Lumen Explained - IMPORTANT Tips for UE5

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William Faucher

William Faucher

Күн бұрын

Пікірлер: 470
@WilliamFaucher
@WilliamFaucher 3 жыл бұрын
The first 1,000 people to use this link will get a 1 month free trial of Skillshare: skl.sh/williamfaucher12211
@WilliamFaucher
@WilliamFaucher 3 жыл бұрын
@@drumjod Really? You’re going to make fun of a deaf guy ? Pretty sad buddy.
@WilliamFaucher
@WilliamFaucher 3 жыл бұрын
@@drumjod If someone has a lisp, it’s a handicap . Making fun of that is like making fun of someone in a wheelchair. I accept your apology , but I hope this makes you more conscious of other’s struggles.
@WilliamFaucher
@WilliamFaucher 3 жыл бұрын
@@drumjod One would think someone who struggled with a lisp would be a bit more understanding towards others, then. As someone who literally cannot hear the right or wrong sounds I make, it’s not exactly something I can just fix. I too have had speech therapy, and while it did help, I’ll never be able to have flawless speech. Look, I appreciate you taking the time to apologize, thanks for that, and I’m glad you you were able to fix your lisp. :)
@memegazer
@memegazer 2 жыл бұрын
seems broken...does not work
@Torey3D
@Torey3D 2 жыл бұрын
@@WilliamFaucher As someone who has two kiddos on the spectrum I understand your struggles, but if its any consultation for dealing with these insesitve !@#$%'s the way you speak is the reason I seek out your tutorials, your so concise and detail-oriented, not like other who tell you "do this, do that, and boom your done" Im able to come away with a wealth of knowledge and an understanding of why, why this works and how to troubleshoot if if doesn't. 15 years in the game (alias wavefront) and your still bringing me to school, keep up the amazing work my friend, and Thank you, sir for all that you have done :)
@ianwatson5767
@ianwatson5767 3 жыл бұрын
Man, I've been a 3D archviz artist for close to 10 years, and after hearing about UE5 and Lumen, I've started experimenting and wow... I believe when UE5 comes out with all the bells and whistles, offline renderers like Vray/Corona/Arnold etc are going to be shaking in their boots. In addition to UE5 being free, they have these amazing free Megascan assets that you'd have to spend 20 dollars for a group of rocks previously, you can now get for free. I feel like traditional 3D artists will start to flock to UE5 in the coming years, I know I am. :) Thanks for the videos, they really clear things up, and your content is amazing. Keep it up!
@TriInfinity
@TriInfinity 3 жыл бұрын
They will shake, as a dev that started with game engines first before using renderer software, I never really understood why they exist in the first place.
@krzysztofbogdanowicz4543
@krzysztofbogdanowicz4543 3 жыл бұрын
I am " 3dsmax Corona man". After showing to customers some interiors made in Unreal play mode I see there is no step back to static renderings.
@ianwatson5767
@ianwatson5767 3 жыл бұрын
@@krzysztofbogdanowicz4543 Exactly, I am in the same position! For Archviz I've seen clients commenting, "Wow, I really feel this interior coming alive being able to move around in it!" And this is running in real time, not even rendered in the movie render queue and modified in post... the quality of the images are basically exactly the same ( to the client, anyway ) as the offline renderers. Not to mention UE4 and 5 have some absolutely outstanding cinematic additions so you can essentially do most of the same things as Corona/Vray.. plus.. ITS FREE! No more paying 2000+ dollars per year for 3ds Max and vray licenses. It's kind of a no brainer at this point. haha
@TriInfinity
@TriInfinity 3 жыл бұрын
@@sacebi7831 thanks for the explanation! Looking into Blender 3.0 currently and it's also amazing.
