Hey everyone, I'm going to pin all the solutions that some of you in the comments have figured out, to make it easier for everyone to find: - To fix the skybox issue at 12:00, just disable "Affect Distance Field Lighting" in the dome mesh details and you'll be good to go. The same is valid for any mesh you want to exclude from Lumen GI calculations for some reason like an unsolvable bouncing glitch or something. - Regarding the Nanite tree. The shadows can be fixed by turning on distance field shadows on your direct light. Also the disappearing leaves can be fixed by using a custom LoD on the tree which Nanite should use for lowest detail level. It's explained in the UE5 docs how to do this."
For the shadows, try going into the project settings under "shadow map method" and change it from shadow map to Virtual shadow maps (beta) and see how that looks.
12:00 To solve the issue with the dome interfering with Lumen GI, just disable "Affect Distance Field Lighting" in the dome mesh details and you'll be good to go. The same is valid for any mesh you want to exclude from Lumen GI calculations for some reason like an unsolvable bouncing glitch or something.
I dont think its a glitch but an unintended feature. If you look at the demo scene, you go into any of the static meshes like rocks, its black. GI isnt rendered there. So my guess is, that it thinks thats a static mesh in the level like those rocks so it doesnt allow GI bounce calculations inside the mesh, (possible performance cost). The sphere is just a large static mesh, the Lumen doesnt know that its a sky sphere so it treats it like any other mesh, so you would have to toggle off affect distance field lighting in order for it to get it to work.
@@4dchessplayer516 Hehe being 75% deaf certainly leads to me not always knowing I'm mispronouncing words, there's a whole frequency of sounds I never heard before. So hopefully my lisp isn't tooooo bad! You're the first one here to point it out so far!
@@4dchessplayer516 I don't remember hearing one, I only heard technical goodness... I suppose you are utterly pristine in every way with perfect perspicacity... _(he's off to look up perspicacity,..)_
@@WilliamFaucher Hi William!! Thank you so much for your video. Can you elaborate on what it means to "throw polygons at it" instead of masking? Sounds key. Thank you!
I was just going to sleep and was thinking there's no way I'm going to watch the whole 13 minute video at 3:30 am but oh boy, just finished watching the video. Thanks for all the tips. You have a super nice & calm voice 👌
As a professional, I just want to say that you are by far the best Unreal teacher on this whole platform. You have basically been my unreal go-to for the last two months and thanks to you I learned extremely fast in very little time. Pure quality of information. Keep up the great work.
William, there have been many occasions that I have thrown in the towel to learning UE. Now that 5 is out, I tried again. After searching many channels for some basic real world hands on help you have proven to be the sole reason I'm sticking with learning and applying this tool in my work setting. Thanks so much! keep up the great work!
8:13 I found a checkbox to improve soft light in area lights. :) *Steps* 1. Create a RectLight 2. Go to Distance field Shadows section 3. Enable Distance Field Shadow. 4. Enjoy and share it in your videos Another trick. To improve the noisy shadows (it is only noticeable in playing mode, not in the viewport) *Steps* 1. Create a Post ProcessVolume 2. Go to Rendering Features > Misc 3. Type 200 in the Screen Percentage (This is duplicating the amount of pixel calculated, so be careful if you want performance). 4. Hit the play button 5. Enjoy and share it in your videos
About the BGSphere (HDRI dome) problem. You can fix it two ways: 1) Incrase the scale of the BG Sphere drastically 2) use checkbox for that BG Sphere mesh and UNCHECK: Affect Distance Field Lighting BTW: thanks for your tutorials and for sharing us your knowledge !
Nanite ad Lumen are bloody amazing. The fact that either of them work on current hardware in any useful way is just mind-blowing. I figured we were getting closer to good tech for Lumen in the next couple years but I also figured we were still at least 7-10 years away from anything like Nanite...
@@tangorn666 haha well, I think what it does is that instead of using software trickery to create reflections it uses the benefits of raytracing to bring increased accuracy and visual fidelity (more pretty and accurate reflections) at the cost of performance. I saw a video of a guy doing interior visualisation and when he hit that switch the reflections got soo much better. Probably better for an production environment or for gaming on like a 3090. For your average gamer this is probably pretty unnecessary.
Same. I remember how much time it took to render one frame with the PoV raytracer. And now we have real-time rendering of such high quality. It blows the mind.
gosh I just discovered you and I istantly subscribed! You are great at explaining and tell things how they do work/not work or how make them forcefully work! and I didn't noticed the real GI from emissive materials, now I'm a child at christmas too!!!
