow map.
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And as you can see that this is the shadow that
we usually get.
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So no matter how big that light source actually
is,
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you can see that the shadow always stays sharp
and that is not very realistic.
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So what unreal 5 now has is this beautiful thing
called virtual Shadow map and a virtual Shadow
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map. It can sort of simulate that effects of of the
softening from like, a bigger light source.
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So it kind of like can do that,
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but it has limits. So you can see that it feels
glitchy here.
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This effect as what we actually call and refer to
as penumbra.
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So that is the penumbra of The Shadow.
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And it's just like make stuff. Look more realistic,
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but again, it has limits. So you can see when I
decrease the size of the light source,
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it actually becomes more accurate.
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And this whole thing is where ray-tracing
actually starts to become a good thing.
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So if I go into these settings here, castrate
traced shadows and I set this to enabled.
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Now you can see that we get like fully ray-traced
soft.
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Else.
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So now, if I take this light,
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And I just make this like super big,
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you know, this is like a super big soft box
lighting like, look at this.
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So this is like,
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this is super accurate. Now, how does shadow
looks,
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but we cannot really do this with techniques that
are based on texture maps for the Shadows,
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which the virtual Shadow map still is.
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But it does come in very very handy.
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To use the virtual Shadow map as long as we
don't go too nuts with the size of our lights.
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And the virtual Shadow, map is actually really
good for outdoor lighting as well.
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So another interesting thing with these like local
lights is is that
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We can actually tell these two lights here also, to
be sort of like an area light.
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So if I turn this one off and I go back in here and
I do affect world,
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I'm going to turn on the shadows for now just
because we can see it better that way.
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So the cool thing is that we have here, we have
a source radius,
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Let's ignore the soft. So this radius for now
because that one is basically something.
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Going to fake certain things and we have a
source length. So, the source radius,
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basically just turns this point, light and let's
have a look at the reflection to,
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and basically turns the point light into like a ball.
So it's like a like, a glowy ball now.
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And you can see how the Shadows actually
soften the bigger,
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the light source gets which is again, very, very
accurate. So,
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if we would like to do a neon tube light,
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what we would have to do is we would have to Is
Balsam Sighs and now let's let's make like a
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super big tube and if we done basically crank
the sole source length and I don't know why
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/ default is rotated like that. It's just kind of
seems like a little bit like I don't know,
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I think you would want it like this so you can see
now that if I give
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this like a thickness of maybe five and and just
crank this.
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So now we have a really nice neon tube light
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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.
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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.
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00:18:27,900 --> 00:18:32,100
So these are the basic light types that we can
use.
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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.
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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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