@ianwatson5767
@ianwatson5767 3 жыл бұрын
@@sacebi7831 I disagree in some ways. There are many big time Hollywood vfx studios that are moving to using unreal for their feature film length cinematics; The Mandalorian, Rogue One, Planet of the Apes to name a few films. All of these are BIG time CGI users for the films. I agree with you in the past game engines haven't been high quality enough to achieve perfect ray tracing like offline renderers, and perhaps are still on top for the moment, but who knows in a few years, or especially if UE5 knocks it out of the park. I also disagree with it being faster and more efficient, because if you don't have a really amazing set of computers, rendering a single image in Vray can take 3 hours, if you're trying to make an animation, you absolutely need a render farm ( like Disney does ) to do it efficiently. In unreal engine you pop an RTX 3090 in one computer and you can render out high resolution images in seconds, make short films that are pretty high quality in much less time compared to offline renderers. They all have their upsides and downsides, but a lot of clients can't even tell the difference, nor do they care. They just want a finished product that is up to their standard, which is generally not that absurdly crazy high. I feel UE5 even in it's early access satisfies a good portion of people looking for archviz renders.
@JesseTheGameDev
@JesseTheGameDev Жыл бұрын
You should really make this video again with Unreal Engine 5.2. They have fixed/updated a ton of the things you address in this video.
@ianburke5867
@ianburke5867 3 жыл бұрын
You're very good at this William, finding all the information and presenting it in a clear and understandable way. Thank you for saving me so much valuable time.
@paunddeveloper97
@paunddeveloper97 2 жыл бұрын
You explain incredibly, even if I’m not English, I can understand you even without subtitles, and in a clear and concise way. Thank you for your contribution to this community!
@nemysisretrogaming3771
@nemysisretrogaming3771 3 жыл бұрын
There's one other thing I noticed with lumen and UE5 from a modelling perspective. If you're going to use geometry that has external and internal lighting make sure that the geometry is closed. Back in UE4 you can just force the geometry as 2 sided. For example a wall that is only meant to be seen from the inside but catches light from the outside must have two opposing faces if it is part of a larger section. Ideally you want a wall that has closed faces on all six sides. You can get away with open geometry for example using a rock or piece of landscape on the ground.
@sonario6489
@sonario6489 2 жыл бұрын
TLDR I think: Your models will actually be lit like how light actually works in real life, so you don't need to make 2 separate faces
@nemysisretrogaming3771
@nemysisretrogaming3771 2 жыл бұрын
@@sonario6489 Your reply leads me to believe that you haven't actually created any scenes with single sided geometry in either UE4 or UE5 preview or you would have understood my comment. PS I haven't tried out the full release version so things may have changed in 3 months.
@sonario6489
@sonario6489 2 жыл бұрын
@@nemysisretrogaming3771 Correct, I can't even really use either UE4 or 5. I thought I understand your comment well enough because I did some lighting tests in Blender and found that the inside of my house wasn't lit with the sun lamp as expected, but I don't know how UE treats things differently compared to Blender
@nemysisretrogaming3771
@nemysisretrogaming3771 2 жыл бұрын
@@sonario6489 In UE4 if you use a single faced model and have it lit from both sides then the light goes straight through from the side with no face creating strange effects. But there is a setting in options to force UE4 to treat it as if it was 2 sided even though it isn't. UE5 early access ignored the 2 sided option. I don't know how blender treats its lighting, but in 3DS Max you need 2 sided models for lighting to work correctly, especially for interior scenes lit from the outside. You can't really cheat your geometry like you could in UE4.
@scottcourtney8878
@scottcourtney8878 2 жыл бұрын
@@nemysisretrogaming3771 I'm looking for a way around this also. Single-sided meshes for structures (etc.) make editing the interior much easier, from a top-down view, and although the backfaces are trivially culled at runtime, even "trivial" culling overhead is not *zero*. I'm sure there must be an option to have two-sided shadow calculations on one-sided visual meshes, perhaps in the material, but I haven't found it yet.
@hpkruger01
@hpkruger01 3 жыл бұрын
Maybe this is not the right place to mention it, but I find it great that you do these videos despite your speech handicap. I have a similar issue so I just wanted to show some respect. The content of your videos is great as well. Keep up the good work!
@WilliamFaucher
@WilliamFaucher 3 жыл бұрын
Anyplace is a good place to mention it! It's funny because, to me, I don't have a speech handicap, being very deaf, I can't hear it! So I just go about my business as usual. If you also have something like this, you do you! Make videos about topics you're passionate about. Don't let that stop you. There's lots of other deaf youtubers who have it worse than I do, MicBergsma for example! He's at over half a million subscribers right now. People like him are inspiring to me.