Great tutorial with some very helpful tips, thanks! Also good that you upload in higher resolution, for me streaming the interface in 1440p (on a 1920x1080 screen) makes it much easier on the eyes
yes thank you, the screen space kind of aspect of the lumen is the reason that i watched your video, and i am glad that i am not the one experiencing it. thank you sooo much you are so awesome.
William, Regarding the Nanite tree. The shadows can be fixed by turning on distance field shadows on your direct light. Also the disappearing leaves can be fixed by using a custom LoD on the tree which Nanite should use for lowest detail level. It's explained in the UE5 docs how to do this.
Ahhh that explains it, thank you! It's good you point this out, since my main reason for showing it at all is that people might have issues with the default settings. Thank you! I wish I could pin multiple comments!
@@WilliamFaucher Np, Overdraw(drawing more than one triangle for each pixel) is another issue with foliage(can be visualized in the Nanite visualization mode) but it's not as bad as with grass, which performs terrible with Nanite. Also if you run into lumen flickering in your trees that usually means there are not enough branches & leaves, seems to me the more leaves the tree has the better the result(while at the same time looking more realistic, so there's no real downside here).
Thanks for this and glad I'm not the only one having problems with shadows in indoor scenes. Hopefully this will get fixed and without needing to use console would be a huge bonus.
Lumen Reflections don't trace against HLODs. They first do screen traces against the Global Signed Distance Field. Then if that fails (there's no screen data) it still traces against GSDF but it stamples from the LumeScene for the color instead. That's why the reflections look blurry and approximate for anything off-screen. If you have hardware raytracing enabled, it will trace against the Nanite scene proxy if it's a nanite mesh, though. Otherwise it'll trace against normal scene geo.
Thanks so much for this! I recently tried migrating one of my archviz projects to UE5 but encountered these exact obstacles (especially with landscape foliage) and you pretty much answered my would be inquiries here. :)
Oh my gosh this solved the issue that was driving me crazy! I'm rendering out a scene from the sequencer and shadows/reflections looked different in render than they did real time, also there was no lumen bounced light. Deleted my HDRI dome just like you did and it solved everything! Thanks you!
I strongly believe that lumen is a combination of signed distance field ray tracing and screen space ray tracing technique. Also I agree with you, for now, Unreal has about 300 cvar for tweaking lumen which makes me headache. Sky sphere blocking GI could be a bug they will fix in the future like in 4.22, RTX GI was blocked by sky either. One thing about nanite is that, I guess they have some way of projecting detail onto high poly's silhouette. I imported a tree from evermotion about 2 million tris and with nanite enabled, the tri count was cut down to 2k but looks the same. The tri count doesn't lie. So it probably is represented as a low poly but with details projected onto automatically.
While I know this video was more about lumen, I figured I'd drop this here since people might be interested. During the live stream yesterday they talk about nanite and what it might support in the future. Link is time stamped so you don't have to search through the full 2 hours. Link: ua-cam.com/video/6W1DFdLiWN8/v-deo.html The breakdown: Nanite static meshes will support everything which is possible with UE4 static meshes, including Tessellation, vertex painting & even non-rigid meshes. They are experimenting and researching with Nanite for foliage Landscapes will get Lumen support but may not use Nanite In a few weeks there will be a livestream all about Nanite, hopefully we will find out more then.
Thanks for the video. I think that problem with HDR dome - is a Distance field generation from that dome. So you have a huge sphere that overlaps your scene objects with her own distance field mesh. You need "open" meshes to work the lumen properly.
No need to apologise for acting like a kid at Christmas - I think that's a normal reaction. This is just outstandingly cool. I can't play with these tools yet as my PC is being repaired, but hopefully I can get my hands dirty soon. I'm pretty sure they said they'll have foliage working with Nanite by the full release or that it would be one of the earlier patches. Right now it's just broken entirely and they wouldn't want one of their star features to not work with something so basic. Same goes for shadows. I can't remember them mentioning Lumen shadows specifically but I'm certain that's going to be something they're racing to get fully functional. And that bounce lighting this is completely bizarre - I'd imagine it's a bug and worth reporting to them.
keep up the great content William. your my default go to guy, for cheat sheets when i get stuck or forget something. It is worrying at this early stage that they list raytracing as being depreciating, particularly when it works better on shiny surfaces or for basically the entire product review industry (Automotive for me) Hope they improve it or have some sorta cvar to correct it.
@@ManethBimsara The reason it's being deprecated is that Lumen will include fully accurate raytraced reflections and a better version of it. Here's the relevant part of the developer stream: ua-cam.com/video/6W1DFdLiWN8/v-deo.html
I wouldn't be worried, they're going to go with what offers the best look and the best performance. The nice thing is that we will have a series of options to choose from, that adapts best to your specific use case. I like having multiple options!
