The correct way to use Lumen Emissive Light UE5 Beginner Tutorial | DesignwithDan

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  • Опубліковано 26 жов 2024

КОМЕНТАРІ • 56

  • @SyntheticMemoriesGuy
    @SyntheticMemoriesGuy Рік тому +15

    Hi.
    I wanted to leave a comment, because this video helped me after 8 hours of research to FINALLY solve my problem. Let me explain.
    Apart from the subject covered in the video on the display distance of emissives, this video solved another problem for me not mentioned here, but visible at 1.44 minute up to 1.48 minute. The infernal noise that the emissives make, giving the impression that there are water reflections.
    In my project I use more than 250 emissives, and I let you believe that it looked more like a swimming pool than anything else.
    Thanks to this video I was delving into these options, and in my case, I used the option: "Lumen global illumination/Final gather quality"
    And this option perfectly stabilizes the noise. I had already been to check in these options, but without result, the video presents, made me go back there and I finally solved my problem.
    Thank you 10000 X, I found ONLY this video which deals with the subject and which indirectly solved my problem.
    I now have clean and stable emissions. Finished this infernal noise.
    THANKS.

    • @NordicGaming4u
      @NordicGaming4u Рік тому

      dude, i was having the same problem (Still am actually). I tried messing with the settings you mentioned but it still looks like a damn swimming pool in the living room :| imma have to keep screwing with these settings until something works... i think i may need to make the wall static meshes thicker because I also have light bleeding from the outside, in, as well. That may be causing the reflections too [shrugs]

    • @NordicGaming4u
      @NordicGaming4u Рік тому +2

      well, 10 hours later and i figured my issue out. I was using purely emissive materials to light my environment. Forgot that with static meshes you can uncheck that they cast dynamic shadows. So what I did was I still used the emissive material to make the light source glow like a light but then I used spot lights placed above the static mesh and widened the radius to max (80.0 I believe) and made sure the actors I used as lights didn't cast dynamic shadows. looks sooooooo much better and my environment doesn't look like a friggin swimming pool xD

    • @SyntheticMemoriesGuy
      @SyntheticMemoriesGuy Рік тому

      @@NordicGaming4u I am happy for you. Nothing more pleasant when after hours wasted looking for a solution, the problem is finally resolved. Moved on now :D Thanks for your feedback.

    • @SyntheticMemoriesGuy
      @SyntheticMemoriesGuy Рік тому +2

      @@NordicGaming4u Be careful with the spots anyway, for me they consume a lot of resources. I limit them to one per zone, at the risk of having a significant drop in framerate. Hence my interest in emissives that consume almost nothing.

    • @NordicGaming4u
      @NordicGaming4u Рік тому

      @@SyntheticMemoriesGuy I'll have to keep that in mind. I do have two spotlights in my kitchen. and one in the living room. I am trying to figure out a better setup for the fireplace. I have a trigger active so when the player collides with that trigger, it starts up the fireplace but I'm just using a particle that came with UE and I realized that when the camera is not looking at the particle, it despawns the particle. which looks jenk cuz you can see the reflection of the fire on the walls but when I turn away , the glow disappears. So I gotta figure something out for that lol.

  • @caroline6461
    @caroline6461 Рік тому +4

    You are a life saver!! Thanks for the awesome tutorial!!

  • @Timtowtdi-oop
    @Timtowtdi-oop 2 роки тому +6

    I just can't with text to speech... Somehow it's all I can focus on.

  • @adityathosar2026
    @adityathosar2026 2 роки тому +2

    My emissive material do not glow... When I increase glow intensity it becomes white !! can you help me? I'm trying to using emissive material on 3d text

  • @bair4ik
    @bair4ik Рік тому +3

    Hello everyone! My material stops glowing when it is hidden behind some object (even one object with 1 material starts shining only the part that is visible)) I take it this is because the lighting uses screen space? Where can I turn something on so that it works even if it's not in sight? And also if the Cylinder source shone along its entire length, I would use it. But even if it is long, it glows from one point only)

  • @SagunManandhar
    @SagunManandhar 9 місяців тому

    Thanks a lot. BTW, is it possible to turn off the visibility of the sphere but still keep the light emitting from the sphere ??

    • @ingechu
      @ingechu 8 місяців тому

      Yes, in the object details switch off 'visibility' and switch on 'affect indirect lighting while hidden'

  • @ninomancuso7021
    @ninomancuso7021 Рік тому

    Thank you, my emissive material doesnt have the same soft edge along the side, even when I turn it up and it illuminates the scene. Is that another setting somewhere?

  • @Pinguiny13
    @Pinguiny13 2 роки тому +4

    what about flickering emisive reflections?

  • @RmaNYouTube
    @RmaNYouTube Рік тому +5

    They should make this the default on post-process volumes

    • @kudjo24
      @kudjo24 Рік тому

      Clearly meant more for video games than cinematic production, although I haven't really played video games that auto brightened so drastically so you're right

    • @ImPDK
      @ImPDK 10 місяців тому

      @@kudjo24 doesn't have anything to do with auto exposure and everything to do with how Lumen works. Unfortunately it's poorly documented and you need general knowledge of graphics programming and to read the source code to understand it fully

  • @bigsylph7231
    @bigsylph7231 Рік тому +1

    Does anyone know why when in editor the emissive ball lighting looks nice but when you are in game/game view and its hidden it is leaving a big dark shadow on anything close to the light?