@cosma.
@cosma. 3 жыл бұрын
A new video from 'The Fauche'? I'm here for this...
@WilliamFaucher
@WilliamFaucher 3 жыл бұрын
Hahha thank you!
@davidkerman1732
@davidkerman1732 6 ай бұрын
Love your videos. Total newbie here. I'm bashing my head against the wall with flickering shadows, weird artifacts and other stuff. I'd love it if you updated this tutorial covering 5.4. Thanks again. You're the man.
@SayakBandyopadhyay96
@SayakBandyopadhyay96 4 ай бұрын
This was super useful! Thank you so much! And yes, I absolutely despised baked lighting and all the weird shadow artefacts that came with it! Lumen came and saved us! I hope it gets more and more optimised.
@marianocvart
@marianocvart 3 жыл бұрын
Thank you William for all of this high quality information very clean and well presented. I enjoy all of your videos a lot.
@WilliamFaucher
@WilliamFaucher 3 жыл бұрын
Cheers thanks for watching!
@noiamhippyman
@noiamhippyman 2 жыл бұрын
I'm being dumb and nitpicky but "raytracing" can do the whole clear coat thing really well. We're just talking seconds per frame rather than frames per second. Having something like this in REAL-TIME is really what makes this so amazing. Like I said though I'm just playing semantics at this point. I get that you meant ray-tracing really can't do this at the moment in real time. Thank you also for taking the time to watch the full event and sharing the info that most of us would be interested in!
@WilliamFaucher
@WilliamFaucher 2 жыл бұрын
Does it? My understanding is that with clearcoat, you can get two spec highlights, but not dual reflections with raytracing. I could be wrong since I haven’t tested it out, I’m going by what Epic said in their livestream. Happy to be proven wrong tho!
@noiamhippyman
@noiamhippyman 2 жыл бұрын
@@WilliamFaucher Honestly you would probably know more about the actual technical side of things and I definitely didn't watch the livestream and I would put money on it that the Epic devs know more than I do. haha My pretty limited understanding was that ray-tracing is just simply simulating light paths. So if you're using a rendering engine like Cycles in Blender it just depends on how many samples you throw at your GPU. But there's probably way more to this that is way over my head.
@WilliamFaucher
@WilliamFaucher 2 жыл бұрын
@@noiamhippyman OH, ,yeah in Blender, it's proper raytracing. In Unreal things are a bit different. Only some features are raytraced, the only fully raytraced scenario is by using Unreal's Pathtracer (super confusing terminology). Blender Cycles is a pathtracer too. It uses raytracing, but not all features are raytraced in Unreal natively. It's... yeah. Confusing.
@Isnero_A
@Isnero_A 2 жыл бұрын
I can't express how much I appreciate your videos. I have a masters in film (nothing to brag about) and I come to you for lighting. I specialize in directing and writing. I taught myself Unreal during the pandemic and have come so far because of your words of wisdom. Again thanks so much.
@advaitchougule242
@advaitchougule242 3 жыл бұрын
Your KZbin channel the most important for the Unreal Engine learning
@frankerzed973
@frankerzed973 2 жыл бұрын
Great video! Btw, Lumen Scene is now located under Lit > Lumen > Lumen Scene
@prinzbach
@prinzbach 2 жыл бұрын
Very interesting video, thanks for taking the time to make it! Just a side note > I could not find the "lumen scene" in: show > visualize > Lumen scene. Instead (in my version) it was in: View mode > Lumen > Lumen scene. Hopefully that saves someone 20 seconds ;) (obviously that's not an error on your part. Most likely it's a minor update)!
@WilliamFaucher
@WilliamFaucher 2 жыл бұрын
Hi! Yes this video was recorded in UE5 Early Access, and they changed things around in 5.0 :)
@scottcourtney8878
@scottcourtney8878 2 жыл бұрын
@@WilliamFaucher Would it be feasible to either add a text overlay at that point in the video, or include this update in the description?
