Unreal Engine 4 Ambient/Bounce Lighting (Available now on UE4 Marketplace)

  Рет қаралды 14,885

evilmrfrank

evilmrfrank

Күн бұрын

Quick demonstration video for the Ambient/Bounce lighting pack releasing on the Unreal Marketplace. This pack provides designers/artists a lighting system built from the ground up to add cheap ambient/bounce lighting to their environments.
The pack is currently selling for 19.99!
www.unrealengi...
For more information please visit the Documentation for this pack here - docs.google.co...
Song used in this video is "Into The Void" by Tybercore

Пікірлер: 36
@evilmrfrank
@evilmrfrank 6 жыл бұрын
Just in case it's not clear in the video these are not point lights being used in this video. Outside of the directional light all lighting seen is from the lighting system I built. It is basically a combination of post process shaders and blueprints.
@dovahkiin009087
@dovahkiin009087 6 жыл бұрын
Tobi Tobey Is assume he’s saying that it emulates light in general. Not global illumination.
@evilmrfrank
@evilmrfrank 6 жыл бұрын
It's more along the lines of just what Caleb Harwell said. It is more just a system to allow designers to place cheap bounce lighting basically like they would with regular point lights. Color/brightness/radius values still have to be set by hand
@keithv2974
@keithv2974 6 жыл бұрын
I remember trying this in UE3 many years ago. The results look great but the performance was brutal. I'm glad to see someone got this same technique working with such good performance. This is what I put together and the frame rate slogged... kzbin.info/www/bejne/oqHIgY17rMyDadE
@hrmnbrck
@hrmnbrck 6 жыл бұрын
Besides directional light, does the system work with point light and spot light?
@evilmrfrank
@evilmrfrank 6 жыл бұрын
Only supports a replacement for pointlights atm. I may look into supporting some sort of spotlight in the future but it probably wouldn't be nearly as cheap as far as performance goes.
@abcqer555
@abcqer555 6 жыл бұрын
What a great idea!! Unreal Engine needs this as a standard feature. Bravo!! Can't wait to use it :)
@covenantcide
@covenantcide 6 жыл бұрын
This looks fantastic! Definitely something I will look into once it's released, Great work! :)
@gabrielmaisonet7485
@gabrielmaisonet7485 6 жыл бұрын
Holy moly man, I haven't even begun using unreal engine (I've wanted to start ever since I first saw one of your videos, just don't know where to start), but you always impress me so much
@evilmrfrank
@evilmrfrank 6 жыл бұрын
Gabriel Maisonet just gotta get in and start playing around with stuff, it comes to you pretty fast once you get going :)
@fluidfox1436
@fluidfox1436 6 жыл бұрын
Very cool I'll be checking this one out
@D4K44R1
@D4K44R1 6 жыл бұрын
Looks fantastic! Will the light probes be able to dynamically change colour/brightness based on light sources or materials in their radius, or does that have to be set manually?
@evilmrfrank
@evilmrfrank 6 жыл бұрын
D4K44R1 they work similarly to point lights so have to be set manually
@hman2875
@hman2875 5 жыл бұрын
dude, where have you gone. when will you release new videos.
@Mocherad
@Mocherad 5 жыл бұрын
i will buy it )
@D4K44R1
@D4K44R1 6 жыл бұрын
Bought this as soon as I saw it on the store. The performance boost is insane! Is there currently a way to keyframe the lightprobes' brightness/colour parameters in sequencer? The project I'm working on pretty much requires it.
@evilmrfrank
@evilmrfrank 6 жыл бұрын
Although I have not tried it you absolutely should be able to. You'll just need to enable a few settings. If you edit the "Light Probe" blueprint and find the "Light Radius", "Light Brightness", "Light Color" Variables, select them and look for an option called "Expose to Cinematics" Just enable that on each variable you'd want to adjust in sequencer/matinee. After that you just need to go to the "Light_Probe Controller" actor you placed in the level and enable an option called "Update Lights in Game" and it should work fine! Again I have not tested it so let me know if this works! I'll be sure to enable the "Expose to Cinematics" option on the light probes in future releases to make it easier if anyone else wants to do this :)
@D4K44R1
@D4K44R1 6 жыл бұрын
Managed to get it all working. Thanks for the quick reply! Will definitely be recommending this to a few people.
@spencerluebbert
@spencerluebbert 5 жыл бұрын
If this is a post process effect is it fair to say it only works on objects with depth? (no support for translucent shading)
@MacKenzieShirk
@MacKenzieShirk 6 жыл бұрын
How does this actually work? Whats the difference between this, and a moveable, non shadow casting light with its min roughness/specular level boosted to prevent highlights?
@evilmrfrank
@evilmrfrank 6 жыл бұрын
This system is basically built using a mix of blueprints and post process materials. All rendering of the actual lights is done within the actual post process material.
@Skythedragon
@Skythedragon 6 жыл бұрын
Nice! Is it also possible to light with a cubemap?
@evilmrfrank
@evilmrfrank 6 жыл бұрын
Not at the moment, its definitely something I've looked into. Maybe a future feature :P
@huncisse
@huncisse 6 жыл бұрын
This is Lead Environment 3D Artist job?
@matt59906
@matt59906 6 жыл бұрын
Is there any chance that you have tested it with Forward rendering enabled using MSAA? Im curious because I am working in VR, and optimization is a huge deal, but a lot of post processing effects and lighting components do not work the same between the deferred renderer and the forward renderer.
@evilmrfrank
@evilmrfrank 6 жыл бұрын
Matthew Euliano I have not had the chance to test this yet on the forward renderer. It's on my to-do list though
@matt59906
@matt59906 6 жыл бұрын
Did you happen to check this out yet? I feel like this could be a MUST HAVE for VR developers if it works in the Forward Renderer the same way it works in the Deferred Renderer!!
@matt59906
@matt59906 6 жыл бұрын
@evilmrfrank
@reke9942
@reke9942 5 жыл бұрын
@@matt59906 Any update on this? I'm developing in VR too and this would be helpful if working as intended
@iLikeTheUDK
@iLikeTheUDK 6 жыл бұрын
This is truly amazing. Is there a way for this to work in conjunction with light maps, for dynamic lighting only while the lightmaps stay for stationary lights?
@evilmrfrank
@evilmrfrank 6 жыл бұрын
This will work with any type of lighting, fully dynamic, fully static, or stationary.
@unn357
@unn357 6 жыл бұрын
this is fake indirect lighting?
@NicolasSilvaVasault
@NicolasSilvaVasault 5 жыл бұрын
and just like that, this guy completely vanished from youtube
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