    • @SyntheticMemoriesGuy
      @SyntheticMemoriesGuy Рік тому

      I'm not sure we're talking about the same thing, but my emissives were making a lot, a lot of noise. My solution was to increase: Lumen global illumination/Final gather quality
      This in my case, the crappy shadows were already visible in the editor, and not only in game.
      The syndrome I'm talking about is visible in this video at 1.44 minutes, up to 1.48 minutes.

    • @bigsylph7231
      @bigsylph7231 Рік тому +1

      @@SyntheticMemoriesGuy Not the same issue but i will try that incase it does work thanks.

    • @NordicGaming4u
      @NordicGaming4u Рік тому

      ​@@bigsylph7231 just create a new material. From there hold 3 on the keyboard and click anywhere in the Material Graph, that'll make the texture color. Set that new texture to whatever color you want your light. Next, right click in the material graph and type out multiply and click on multiply in that popup menu. Next hold 1 on the keyboard and click anywhere in the material graph. Set this new parameter to anything between 0-5 (anything with a decimal works as well, I used .5 personally). take this new parameter and attach it to "b" on the multiply node. Attach the texture color to "a" on the multiply node. attach the multiply node to Emissive color tag on the result node of the material (the box with base color, metallic, etc.)
      with this new material, place an object into the world and attach this material to it. You have to make sure that the mesh that has this light material is visible in the world, if it is hidden by another asset it will cast weird shadows. Now, if you select that sphere asset and check "cast shadows" and then uncheck cast dynamic shadows (and maybe any other boxes that suggest shadows in case) it should make that sphere not cast a shadow. I'd have to see an example of what you're talking about though lol

  • @VitorCaldeira1980
    @VitorCaldeira1980 11 місяців тому

    my emission material is not emiting light, instead is black. Iam using lumen

  • @arthemos4627
    @arthemos4627 Рік тому +1

    I have huge problem with emissive materials and reflection. So much flickering...

  • @teobozic8403
    @teobozic8403 2 роки тому

    Thanks! Keep up the good work!

  • @OleksandrSe
    @OleksandrSe 10 місяців тому

    I'm not using lumen global illumination because I'm developing for android) Any other way to solve?

  • @Dhieen
    @Dhieen Рік тому +1

    Still not working, when i dont look at the object the light disappear , im using ue5.2

  • @SanOcelotl
    @SanOcelotl 2 роки тому

    Working Perfectly

  • @gater1793
    @gater1793 Рік тому

    thank you very much!

  • @chumcool
    @chumcool Рік тому

    What is a "Three Constant Node"?

  • @bolbolegypttuber
    @bolbolegypttuber 2 роки тому +1

    Thank you

  • @motionforgecg
    @motionforgecg Рік тому

    Thanks!

  • @3dchick
    @3dchick 2 роки тому

    So helpful! Thank you!

  • @hp651106
    @hp651106 2 роки тому

    This tutorial is short and clear.

  • @ketanshrivastava4741
    @ketanshrivastava4741 2 роки тому

    Keep making tutorials please ❤️

  • @ScottGelber
    @ScottGelber Рік тому +1

    Hmm still disappearing for me

    • @lucasrivera1488
      @lucasrivera1488 Рік тому

      me too

    • @ScottGelber
      @ScottGelber Рік тому

      @@lucasrivera1488 lemme know if you find a solution

    • @lucasrivera1488
      @lucasrivera1488 Рік тому

      @@ScottGelber here it is ua-cam.com/video/y2e6qQaIdRA/v-deo.html

    • @lucasrivera1488
      @lucasrivera1488 Рік тому

      in my case, I was using small sources for LED strips. The better way to address the problem is to ad REC lights, to the scene. I didn't quite know how to modify their dimensions, but the tutorial says it clearly

    • @lucasrivera1488
      @lucasrivera1488 Рік тому

      see around min 24:00

  • @Kogirius
    @Kogirius Рік тому

    Too bad this is not good enough for smaller emissives

  • @bluetech2809
    @bluetech2809 2 роки тому

    the text to speech voice is really good

  • @petermgruhn
    @petermgruhn 2 роки тому

    I don't know anything about what you are doing here. But are you sure "infinite extent" is the correct setting for that?

    • @bigdeutsch5588
      @bigdeutsch5588 2 роки тому +1

      Yes, because that allows the settings of the "post processing volume" to be applied to the entire level/scene regardless of how big the bounding box of the post processing volume is. Otherwise, the exposure setting changed in the tutorial from "Auto metered mode" to "manual" would only apply in the bounding box of the post processing volume.

  • @julianfiji
    @julianfiji Рік тому

    gracias forrooooo m salvaste mal

  • @papaliga
    @papaliga Рік тому

    Doesn't work for me. I'm using a gtx 980. Don't know if it matters.