@mikhailbo8540
@mikhailbo8540 3 жыл бұрын
Thanks a lot. Official Unreal videos are too long often. I don't have 2 or 3 hours to watch them. Your "short" videos are really useful.
@MR3DDev
@MR3DDev 3 жыл бұрын
My man bringing some super important tips right before I start blocking out the environment, thanks for reading my mind and happy holidays
@michaelperrigo
@michaelperrigo 2 жыл бұрын
I have so much respect for you for using video chapters to let me skip the sponsor!
@BookmansBlues
@BookmansBlues 3 жыл бұрын
Great video as always, I have actually been staying away from Lumen because of its limitations, and why I have just kept in UE 4.27 for the Path Tracer. The results have been pretty good overall, even with the denoiser on, though the texture impact is an issue, my tests have been mostly visually stable, and would be able to be very stable if it had multi-GPU support, so I could render the scenes with more samples.
@KeepMaxing
@KeepMaxing 3 жыл бұрын
Thank you William, This is the best KZbin channel I've ever seen. I wish you luck, success, and happiness.
@LouiseForsMeToBeNice
@LouiseForsMeToBeNice 3 жыл бұрын
Thank you for this video! I enjoyed it a lot. I'm new to Unreal Engine, so it was great that you explained small stuff that regular users might know. Like the surfaces never being fully at 1, and that I can check the material if the asset turns black. Seeing all the Unreal Engine 5 stuff made me want to learn to use it, and your video and explanation of Lumen was easy to follow and at a pace I liked.
@JonathanWinbush
@JonathanWinbush 3 жыл бұрын
Very informative thanks my man 🤙🏿
@piker78
@piker78 3 жыл бұрын
Благодарим ви!
@WilliamFaucher
@WilliamFaucher 3 жыл бұрын
Thank you!
@piker78
@piker78 3 жыл бұрын
@@WilliamFaucher de nada, you should really start a Patreon, I'd follow :)
@miurasrpnt_v2
@miurasrpnt_v2 3 жыл бұрын
I had to do a lighting test for a big studio last week. It was an interior scene of +3M polygons, ALL MERGED in one single mesh. I could not do it in UE4 since it would have been impossible to generate Lightmap UVs, and didn't want to go back to Vray or Octane, so I gave UE5 a try. And actually it handled pretty nicely the single mesh of 3M polygons. The Lumen buffer was full black but still it gave me a decent Global Illumination. I had to add some old school ambient lights there and there to compensate the lack of GI, but overall it worked. Also one thing I wanted to say about emissive shaders. They work nicely BUT I don't know how the emitted light decays with the distance. On my lighting test, I've put some emissive boards at a relatively low intensity, but still they emitted a fair amount of light over 7 ~ 10 meters, which was really annoying in my case. Having said that, UE5 and Lumens are really impressive. It's definetely something I would use more and more in the upcoming months.
@WilliamFaucher
@WilliamFaucher 3 жыл бұрын
Oh for sure it can definitely work in many cases, like I've stated in the video, you CAN get good results. Splitting the meshes is simply what epic recommends. Emissive lighting doesn't extend very far, this has been stated in their livestream a few times, and it's why they don't recommend using them to replace actual lights. Lumen still needs some work but holy cow it's real good
@MrOneTwoThree
@MrOneTwoThree 2 жыл бұрын
Thanks, man, great video. Used your skillshare link!
@WilliamFaucher
@WilliamFaucher 2 жыл бұрын
Cheers man! Enjoy it!
@mindped
@mindped Жыл бұрын
video does not translate well to unreal engine 5.1... there is no way to visualize lumen geometry... all my reflections are screen space when lumen is enabled and i cant figure out why
@dani_zi
@dani_zi Жыл бұрын
Hey 👋, Did you find a way to visualize the lumen scene?
@codeFriendlyART
@codeFriendlyART 2 жыл бұрын
Thanks for taking the time to produce this direct-to-the-point synthesis guide for us artists as you do call it - it is amazing! I gotta' love your final expression on the video man, do I feel exactly identify with you, I totally HATE fraking baking lighting! Lumen GI feels amazing in turn and thanks for the hints about the emissive as well 👊 Super useful info. I even paused a few times on the vide just to be able to make notes..