Hello William, I've been following you for few months, your videos are so helpful and straight to point and, I have a suggestion you can put it in your consideration if it worth. To save time typing many console commands especially the many re-usable ones, you can create an actor, plug the most used console commands in "Execute Console Command" node and the connect it with a custom event and make sure to check (Call in Editor) option in it. finally, drag and drop this actor into your level and you can then click on which console command you want to use. I think you can use structs or enums to make it better and more advanced. I hope you got a benefit from this comment!! :D
You're content is awesome and by seeing what can be achieved with Unreal + what I see every day at my workplace (I work as an IT at a VFX Studio called MATHEMATIC) it gives me more and more motivation to start the adventure. However I would like to know at this moment, would you recommend me to start my work in UE4 or UE5 ? My final goal is to make a short film with + Post process and Montage and everything, but I don't know if UE5 have or will have all the features that you showcased previously on your channel (even some specific things like stencil layers) And on top of that, I wonder what engine is the most power consuming for the same level of realism, even tho I have a pretty powerful pc (RTX 3070, 32GB RAM and Ryzen 9) Thanks in advance for your response and keep hard working on your content because we can clearly that you put effort in creating those videos and personnally I love your content🤗
@William Faucher, according to yesterday's livestream, Lumen is replacing a lot, if not all, raytracing function in UE5, Lumen will incorporate Raytracing, but all of that will come through Lumen. So the reflection quality you are seeing will hopefully have controls exposed for detailed reflection results.
@@WilliamFaucher If they don't allow for the users to adjust quality for offline rendering, there will always be Octane for UE. However even if it ends up just being Console Commands I am fine with that since it is easy enough to build tools to help manage that inside UE via Blueprint.
There is another weird problem with lumen worth mention, GI coming from Spot and PointLights feels kinda like a screenspace effect, you turn away from a light source the scene becomes darker...
2:54 I hope you can show us how to get better frame rates. Seriously what hardware are you running?? or is this demo simply not feasible for 120 fps 4k? Thinking of upcoming rtx 4000 in particular.
Great video as usual! Have seen a few cinematics created that look good really cool. One thing I have noticed - sometimes when a camera cuts to another camera you can sometimes see it having to adjust the lighting and shadow so it catches up. Is it possible to add a delay between camera cuts to allow it to load properly?
It's worth noting that the Valley of the Ancients demo has a bunch of custom settings in their DefaultEngine.ini that differ from the UE5 defaults. For instance, the virtual shadow settings that you changed default to basically what you changed them to. They were lowered specifically for the demo since the extra rays were not important in that environment with very noisy textures and so on. On a new project you would not have had to change the cvars. That said, there will still of course be limitations on how "soft" any shadows based on single projection shadow maps can eally be, as you demonstrated well here!
Just some clarification, lumen reflections do not use HLOD, they use a distance field representation of the scene with low resolution texturing and lighting:)
really well explained, you deserve way more views man! some other channels are just doing 'UE5 reaction' videos which are pretty useless, but they got way more views, whats wrong with UA-cam LOL
Hahah they get the clicks! But then again I don’t want that audience subscribing. I want my audience to be passionate artists like myself, people who engage well. It’s better in the long run :)
Hey William, Can you make a tutorial for Interior lighting in games? That talks about good visual fidelity while also keeping it optimized for games? I really wanna learn it from you
For the foliage problem i found out: Problem seems to be the vertex worldoffset that most foliage uses for cheap animation is not directly compatible with raytraced shadows (raytracing recognizes only the base state of the model not the one after worldoffset). First, dont use nanite on thin geometry like foliage, it seems to work with distance fields which need a min thickness to work. Nanite can be (de-)activated per model(not per instance) in the staticmesh settings of the asset. For the raytraced shadows the fix is found in the instance settings(model clicked after added to the scene), just search 'raytrac' and activate the option about worldoffsets, did it for me. Btw it seems to me a lot of Lumen shadow settings can be set via 'raytracing' labeled options.
Thanx for another great tutorial. I have two questions about HDRI dome. Did you try messing with single sided material or single sided mesh(dome) + switching normals perhaps? Maybe that could make some change for HDRI illumination. And is there the same problem when using HDRI Backdrop? I do architectural visualization and HDRIs are very important for me. Also I did not see anyone mentioning GPU lightmass baking. Do you know has that been improved or changed in any way comparing to 4.26? Tnx.
