Tips for Optimizing Your Lighting in Unreal Engine

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  • Опубліковано 6 вер 2024

КОМЕНТАРІ • 8

  • @OverJumpRally
    @OverJumpRally 2 місяці тому +3

    Great video!
    I wish there was an option for Emissive material to NOT cast light, just glowing (which is what Emissive did back in UE4, I believe).
    Speaking of Light Blockers, you can hide them in-game (with the Hidden in Game flag) and still have them block light by using the "Affect Indirect Lighting While Hidden" turned on. You can see them in Lumen View!
    You can also use the same trick for emissive hidden meshes. For example, I needed more light coming from outside but I didn't want to bring up the exposure (because that cause more flickering) so I just threw emissive panels outside.
    Oh, another reason why you need those Light Blockers in the first place is because the wall meshes are exposed to the external lighting: basically, Mesh Distance Field would average the light they get from the various light sources, so if your wall is half lit from the outside and half from the inside, it would look weird. If you have a scene where the character can go outside and inside a room, then I suggest to simply split the walls into interiors and exteriors.
    Also, I have to point out how UE 5.4 got much better with all these leakage, in fact I ended up deleting most of the Light Blockers I had in my scene.

    • @VirtualProductionInsider
      @VirtualProductionInsider  2 місяці тому +1

      Thanks so much for the insight! And yes, i wish we had more options with emissives!

  • @larryweissenburger
    @larryweissenburger Місяць тому

    Great tutorial. your explanation is great. You're easy to understand. Thank you so much. The question I have is if you put multiple cameras in a room, can you control the light sources for each camera separately? so that as you look through each camera to get rendering shots, you can adjust the lighting source to that camera specifically without changing the lighting source that has been set to other cameras. You spend a lot of time getting the light source set up for one camera on one side of the room. Then you switch over to another camera, get the lighting source set up for that camera. Get your shot. But then you want to go back to the other camera, and all the lighting source has been changed, so you have to reset it again. If that makes sense, I think it can be done, but I just haven't found any videos. on UA-cam for that.

    • @VirtualProductionInsider
      @VirtualProductionInsider  Місяць тому

      @@larryweissenburger thanks! And here is how i would achieve this: i would setup a Level Sequence for each camera, and then bring the lights that you want to change into that specific sequence and make your adjustments inside sequencer.
      So create a new level sequence, drag the camera into that sequence, and then drag the lights that need to be changed in as well. Now you can use the dropdown menu under the light inside the sequence to make adjustments like location, intensity, color, etc. And since you’re making those changes in the sequencer, it’s not being applied permanently in the editor. So once you close that sequence, everything will revert back to its default state. Then you can rinse and repeat with a new sequence for the next camera and lights. There are probably multiple ways to approach this, but this is just how i would do it. Hope this helps!

  • @gametnt_fun
    @gametnt_fun 6 днів тому

    cool

  • @Vaibhavnagare-xs7vy
    @Vaibhavnagare-xs7vy Місяць тому

    Can You Please tell me how you setup persistent level or any tutorial for that , this is new for me

    • @VirtualProductionInsider
      @VirtualProductionInsider  Місяць тому

      @@Vaibhavnagare-xs7vy sure thing! The simplest way to do this is access the “Levels” tab under the “Window” dropdown menu at the top of unreal engine. Then you can drag a level you created onto the Persistent Level (which is the level you have open) and then the level you dragged will show up as a sub level underneath. This allows you to quickly hide that level or move it around your scene. There’s a lot more to it, so i can definitely explore this in a future episode!

  • @chelo111
    @chelo111 Місяць тому

    thank you broddy