@WilliamFaucher
@WilliamFaucher 2 жыл бұрын
Thank you! Just keep in mind a few things have changed in 5.0 as this video was made last year!
@_20TWO
@_20TWO 3 жыл бұрын
Another great video! Your videos are so easy to watch, thanks for providing such great content William, have a good day buddy!
@ManOfTrades
@ManOfTrades 2 жыл бұрын
Your videos are the best! Love the energy
@TheSSector5
@TheSSector5 3 жыл бұрын
Amazing work William!
@WilliamFaucher
@WilliamFaucher 3 жыл бұрын
Thank you!
@JayHPatel
@JayHPatel 3 жыл бұрын
Always look forward to your videos William!
@WilliamFaucher
@WilliamFaucher 3 жыл бұрын
Thanks Jay!
@mihaiwilson
@mihaiwilson 3 жыл бұрын
Thank you for staying on top of this William, your videos are a godsend.
@sibaprasadlenka1870
@sibaprasadlenka1870 2 жыл бұрын
Thank you for the much needed simplified video... Very helpful and informative
@apetrukovich
@apetrukovich 3 жыл бұрын
Thanks, William for digging the information out!
@hveguitar
@hveguitar 2 жыл бұрын
Wow that's just fantastic information, thanks for that !
@darmelli954
@darmelli954 3 жыл бұрын
hey William, Just noticed your now on the official Unreal training portal doing what you do best on the render Que! Congradulations Hope to see more of you there too! and maybe even hired for Webinars in the future! Coming from an automotive Visualization background, you nailed alot of the concerns i had about the upcoming UE5.
@WilliamFaucher
@WilliamFaucher 3 жыл бұрын
I am indeed! I'm glad to hear it could be of use to you, thanks for the kind words!
@loacherfilms
@loacherfilms 3 жыл бұрын
My man has a quantum pc for a brain 🤯 So much helpful information!
@WilliamFaucher
@WilliamFaucher 3 жыл бұрын
You're too kind man
@chiefarchitectheadofproduc1552
@chiefarchitectheadofproduc1552 3 жыл бұрын
It's like 3 legged powerful horse.
@paulturalski
@paulturalski 3 жыл бұрын
love ur stuff! Keep it up William!
@garmash.design476
@garmash.design476 3 жыл бұрын
You are always. Always give us top level insight, great structured video on important topics. Thank you very very much. I can only imagine how many time, tests and knowledge you did put into this video. I will use all practices you mentioned here, will add them to my notebook of useful hints, settings and commands. I really love that UE5 becoming a really simple tool where you need to know less and less unusual things to get great results faster. The hybrid Lumen + Raytracing thing is really a future. I struggled a bit with UE5 before because sometimes you just meet with the thing and you spend hours trying to solve things which are not in Epic Docs. I think this all will much help.
@nicholashunter8545
@nicholashunter8545 3 жыл бұрын
Thanks a ton for this information. Your channel is a key resource which I point students towards often.
@JavierGonzalez-qg5el
@JavierGonzalez-qg5el 3 жыл бұрын
My guy laying the smack down with life saving info. Thanks man
@fawadfarooq
@fawadfarooq 3 жыл бұрын
Thanks for the great Useful info dear . Best of the best of the best info in short span of time.
@bu3d_efficiency
@bu3d_efficiency 3 жыл бұрын
Amazing video as usual William, you have greatly improved my work over the past year. Thank you so much for the time you put into these vidoes.
@opti12
@opti12 3 жыл бұрын
Thanks for all the useful information! My go to for Lumen
@narutosaske6535
@narutosaske6535 7 ай бұрын
so helpful, really i'm glad to u william
@unfgames
@unfgames 3 жыл бұрын
Love your channel William! lots of good stuff here, always come here for advice!
@literallyjeff
@literallyjeff 3 жыл бұрын
Really glad i found this channel. Wealth of information, thank you.
@WilliamFaucher
@WilliamFaucher 3 жыл бұрын
Thank you! And welcome to the community :)
@CGVLAB
@CGVLAB 2 жыл бұрын
Awesome keep the good work, thanks for the info, you made want to try again this great engine!