You are my favorite William, Not because you are great artist. It because you looking like Andrew Garfield. And Andrew is very good actor. Thanks a lot William.
You are awesome. Thx man for all the tutorials. Question: Is Lumen going to replace the SSGI for exteriors? Since I guess ray tracing still would be the go to for interiors. or am I getting it all wrong? Again thank you!
I had a play with it, it's cool for rendering out cinematics where things you use aren't supported by path tracing. For real time game graphics though it's SO heavy, it's either blotchy and noisy, or it is too slow once it looks smooth. Which is guess is why most demos are limited scenes. Maybe in a few years of GPU tech though it'll be ace
You can also use the same command but for the Directional light. r.Shadow.Virtual.SMRT.RayCountDirectional I went up as far as 256 for my Arch-Viz scene and it looks great! What a difference.
Thank you! I had a lot of fun experimenting with UE5 when it released! Did I say 20 years? I thought I said "last year", it was late so you could be right hahah
lol I wanted to say that we have been in the 3d guild for 20 years waiting for the remder to end ... and now finally there is no waiting! again thanks !
It seems that emissive materials, only affect GI on screen space. When the emissive object isn't on camera it doesn't generate Gi. You guys fond any workaround for this?
The emissive works find off-camera for me, you can see in the livestream I had last week, it isn't screen-space. Perhaps there is something else in your scene that is affecting this.
Hey everyone, I'm going to pin all the solutions that some of you in the comments have figured out, to make it easier for everyone to find:
- To fix the skybox issue at 12:00, just disable "Affect Distance Field Lighting" in the dome mesh details and you'll be good to go. The same is valid for any mesh you want to exclude from Lumen GI calculations for some reason like an unsolvable bouncing glitch or something.
- Regarding the Nanite tree. The shadows can be fixed by turning on distance field shadows on your direct light. Also the disappearing leaves can be fixed by using a custom LoD on the tree which Nanite should use for lowest detail level. It's explained in the UE5 docs how to do this."
..Aaand just after I post my comment about the sky dome I notice immediately you have two solutions, thank you haha
Another way to solve it is by ticking an option on the HDRI material called "Is sky"
For the shadows, try going into the project settings under "shadow map method" and change it from shadow map to Virtual shadow maps (beta) and see how that looks.
Å
Please make a video about lumen reflections
12:00 To solve the issue with the dome interfering with Lumen GI, just disable "Affect Distance Field Lighting" in the dome mesh details and you'll be good to go. The same is valid for any mesh you want to exclude from Lumen GI calculations for some reason like an unsolvable bouncing glitch or something.
I dont think its a glitch but an unintended feature. If you look at the demo scene, you go into any of the static meshes like rocks, its black. GI isnt rendered there. So my guess is, that it thinks thats a static mesh in the level like those rocks so it doesnt allow GI bounce calculations inside the mesh, (possible performance cost). The sphere is just a large static mesh, the Lumen doesnt know that its a sky sphere so it treats it like any other mesh, so you would have to toggle off affect distance field lighting in order for it to get it to work.
That's very helpful Guilherme
Wow Thank You
man thank you so much!
Thanks dude. I was about to look into this, but you saved me the headache.
The only youtuber I could watch for an hour plus and when it ends, still want: _MORE INPUT!_ :)
With or Without the lisp?
True
@@4dchessplayer516 Hehe being 75% deaf certainly leads to me not always knowing I'm mispronouncing words, there's a whole frequency of sounds I never heard before. So hopefully my lisp isn't tooooo bad! You're the first one here to point it out so far!
Man count me in !! ☕
@@4dchessplayer516 I don't remember hearing one, I only heard technical goodness... I suppose you are utterly pristine in every way with perfect perspicacity... _(he's off to look up perspicacity,..)_
Dude, thanks for this, I didn't know that the nanite had an opacity issue. I spent an hour trying to find an answer
The pleasure is mine! Just throw polygons at it instead of masking, that way you get nanite to work without having to worry about translucency issues!
@@WilliamFaucher Hi William!! Thank you so much for your video. Can you elaborate on what it means to "throw polygons at it" instead of masking? Sounds key. Thank you!
Subscribed!
@@Ertie basically have each leaf be modeled instead of using cards with alpha! More polygons, yes, but ue5 can handle that
@@WilliamFaucher Nice, thanks a bunch.
I was just going to sleep and was thinking there's no way I'm going to watch the whole 13 minute video at 3:30 am but oh boy, just finished watching the video. Thanks for all the tips. You have a super nice & calm voice 👌
As a professional, I just want to say that you are by far the best Unreal teacher on this whole platform. You have basically been my unreal go-to for the last two months and thanks to you I learned extremely fast in very little time. Pure quality of information. Keep up the great work.
