This is by far the best series ive seen on lighting, and believe me I have probably seen them all. Lighting can make or break a project so I am always looking for imformation to improve my bakes. After watching this, I now have a waaay better understand how all of the settings influence each other, and which values i need to tweak to get the results I want. Thank you, thank you!
@sams_3d_stuff2 жыл бұрын
Such a helpful series, thanks! small tip from me: 30:04, you can use a blackbody node to get proper temperature colors in the shader graph.
@tylerscott31922 жыл бұрын
This series have been so helpful! Thank you so much i love how you take the time and explain how and why you are doing things. Its the first tutorial i am actually LEARNING from! Any chance of making a dungeon style lighting? I struggle with how to set a mood with different colors or lighting.
@leleuxart5 жыл бұрын
The red X issue you're referring to comes from 5 overlapping Stationary lights casting ~static~ shadows. When the 5th light is placed and overlaps at least 4 other static shadow casting Stationary lights(based on attenuation and cone shape), the smallest of the 5 will get the red X. The light with the red X means it will no longer cast static shadows, but you will still get baked indirect lighting and dynamic shadows. Other than that limitation, they share a similar dynamic lighting cost as a Movable light(ignoring dynamic shadow costs for Stationary per-object shadows and Movable whole scene shadows).
@Guilgd5 жыл бұрын
long time asking for the function to group stationary lights that will be operated together, that will bring great possibilities to the stationary lighting
@acsomiT2 жыл бұрын
Thank you Ryan! I watch your tutorials again and again. It is so resourceful!
@BackerSultan4 жыл бұрын
Super nice series! I like how you're not only explaining the process as steps but also explaining the reason behind every modification. Thank you, man!
@KUBE.archvis4 жыл бұрын
Also, the blueprint tip was simply brilliant. I would have never thought to use a blueprint like this.
@valeriewang62443 жыл бұрын
Your tutorial is gold. Literally
@AllergicToMyself5 жыл бұрын
Great video! Interesting that all offline renders, you light without effecting gi. It's all controlled by camera exposure and everything else is taken care of but with unreal it's like the 90s where all lights are individually tweaked and are not really physical based. Great because you get more control but harder when showcasing a real world project what exactly will happen with specified lights. Learnt so much from this latest series.
@burcuozgur47173 жыл бұрын
Thank you for sharing your knowledge. You are explaining everthing so clearly. It makes everthing easy. Step by step, so perfect. It makes me happy to understand the whole thing for lighting. Thanks again. You are the best !
@xsenek82123 жыл бұрын
You Sir single handedly made my finalls projects look way better! Thank you! From Poland with love
@mendezcreative4 жыл бұрын
Thank you so much for taking the time to create a super detailed tutorial on light baking!
@djwosa20003 жыл бұрын
pure gold thanks a lot
@RamboRicardo0073 жыл бұрын
Everyone's already said it, but you deserve the extra comment. Great video mate, so much detail and explanation, thank you very much for posting.
@kalibrador4 жыл бұрын
Really helpful. I tried UE4 a while back but decided to move away onto the same archviz path...now I decided to come back and with your lighting tutorials I've been able to get impressive results. BTW: I think it was already adressed but at 4:50 when you try to get the red cross on the spot light and cant...is because they are set to movable not stationary LOLZ. I might not add anything but really wanted to point that out XD
@risnandarmultimedia52963 жыл бұрын
Love this series. Awesome
@TrieuDuongLuu4 жыл бұрын
29:22 you can use Blackbody node to convert temperture to color
@omri13245 жыл бұрын
Awesome series dude! thank you!
@kinggore52293 жыл бұрын
In forward rendering, you get a warning when there are too many overlapped dynamic lights. But in deferred rendering, which's the default in UE4 since a long time ago, it's not a big issue, cause the lights are fairly cheap. You probably could get 1000 lights(without shadows) and still get good performance.
@LucidAnimationTV3 жыл бұрын
Simply the best Thank you!
@melissadt31802 жыл бұрын
Thank you, It was really useful!
@DannysGalaxyTab2 жыл бұрын
I can't believe you're telling us this shit for free
@saramoheimani92453 жыл бұрын
Awesome series! Loved it. (Thank you)*1000
@Rex-ub7ox3 жыл бұрын
Thank you , this has really helped me :D
@Guilgd5 жыл бұрын
Great series! just one question can you talk more about the material used at the lamp? (like the one used for the omni)! and really thanks for the link rgb to kelvin!!
@jumpymonkey94 жыл бұрын
I was about to ask the same thing. I'm trying to figure out how to make a material for a lampshade that actually glows from the light passing through it. Or do I just make an emissive material and "fake" it?
@amirankakachia1335 жыл бұрын
great videos want more :D
@awingaway6754 жыл бұрын
Thank you for doing this tutorials, it will help us a lot. Can I ask, how do you set the lights or environment back to default or off without deleting them and re-baking? I mean, I did turn off all lights,skylight and sun, but my scene is still lit? I also deleted the lights but still my scene is lit. Thank you.
@jumpymonkey94 жыл бұрын
I think he briefly mentions this in the part 1. In World Settings there is a checkbox for "Force no precomputed lighting". If you check that, and do a light build, it will delete all the previously generated lightmaps. Then you just uncheck the box and you're back to zero baked lights.
@glenortiz84193 жыл бұрын
Amazing video I learned a lot in this series! I have a question and I haven’t been able to find anything useful online. I hope it’s not a dumb question but did you change any viewport navigation control settings ? Because unfortunately I struggle a lot to navigate in unreal’s 3D space which is pretty bad for a developer. I tried to change it as close as Maya’s controls as I could but the default controls aren’t very comfortable for me, or maybe I just have to get used to it. Please let me know if you made any changes. Thank you!
@ThatRyanManning3 жыл бұрын
I know the pains of software navigation controls. As a Maya user, I can sympathize. However, I like the navigation controls for UE4. Having used it long enough, it really doesn't bother me. I wouldn't change it.
@kkavehh675 жыл бұрын
very useful
@soumyakhurana47003 жыл бұрын
To get the control of individual light did ,how did you expose the parameters in Blueprint?