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If you want to mastering lighting in Unreal Engine - watch this series!
In the first video - Unreal Engine's lighting mechanics, detailing three primary light types (static, movable, and stationary) and their GPU demands. It explores five light sources including directional, point, spotlight, rectangular, and skylight. The video covers practical aspects such as HDRI backdrops, sun and sky settings, and a comparison of built-in and third-party plugins for light baking. The video also demonstrates how to adjust lighting settings, the impact of virtual textures, and optimizing light quality and performance in Unreal Engine projects.
Content of Mastering Lighting in Unreal Engine Static, Movable & GPU Optimization Techniques
0:00:00 - Introduction to Unreal Engine's light types: static, movable, and stationary.
0:00:24 - Explanation of different light sources: directional, point, spotlight, rectangular, and skylight.
0:01:03 - Discussion on HDRI backdrops and sun & sky settings.
0:01:24 - Installing a GPU light baking plugin.
0:01:53 - Enabling virtual textures for the plugin.
0:02:19 - Process of building lighting in real-time.
0:02:46 - Addressing the issue of poor quality lighting and wavy light maps.
0:03:07 - Comparing built-in plugin with a third-party plugin for lighting.
0:03:49 - Discussing the results of global illumination and plugin comparison.
0:04:02 - Decision to use a third-party plugin for the scene.
0:04:08 - Introduction to bookmarks for saving camera shots in Unreal Engine.
0:04:57 - Practical session: Using Skylight for fill lighting.
0:05:33 - Baking lighting with Skylight and adjustments in lighting mode.
0:06:08 - Selecting and downloading HDRI maps for realistic lighting.
0:06:43 - Implementing HDRI maps in Skylight and observing lighting changes.
0:07:06 - Adjusting HDRI saturation and reflections.
0:07:39 - Rotating HDRI for directional lighting effects.
0:08:03 - Modifying HDRI placement for lighting specific room areas.
0:08:36 - Baking lighting with more defined sun rays.
0:08:42 - Deleting openings and a global box to affect lighting.
0:09:02 - Adjusting Skylight intensity and rebaking lighting.
0:09:22 - Exploring Cube map resolution settings in Skylight.
0:10:05 - Recommendations for GPU capabilities and HDRI resolution.
0:10:23 - Adjusting indirect lighting intensity and its effects.
0:10:47 - Increasing sample numbers to reduce noise in shadows.
0:11:18 - Changing Skylight color for different lighting tones.
0:11:44 - Adjusting lower hemisphere settings in Skylight.
0:12:09 - Fine-tuning lower hemisphere color and resolution.
0:13:00 - Final adjustments and conclusions on lighting settings.
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