@sym9266
@sym9266 2 жыл бұрын
Thank you for the advice. Valuable information and very digestible
@codem1lo2011
@codem1lo2011 2 жыл бұрын
Super awesome and insightful, love your quick tip breakdown vids man, just converted over my UE4 scene to try out in Preview 2 (Ue5) and this video explained A LOT of why my scene's looking terrible! Cheers
@nfarquhar
@nfarquhar 3 жыл бұрын
Another fantastic and informative video, thanks and keep them coming.
@KUBE.archvis
@KUBE.archvis Жыл бұрын
Lovely recap! Thanks.
@chidi21
@chidi21 3 жыл бұрын
As always thanks for the valuable information Mr. Faucher!
@ianfinquelstein9380
@ianfinquelstein9380 3 жыл бұрын
Great video William!!
@WilliamFaucher
@WilliamFaucher 3 жыл бұрын
Thank you!
@LIAMODEARME01
@LIAMODEARME01 3 жыл бұрын
Thanks so much! Your reflections tutorial was exactly what I needed.
@JasonAdank
@JasonAdank Жыл бұрын
Hi William, I have a question regarding lumen flickering and popping. Im using UE 5.1.1. I have a simple product studio scene, black environment, 1 directional light and 3 rect lights for fill and rim. Im orbiting the camera around the object. What Im seeing is apparent popping in the lumen lighting, (though Im not entirely sure if its popping/flickering the shadows tbh). The thing is, this only comes up when I try to render in the sequencer - live in the viewport it looks awesome, no issues. But my sequencer rendered output always has this weird popping which is reminiscent of final gathering problems with mental ray from back in the day. Any thoughts on why this is happening? in particular since it only seems to be an issue when using the sequencer and movie render que.... ?
@johnheavenly3552
@johnheavenly3552 Жыл бұрын
Same problem!
@EnterMyDreams
@EnterMyDreams Жыл бұрын
same issues here!! were you able to solve this?
@EnterMyDreams
@EnterMyDreams Жыл бұрын
would gladly love your help William!❤️❤️
@carlosrivadulla8903
@carlosrivadulla8903 3 жыл бұрын
Thnx William, I'm already waiting for the 3ºupdate to this video when finally UE5 releases (6.5months have past)
@lion_towers3d
@lion_towers3d 3 жыл бұрын
Super helpful! Thanks!
@Displant
@Displant 3 жыл бұрын
Always amazing info
@WilliamFaucher
@WilliamFaucher 3 жыл бұрын
Thank you!
@OutcastDevSchool
@OutcastDevSchool 3 жыл бұрын
Once again, another fantastic video!
@robertprescott9577
@robertprescott9577 3 жыл бұрын
Wow, great update. I learned so much, thank you
@Besaid_
@Besaid_ 2 жыл бұрын
Does anyone know how he has his motion in the viewport (at 3:46 for example) so incredibly smooth and vivid? Mine does not look like that at all. Is that purely hardware based (i.e. beefy system)?
@WilliamFaucher
@WilliamFaucher 2 жыл бұрын
It’s a pretty midrange PC I was using, 2060super, 64gb ram, ryzen 7 3700x :)
@kyanhudson6831
@kyanhudson6831 3 жыл бұрын
Another brand new video soon to be a classic, thanks for all the tips.
@WilliamFaucher
@WilliamFaucher 3 жыл бұрын
Thank you!
@neogiu000
@neogiu000 3 жыл бұрын
Great stuff as usual! Can't wait to see what the full release of UE5 will bring
@rinzehofstee
@rinzehofstee 2 жыл бұрын
Amazing tips! Thank you so much!
@Actionsen
@Actionsen 3 жыл бұрын
Thanks a lot man! You've just fixed my reflection issues at all!!!
@BigfootU
@BigfootU 3 жыл бұрын
You're a rockstar William! You are my UE5 guru.
@juanmolano5727
@juanmolano5727 3 жыл бұрын
Thank you as always for this William.
@WilliamFaucher
@WilliamFaucher 3 жыл бұрын
Thanks for watching!