William, there have been many occasions that I have thrown in the towel to learning UE. Now that 5 is out, I tried again. After searching many channels for some basic real world hands on help you have proven to be the sole reason I'm sticking with learning and applying this tool in my work setting. Thanks so much! keep up the great work!
8:13 I found a checkbox to improve soft light in area lights. :)
*Steps*
1. Create a RectLight
2. Go to Distance field Shadows section
3. Enable Distance Field Shadow.
4. Enjoy and share it in your videos
Another trick. To improve the noisy shadows (it is only noticeable in playing mode, not in the viewport)
*Steps*
1. Create a Post ProcessVolume
2. Go to Rendering Features > Misc
3. Type 200 in the Screen Percentage (This is duplicating the amount of pixel calculated, so be careful if you want performance).
4. Hit the play button
5. Enjoy and share it in your videos
you are amazing tooooooooooooooooooooooo
About the BGSphere (HDRI dome) problem. You can fix it two ways:
1) Incrase the scale of the BG Sphere drastically
2) use checkbox for that BG Sphere mesh and UNCHECK: Affect Distance Field Lighting
BTW: thanks for your tutorials and for sharing us your knowledge !
Thanks for the tip! I’ll have to try that out.
Nanite ad Lumen are bloody amazing. The fact that either of them work on current hardware in any useful way is just mind-blowing. I figured we were getting closer to good tech for Lumen in the next couple years but I also figured we were still at least 7-10 years away from anything like Nanite...
So many informations in a such short time period. Crazy days!!!
Thank you for your videos, now I'm finally understang something about UE :)
Man, you're blowing my mind as always with your knowledge about ue
Thanks so much!
You can enable "Use Hardware Raytracing" under the Lumen settings in the project settings which will make the reflections a lot better as well!
Good tip! Thank you!
weirdly enough just enabling hardware support for lumen on my 2080 dropped my framerate in the demo from 40 to 4...
@@tangorn666 haha well, I think what it does is that instead of using software trickery to create reflections it uses the benefits of raytracing to bring increased accuracy and visual fidelity (more pretty and accurate reflections) at the cost of performance. I saw a video of a guy doing interior visualisation and when he hit that switch the reflections got soo much better.
Probably better for an production environment or for gaming on like a 3090. For your average gamer this is probably pretty unnecessary.
@@tangorn666 Keep in mind UE5 is still very beta, lots of things are buggy, unsupported, and just not optimized yet!
@Pawel Fugiel Do you have a raytracing enabled GPU, like a 3080?
15 years ago it took me a day to render a frame like this by FinalRender, amazing how processing power is growing!
Same. I remember how much time it took to render one frame with the PoV raytracer. And now we have real-time rendering of such high quality. It blows the mind.
Thank you for this tutorial. I was like a 5 year old as well yesterday when I saw the reveal. I'm so excited about Unreal 5.
Hahah glad to know I wasn't alone!
Your one of the only tolerable straight forward UA-camr thanks man
gosh I just discovered you and I istantly subscribed! You are great at explaining and tell things how they do work/not work or how make them forcefully work!
and I didn't noticed the real GI from emissive materials, now I'm a child at christmas too!!!
Thanks so much! Welcome to the community!
Exactly what i was looking for. Hope you will make more tips and tricks vidros on lumen as you learn in time.
That's the plan! I wanted to get this out because I know I'm not the only one running into these issues!
Great tutorial with some very helpful tips, thanks! Also good that you upload in higher resolution, for me streaming the interface in 1440p (on a 1920x1080 screen) makes it much easier on the eyes
Even with the occasional dodgy shadows, I'm impressed how good it looks.
I know right? This is very promising.
Hi! I just starting UE 5 not knowing anything about Game engine although I know a little about unity. Your quick tutorials and tips are great, thanks!
YES! Finally some green trees in this rocky scene. You are the first William:)
Hands down my fav channel for Unreal stuff. You are awesome bro :D.
That last tip was so useful
Your tutorials are a life saver
I kept looking into shadows but every option I ticked/changed made the scene a little bit weird. Thanks so much!
My new favourite channel. The cinematography stuff is dynamite.
Thank you so much! Welcome to the community!
Emissive lighting is amazing here.
I have you on "Notify All", I love this content! Looking foward to learning from you Master! :)
Thanks so much! You're too kind!
First time seeing this guy on here and I immediately did the same. This guy is pretty awesome and I hope he continues to make more videos like this!
