@@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.
@@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. :)
@@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 :)
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!
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 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
@@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.
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!
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.
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.
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.
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 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.
@@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
@@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.
@@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.
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.
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!
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.
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)!
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!
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!
@@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.
@@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.
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..
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.
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.
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.
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
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.
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.
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
Hey, William, thank you for another great video! Can you suggest console commands for movie render q in UE5? Which one from UE4 to use, which are useless (i suppose all that for raytracing?), which new to add for a better picture? Thank you once again for your tips and all that work you do for the ue-community!
Another great video where you sifted for the 'gold' nuggets for us so we do not have to. I too loath light map building. Going apply the info you presented here to a few troublesome projects.
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.
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 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?
Wow, thanks William. I was wondering why my test scene behaved in a screen-space GI fashion, most likely did it because landscape or other assets weren't supported.
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? ;)
I wish someone like yourself would cover shadows from lights while using lumen. I have set up several scenes, using nanite and lumen. They all have interior and exterior lighting. I typically see frame rates tank when shadows from several lights come into play. I would love to know if there are limitations to how many lights you can place in a scene, or if there are extra things to consider while setting up environments like these. If I were to disable the shadows on each light, the frame rate skyrockets. I'm sure there is more to this, like shadow maps. I know in UE4 you could only have a handful of lights sources overlap before some would become disabled.
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
The first 1,000 people to use this link will get a 1 month free trial of Skillshare: skl.sh/williamfaucher12211
@@drumjod Really? You’re going to make fun of a deaf guy ? Pretty sad buddy.
@@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.
@@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. :)
seems broken...does not work
@@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 :)
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!
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.
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.
@@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
@@sacebi7831 thanks for the explanation! Looking into Blender 3.0 currently and it's also amazing.
@@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.
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.
A new video from 'The Fauche'? I'm here for this...
Hahha thank you!
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!
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.
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.
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.
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.
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
@@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.
@@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
@@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.
@@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.
Your UA-cam channel the most important for the Unreal Engine learning
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.
Great video!
Btw, Lumen Scene is now located under Lit > Lumen > Lumen Scene
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!
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.
Thank you William for all of this high quality information very clean and well presented. I enjoy all of your videos a lot.
Cheers thanks for watching!
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.
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)!
Hi! Yes this video was recorded in UE5 Early Access, and they changed things around in 5.0 :)
@@WilliamFaucher Would it be feasible to either add a text overlay at that point in the video, or include this update in the description?
I have so much respect for you for using video chapters to let me skip the sponsor!
Thank you William, This is the best UA-cam channel I've ever seen. I wish you luck, success, and happiness.
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!
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!
@@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.
@@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.
My man bringing some super important tips right before I start blocking out the environment, thanks for reading my mind and happy holidays
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..
Thank you! Just keep in mind a few things have changed in 5.0 as this video was made last year!
My guy laying the smack down with life saving info. Thanks man
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.
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.
Thanks, William for digging the information out!
My man has a quantum pc for a brain 🤯
So much helpful information!
You're too kind man
It's like 3 legged powerful horse.
I know absolutely nothing about game-engines but you made this really interesting!
Thank you for the much needed simplified video... Very helpful and informative
Thank you for your wisdom Unreal wizard
Wow, great video. Finally discovered why my room didnt have the Lumen effect. I need rebuild it in parts!
Thanks! hope it helps your scene!
Thanks a ton for this information. Your channel is a key resource which I point students towards often.
Thanks for all the useful information! My go to for Lumen
You're a rockstar William! You are my UE5 guru.
Thank you for the advice. Valuable information and very digestible
Thank you for staying on top of this William, your videos are a godsend.
Thanks a lot man! You've just fixed my reflection issues at all!!!
Thanks so much! Your reflections tutorial was exactly what I needed.
Another great video! Your videos are so easy to watch, thanks for providing such great content William, have a good day buddy!
Thanks, man, great video. Used your skillshare link!
Cheers man! Enjoy it!
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.
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
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.
I am indeed! I'm glad to hear it could be of use to you, thanks for the kind words!
