Static vs. Dynamic Lighting | Unreal Fest 2022

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Unreal Engine

Unreal Engine

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@johnnysabelli1923
@johnnysabelli1923 2 жыл бұрын
Great presentation , not easy to sprinkle all those nuggets of knowledge in under 30min
@ut-hubformacion7061
@ut-hubformacion7061 2 жыл бұрын
You rock the lighting Nat! So proud to have you as Unreal Instructor at UT-HUB Premier Spanish Training Center. 💙
@AeleksDesigns
@AeleksDesigns 2 жыл бұрын
I wonder if its possible/doable to have both (lumen realtime ... & baked lighting..) in a scene and if one could switch (using blueprints) between both depending on the target platform the project is compiled for. Like a hybrid Project for Highend PC and Mobile. I know that this is possible with Nanite and HLODs, but baked and realtime lighting simultaneously? Don't know how this would be achieved, once the shadows are baked into the lightmass, there has to be some way to disable the lightmass/lightmapUVs completely in order to use Lumens Realtimestuff ... never tried this sort of stuff myself. Anyways, gread talk! PS.: Would be nice to know about / have an explanation on to "why" Distant Fields/-Meshes are so important for Lumen. I expect it to matter in regards to shadowing and maybe the things visible in reflections, but its hard to find in depth infos on that topic.
@DeltaNovum
@DeltaNovum 20 сағат бұрын
I was actually looking if someone had a solution, walk through or tutorial, but on YT couldn't find anything. Dynamic lights are possible with baked lighting, as we can see in older games or even the VR title Halflife Alyx. But I'd like to have baked lighting for most of the environment and having lumen support it. By lighting only certain objects or lights using it. I hope there is a way. As lumen costs too much performance, where baked lighting cost near to nothing, but is limited due to its static nature. Mesh distance fields are created to have very simplified simulacra of the original mesh. Similar to LOD's. This is so lumen can use those approximations in its pipeline. If it were to use the full level of detail assets for GI and reflections it would tank performance. Iirc it's also used to trace rays against in a much more performant manor.
@seanlake7404
@seanlake7404 2 жыл бұрын
Great job Natalia. I was there in spirit rooting you on!
@m0rph3u5.
@m0rph3u5. 6 ай бұрын
Very informative presentation with a lot of info efficiently squeezed in a < 30 min video.. thanks Nat :D
@meskalation
@meskalation 2 жыл бұрын
I like this kind of explanations! One thing - does anybody know, why the fridge is blue with CPU lightmass, but white with GPU 4:10 ? I noticed different colors with lumen and static light, but the difference in quality/the final result i don't understand.
@plac-horizon0043
@plac-horizon0043 2 жыл бұрын
Love you guys a lot, I am always there to support you guys ❤️❤️❤️
@raviiyer4765
@raviiyer4765 Жыл бұрын
are precomputed visibilities generated now in gpu bakes?
@akif_akdemir
@akif_akdemir 2 жыл бұрын
Thank you!
@SuleBandi
@SuleBandi 2 жыл бұрын
Are Lightmass portals still necessary (when baking)?
@williamlacrosse9389
@williamlacrosse9389 Жыл бұрын
Yes, definitely! More bounces in your interiors.
@koko-nl5tp
@koko-nl5tp 2 жыл бұрын
Thank you very much.
@korean_cuisine233
@korean_cuisine233 6 ай бұрын
I have 100 levels, and I want to bake the light with a single click.
@CAHEK71
@CAHEK71 2 жыл бұрын
to mill the wind
@LordLuigi_Rigs
@LordLuigi_Rigs 2 жыл бұрын
👀
@APBXylon
@APBXylon 2 жыл бұрын
basically
@dezacordat
@dezacordat Жыл бұрын
So basically... so basically... so basically...
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