@@MPRX87 You’re too kind! Welcome to the community!
I only recently found your channel and started learning UE5. What a great resource your channel is! Love your content. Really well explained.
This was awesome, thank you!! So excited to try Lumen, and good to know ahead of time I might be running into those roadblocks
CHeers! Lumen is fantastic! Has it's share of issues, but it's getting there!
Subscribed and liked, this is awesomeness in 13min straight
Thank you! Welcome to the community!
That one about the skydome was super eye opening thank you
yes thank you, the screen space kind of aspect of the lumen is the reason that i watched your video, and i am glad that i am not the one experiencing it. thank you sooo much you are so awesome.
Cheers! Happy to help!
William, Regarding the Nanite tree. The shadows can be fixed by turning on distance field shadows on your direct light. Also the disappearing leaves can be fixed by using a custom LoD on the tree which Nanite should use for lowest detail level. It's explained in the UE5 docs how to do this.
Ahhh that explains it, thank you! It's good you point this out, since my main reason for showing it at all is that people might have issues with the default settings. Thank you! I wish I could pin multiple comments!
@@WilliamFaucher Np, Overdraw(drawing more than one triangle for each pixel) is another issue with foliage(can be visualized in the Nanite visualization mode) but it's not as bad as with grass, which performs terrible with Nanite. Also if you run into lumen flickering in your trees that usually means there are not enough branches & leaves, seems to me the more leaves the tree has the better the result(while at the same time looking more realistic, so there's no real downside here).
Always on the top William !! Keep up the good work ! ;)
Great one William!
Thanks man!
Emissive Material Really awesome i am loving it......thanks for the tips
damn the fact that an emmissive material is enough to light up your scene is just outstanding to me!!! INTENSITY!!
I know right?! It's crazy!
i see another new video from William, first i press the like button
then seeing it in full res
Very useful and exciting
thank you
Thanks for this and glad I'm not the only one having problems with shadows in indoor scenes. Hopefully this will get fixed and without needing to use console would be a huge bonus.
thank you so much for doing this! And are you going to do UE5 tutorials about anything new as well?
Oh I absolutely will! I'll be covering UE4 and UE5 simultaneously :)
I don't even use UE5, but this was great. You've addressed my curiosity, especially with the Nanite tree limitation.
Lumen Reflections don't trace against HLODs. They first do screen traces against the Global Signed Distance Field. Then if that fails (there's no screen data) it still traces against GSDF but it stamples from the LumeScene for the color instead. That's why the reflections look blurry and approximate for anything off-screen.
If you have hardware raytracing enabled, it will trace against the Nanite scene proxy if it's a nanite mesh, though. Otherwise it'll trace against normal scene geo.
Hey man. I'm loving you ish! It's just the ish I need to know. I appreciate you taking the time to figure this stuff out and sharing your knowledge.
This is good to know! Ty for the tips as always 😉
great tutorial man, this was really helpful
Cheers! Happy to help!
Thanks so much for this! I recently tried migrating one of my archviz projects to UE5 but encountered these exact obstacles (especially with landscape foliage) and you pretty much answered my would be inquiries here. :)
This guy! What a bloke. Thanks for sharing and your channel in general.
Oh my gosh this solved the issue that was driving me crazy! I'm rendering out a scene from the sequencer and shadows/reflections looked different in render than they did real time, also there was no lumen bounced light. Deleted my HDRI dome just like you did and it solved everything! Thanks you!
Your constructive criticism is the best of the video. New subscriber for that.
Thank you! And welcome to the community!
I strongly believe that lumen is a combination of signed distance field ray tracing and screen space ray tracing technique. Also I agree with you, for now, Unreal has about 300 cvar for tweaking lumen which makes me headache. Sky sphere blocking GI could be a bug they will fix in the future like in 4.22, RTX GI was blocked by sky either. One thing about nanite is that, I guess they have some way of projecting detail onto high poly's silhouette. I imported a tree from evermotion about 2 million tris and with nanite enabled, the tri count was cut down to 2k but looks the same. The tri count doesn't lie. So it probably is represented as a low poly but with details projected onto automatically.
While I know this video was more about lumen, I figured I'd drop this here since people might be interested.
During the live stream yesterday they talk about nanite and what it might support in the future. Link is time stamped so you don't have to search through the full 2 hours.
Link: ua-cam.com/video/6W1DFdLiWN8/v-deo.html
The breakdown:
Nanite static meshes will support everything which is possible with UE4 static meshes, including Tessellation, vertex painting & even non-rigid meshes.