@rohanmandke1920
@rohanmandke1920 3 жыл бұрын
Great Information William, Thank you
@WilliamFaucher
@WilliamFaucher 3 жыл бұрын
Cheers! Thanks for watching!
@rohanmandke1920
@rohanmandke1920 3 жыл бұрын
@@WilliamFaucher Hey William !, Is there any way, or a Tutorial about rendering volume fog with Path tracer ...
@WilliamFaucher
@WilliamFaucher 3 жыл бұрын
@@rohanmandke1920 Fog isn’t supported by the pathtracer at the moment unfortunately
@rohanmandke1920
@rohanmandke1920 3 жыл бұрын
@@WilliamFaucher ohh, Ok.. Thanks a lot William for your quick reply.
@pixelasm
@pixelasm 3 жыл бұрын
6:40 OH! Surface cache works better with more separate objects?! This is a paradigm change. With other engines it is adviced to reduce the ammount of single meshes in order to reduce draw calls, therefore combining meshes and textures is one big part of the job. At least in GUI creation for automotive ... Thanks for the insight :)
@WilliamFaucher
@WilliamFaucher 3 жыл бұрын
So that's where Nanite comes in, draw call are no longer really an issue with models :)
@nilopena386
@nilopena386 3 жыл бұрын
What you mean here is that i need to have every wall in separate layer in order to work???
@WilliamFaucher
@WilliamFaucher 3 жыл бұрын
@@nilopena386 As a separate object yes. You don't NEED to, but it can give better results if you're noticing odd lighting.
@nikkip8272
@nikkip8272 3 жыл бұрын
@@WilliamFaucher please clarify this. Should every single wall be a seperate object? Or could the walls remains one object, the ceiling an other one, floor an other one. What do you suggest for those who model houses using booleans?
@johnheavenly3552
@johnheavenly3552 Жыл бұрын
What about now 2023? Any changes in Lumen UE 5.1.1?
@SatvaMoliya
@SatvaMoliya 7 ай бұрын
2024
@oxygencube
@oxygencube 3 жыл бұрын
Thanks man! Great tips again!
@RmaNYouTube
@RmaNYouTube 3 жыл бұрын
One thing that nobody mentions about lumen is it's not really real-time GI, and It's especially appartent when you want to make club lightings with a lot of flashing/fast color changing emissive materials and lights. adding on top of that that emissive materials just are noisy in GI, and these reasons make it a bummer for Scifi Neon Light Environments 😪😪😯😯
@WilliamFaucher
@WilliamFaucher 3 жыл бұрын
Well, to be fair Epic clearly states that emissive materials are not meant to replace actual lights. I made an entire section about that in this video. And... I mean we can nitpick all we want but lumen is GI... in realtime, so... it's realtime GI. Sure, in your specific use case, lumen isn't the best tool for the job Is lumen perfect? Of course not. But it's the best new system we've seen in recent years. It WILL improve though, I have full confidence in the devs at Epic. :)
@Willegus
@Willegus 3 жыл бұрын
I know absolutely nothing about game-engines but you made this really interesting!
@MerriemWeebster
@MerriemWeebster 3 жыл бұрын
Just what I needed today, another banger
@samgielen
@samgielen 3 жыл бұрын
Another amazing video, William. You continue to give and give to the community and it is so much appreciated! This video as well as the CaptureReality video really make me curious to learn more about Subsurface Scattering and Subsurface profile and how to use them with the megascans assets. Maybe an idea for a future video? ;)
@henridillard3502
@henridillard3502 3 жыл бұрын
great video as usual ! thanks a lot to explain us :)
@tondann
@tondann 3 жыл бұрын
I am not really working with UE5, I just clicked because I love your background
@WilliamFaucher
@WilliamFaucher 3 жыл бұрын
Thank you!
@Mukhtar_SH
@Mukhtar_SH 3 жыл бұрын
Thanks William for this great informations
@victorblanchard7774
@victorblanchard7774 3 жыл бұрын
William thank you for your amazing content!
@Afro_ninjaest
@Afro_ninjaest 3 жыл бұрын
Thank so much for sharing the knowledge! :D
@MrDavilawe
@MrDavilawe 3 жыл бұрын
Gracias William, como siempre ( thanks William like always)
@WilliamFaucher
@WilliamFaucher 3 жыл бұрын
De nada!