Love your channel William! lots of good stuff here, always come here for advice!
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.
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
Really great video you did here explaining key aspects to consider when using Lumen for real-time! Great job! 👍
Hey, William, thank you for another great video! Can you suggest console commands for movie render q in UE5? Which one from UE4 to use, which are useless (i suppose all that for raytracing?), which new to add for a better picture? Thank you once again for your tips and all that work you do for the ue-community!
Thnx William, I'm already waiting for the 3ºupdate to this video when finally UE5 releases (6.5months have past)
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.
I am not really working with UE5, I just clicked because I love your background
Thank you!
Really glad i found this channel. Wealth of information, thank you.
Thank you! And welcome to the community :)
Very informative thanks my man 🤙🏿
Another great video where you sifted for the 'gold' nuggets for us so we do not have to. I too loath light map building. Going apply the info you presented here to a few troublesome projects.
Another brand new video soon to be a classic, thanks for all the tips.
Thank you!
You are the best to me.
Lovely recap! Thanks.
many thanks, William.
As always thanks for the valuable information Mr. Faucher!
i just knew about lumen scene here and when i tried it on my project 80% was black.
Thank you so much.
so helpful, really i'm glad to u william
Thank you again Sensei !
Thanks for watching!
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.
Wow that's just fantastic information, thanks for that !
I hate this video because it makes me wanna get more into UE5. Thank you, William!!!
Thanks for the great Useful info dear . Best of the best of the best info in short span of time.
Your videos are the best! Love the energy
You're sir are a god damned god send. THANK YOU SO SO SO MUCH!
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
AO/DFAO isn't really a thing anymore thanks to Global Illumination :)
@@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?
@@3DWithLairdWT Not yet ;)
Wow, thanks William. I was wondering why my test scene behaved in a screen-space GI fashion, most likely did it because landscape or other assets weren't supported.
Awesome keep the good work, thanks for the info, you made want to try again this great engine!
Wow, great update. I learned so much, thank you
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? ;)
Amazing work William!
Thank you!
Amazing tips! Thank you so much!
Thank you as always for this William.
Thanks for watching!
Thank you so much for this.
Another fantastic and informative video, thanks and keep them coming.
Thanks Will
Always look forward to your videos William!
Thanks Jay!
3:58, as a 6900XT owner, this feels good to hear.
Super helpful! Thanks!
William thank you for your amazing content!
Thanks yout!Really helps me a lot.
Hey William, as always your videos are great and so so helpful, THANK YOU
Thanks for the explanation
Thanks William for this great informations
Appreciate it William 💪
Just what I needed today, another banger
Is there a roadmap? I have been waiting for months for support for refractive materials such as glass!
Thanks for your effort!
I don’t think so since UE5 is only in early access/beta. It isn’t fully released yet! Thanks for watching :)
Great stuff as usual!
Can't wait to see what the full release of UE5 will bring
I wish someone like yourself would cover shadows from lights while using lumen. I have set up several scenes, using nanite and lumen. They all have interior and exterior lighting. I typically see frame rates tank when shadows from several lights come into play. I would love to know if there are limitations to how many lights you can place in a scene, or if there are extra things to consider while setting up environments like these. If I were to disable the shadows on each light, the frame rate skyrockets. I'm sure there is more to this, like shadow maps. I know in UE4 you could only have a handful of lights sources overlap before some would become disabled.
Thank so much for sharing the knowledge! :D
thank you, your videos are insanely helpful!
William: You need to separate your objects.
Me using the extrude mesh node in Blender: *chuckles* I'm in danger.
love ur stuff! Keep it up William!
Separated wall, floors, ceiling etc are a good match to modular environments in games, though I can see the problem for arch vis applications.
Gracias William, como siempre ( thanks William like always)
De nada!
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
Hey 👋, Did you find a way to visualize the lumen scene?
I for one hate baked lighting too but still sticking to it for reliability or until the final version of lumen in ue5 comes out next year.
really great tips! Video suggestion: Skin material / lighting with lumen would be awesome. I just cant seem to get it to look realistic at all...
Great suggestion!
Once again, another fantastic video!