They are experimenting and researching with Nanite for foliage
Landscapes will get Lumen support but may not use Nanite
In a few weeks there will be a livestream all about Nanite, hopefully we will find out more then.
Thanks for the video. I think that problem with HDR dome - is a Distance field generation from that dome. So you have a huge sphere that overlaps your scene objects with her own distance field mesh. You need "open" meshes to work the lumen properly.
5:09 that's impressive
Ikr
thank you for creating amazing tutorial and giving me solutions of common issues :)
The pleasure is mine! Thanks for watching!
No need to apologise for acting like a kid at Christmas - I think that's a normal reaction. This is just outstandingly cool. I can't play with these tools yet as my PC is being repaired, but hopefully I can get my hands dirty soon.
I'm pretty sure they said they'll have foliage working with Nanite by the full release or that it would be one of the earlier patches. Right now it's just broken entirely and they wouldn't want one of their star features to not work with something so basic. Same goes for shadows. I can't remember them mentioning Lumen shadows specifically but I'm certain that's going to be something they're racing to get fully functional. And that bounce lighting this is completely bizarre - I'd imagine it's a bug and worth reporting to them.
keep up the great content William. your my default go to guy, for cheat sheets when i get stuck or forget something.
It is worrying at this early stage that they list raytracing as being depreciating, particularly when it works better on
shiny surfaces or for basically the entire product review industry (Automotive for me)
Hope they improve it or have some sorta cvar to correct it.
@@ManethBimsara The reason it's being deprecated is that Lumen will include fully accurate raytraced reflections and a better version of it. Here's the relevant part of the developer stream: ua-cam.com/video/6W1DFdLiWN8/v-deo.html
I wouldn't be worried, they're going to go with what offers the best look and the best performance. The nice thing is that we will have a series of options to choose from, that adapts best to your specific use case. I like having multiple options!
Hello William, I've been following you for few months, your videos are so helpful and straight to point and, I have a suggestion you can put it in your consideration if it worth. To save time typing many console commands especially the many re-usable ones, you can create an actor, plug the most used console commands in "Execute Console Command" node and the connect it with a custom event and make sure to check (Call in Editor) option in it. finally, drag and drop this actor into your level and you can then click on which console command you want to use. I think you can use structs or enums to make it better and more advanced. I hope you got a benefit from this comment!! :D
1:00 I love this facecam placement
Thanks!
Looks great! Very nice introduction. Are the assets scenes available to practice with?
Thank you! Yes, you have access to the entire Megascans Library!
Great video William "the Brave" Faucher. Someone noticed if there are other things that could interfere with Lumen GI aside of Skydomes?
your channel is like a treasure box for us unreal users 😉
Super glad I found this Chanel ❤️ great insight
Thank you!
Loved the way you explained Will!! love you man!!
Thanks so much! I'm just glad it could help!
you answered all the questions i had, thank you very much.
Happy to help! Cheers!
ive been waiting for this vid 😊
You're content is awesome and by seeing what can be achieved with Unreal + what I see every day at my workplace (I work as an IT at a VFX Studio called MATHEMATIC) it gives me more and more motivation to start the adventure.
However I would like to know at this moment, would you recommend me to start my work in UE4 or UE5 ? My final goal is to make a short film with + Post process and Montage and everything, but I don't know if UE5 have or will have all the features that you showcased previously on your channel (even some specific things like stencil layers)
And on top of that, I wonder what engine is the most power consuming for the same level of realism, even tho I have a pretty powerful pc (RTX 3070, 32GB RAM and Ryzen 9)
Thanks in advance for your response and keep hard working on your content because we can clearly that you put effort in creating those videos and personnally I love your content🤗
@William Faucher, according to yesterday's livestream, Lumen is replacing a lot, if not all, raytracing function in UE5, Lumen will incorporate Raytracing, but all of that will come through Lumen. So the reflection quality you are seeing will hopefully have controls exposed for detailed reflection results.
Yeah it sure seems that way! Lumen seems like such a spaghetti of different features combined into one, it's pretty crazy!
@@WilliamFaucher If they don't allow for the users to adjust quality for offline rendering, there will always be Octane for UE. However even if it ends up just being Console Commands I am fine with that since it is easy enough to build tools to help manage that inside UE via Blueprint.
There is another weird problem with lumen worth mention, GI coming from Spot and PointLights feels kinda like a screenspace effect, you turn away from a light source the scene becomes darker...
2:54 I hope you can show us how to get better frame rates. Seriously what hardware are you running?? or is this demo simply not feasible for 120 fps 4k? Thinking of upcoming rtx 4000 in particular.