@3DWithLairdWT
@3DWithLairdWT 3 жыл бұрын
Absolutely love your content. You do an excellent job explaining the dense topics in a concise way. I was wondering if you have any videos on AO and DFAO in Lumen? It's something I've been having trouble with
@WilliamFaucher
@WilliamFaucher 3 жыл бұрын
AO/DFAO isn't really a thing anymore thanks to Global Illumination :)
@3DWithLairdWT
@3DWithLairdWT 3 жыл бұрын
@@WilliamFaucher welp, I think that is an explanation in and of itself, haha. I see you have a skill share link, do you have in depth courses there or somewhere else?
@WilliamFaucher
@WilliamFaucher 3 жыл бұрын
@@3DWithLairdWT Not yet ;)
@RonnieMirands
@RonnieMirands 2 жыл бұрын
Wow, great video. Finally discovered why my room didnt have the Lumen effect. I need rebuild it in parts!
@WilliamFaucher
@WilliamFaucher 2 жыл бұрын
Thanks! hope it helps your scene!
@berkokten4444
@berkokten4444 3 жыл бұрын
great video, thanks for all the info!
@WilliamFaucher
@WilliamFaucher 3 жыл бұрын
Thanks for watching!
@sams_3d_stuff
@sams_3d_stuff 3 жыл бұрын
Thank you again Sensei !
@WilliamFaucher
@WilliamFaucher 3 жыл бұрын
Thanks for watching!
@winni2701
@winni2701 3 жыл бұрын
3:58, as a 6900XT owner, this feels good to hear.
@amrsalari
@amrsalari 3 жыл бұрын
Hey William, as always your videos are great and so so helpful, THANK YOU
@jaikumargurubaran2153
@jaikumargurubaran2153 3 жыл бұрын
Really great video you did here explaining key aspects to consider when using Lumen for real-time! Great job! 👍
@wusamurai631
@wusamurai631 3 жыл бұрын
Thanks yout!Really helps me a lot.
@seanconner5224
@seanconner5224 3 жыл бұрын
thank you, your videos are insanely helpful!
@jakubjodlowski2768
@jakubjodlowski2768 3 жыл бұрын
Appreciate it William 💪
@edwarrojas7961
@edwarrojas7961 3 жыл бұрын
Amazing video as always Will!! Thanks a lot for helping me to discover why my frame rate is getting worse by using lumen and megascan lol
@sonario6489
@sonario6489 2 жыл бұрын
William: You need to separate your objects. Me using the extrude mesh node in Blender: *chuckles* I'm in danger.
@Rikitangoable
@Rikitangoable 3 жыл бұрын
Thank you for your wisdom Unreal wizard
@damien.digital
@damien.digital 3 жыл бұрын
Great video! At 6:44mn when you talk about the fact that it's better, for a room, to seperate every wall, ceilling and the floor. Is it a specification for UE5 or even UE4? I always thought that it was better to model the walls, ceiling and the floor into a same mesh to avoid any trouble with light passing between walls...
@WilliamFaucher
@WilliamFaucher 3 жыл бұрын
This is for UE5 specifically. With raytracing you shouldn't have any issues with separate meshes anyway
@damien.digital
@damien.digital 3 жыл бұрын
@@WilliamFaucher ok, thanks for replying!
@CorporalDanLives
@CorporalDanLives 2 жыл бұрын
Thanks for digesting this. I do not have the time to watch 2-hour livestreams from Epic, that stuff is NOT a replacement for good documentation, which is sadly lacking. You make the next best thing.
@Arrkail
@Arrkail 3 жыл бұрын
i just knew about lumen scene here and when i tried it on my project 80% was black. Thank you so much.
@georgeneverland896
@georgeneverland896 3 жыл бұрын
Is there a roadmap? I have been waiting for months for support for refractive materials such as glass! Thanks for your effort!
@WilliamFaucher
@WilliamFaucher 3 жыл бұрын
I don’t think so since UE5 is only in early access/beta. It isn’t fully released yet! Thanks for watching :)
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