On your PPV if you set the Lumen Reflection quality up to 6 it will be wayyyy better looking ;)
Good to know! I'll try that!
Love your videos mate!
Thank you!
Great video as usual! Have seen a few cinematics created that look good really cool. One thing I have noticed - sometimes when a camera cuts to another camera you can sometimes see it having to adjust the lighting and shadow so it catches up. Is it possible to add a delay between camera cuts to allow it to load properly?
Yeah you can add warm-up frames in Movie Render Queue :)
I've been having the same problem with the shadows being extremely noisy. I tried the command but still nothing changed :(
It's worth noting that the Valley of the Ancients demo has a bunch of custom settings in their DefaultEngine.ini that differ from the UE5 defaults. For instance, the virtual shadow settings that you changed default to basically what you changed them to. They were lowered specifically for the demo since the extra rays were not important in that environment with very noisy textures and so on. On a new project you would not have had to change the cvars. That said, there will still of course be limitations on how "soft" any shadows based on single projection shadow maps can eally be, as you demonstrated well here!
Yeah I noticed that! There's a lot of nice things enabled in the Valley of the Ancients project itself! Hopefully things get better and better :)
Just some clarification, lumen reflections do not use HLOD, they use a distance field representation of the scene with low resolution texturing and lighting:)
Nice tutorials !!!! big fan
really well explained, you deserve way more views man! some other channels are just doing 'UE5 reaction' videos which are pretty useless, but they got way more views, whats wrong with UA-cam LOL
Hahah they get the clicks! But then again I don’t want that audience subscribing. I want my audience to be passionate artists like myself, people who engage well. It’s better in the long run :)
I'm just getting into Unreal5, just want to say thanks!
Hey William, Can you make a tutorial for Interior lighting in games? That talks about good visual fidelity while also keeping it optimized for games? I really wanna learn it from you
Good stuff man, thanks for sharing your findings.
Cheers! Thanks for watching!
I dont know why but i just love this guy!
I don't know why but I just love YOU, kind internet stranger!
For the foliage problem i found out:
Problem seems to be the vertex worldoffset that most foliage uses for cheap animation is not directly compatible with raytraced shadows (raytracing recognizes only the base state of the model not the one after worldoffset). First, dont use nanite on thin geometry like foliage, it seems to work with distance fields which need a min thickness to work. Nanite can be (de-)activated per model(not per instance) in the staticmesh settings of the asset. For the raytraced shadows the fix is found in the instance settings(model clicked after added to the scene), just search 'raytrac' and activate the option about worldoffsets, did it for me. Btw it seems to me a lot of Lumen shadow settings can be set via 'raytracing' labeled options.
- Sphere with HDRI blocks LumenGi - in the settings of the sphere material, you need to put blendMode with Opaque on Transluency😆
Thanx for another great tutorial.
I have two questions about HDRI dome.
Did you try messing with single sided material or single sided mesh(dome) + switching normals perhaps? Maybe that could make some change for HDRI illumination.
And is there the same problem when using HDRI Backdrop?
I do architectural visualization and HDRIs are very important for me.
Also I did not see anyone mentioning GPU lightmass baking. Do you know has that been improved or changed in any way comparing to 4.26? Tnx.
You are my favorite William, Not because you are great artist. It because you looking like Andrew Garfield. And Andrew is very good actor. Thanks a lot William.
Thank You so much for your tutorials. Nice and easy to understand! Your my goto guy when all other fails 🤩🤩🤩
The emissive looks really good.
BLEW ME AWAY
Great channel! Keep it up and thanks for the knowledge!
Thank you!
You are awesome. Thx man for all the tutorials.
Question: Is Lumen going to replace the SSGI for exteriors? Since I guess ray tracing still would be the go to for interiors.
or am I getting it all wrong?
Again thank you!
Oh Lumen is 100% going to be replacing SSGI. It's superior in every way. That said, Lumen is partially screenspace at far distances anyway.
@@WilliamFaucher thank you for making that clear.
Great tips and helpful content as ever 👍
I had a play with it, it's cool for rendering out cinematics where things you use aren't supported by path tracing.
For real time game graphics though it's SO heavy, it's either blotchy and noisy, or it is too slow once it looks smooth. Which is guess is why most demos are limited scenes.
Maybe in a few years of GPU tech though it'll be ace
You can also use the same command but for the Directional light. r.Shadow.Virtual.SMRT.RayCountDirectional I went up as far as 256 for my Arch-Viz scene and it looks great! What a difference.
Can you use Subsurface Scattering with Lumen? Or does it have the same problem like regular raytracing in UE4?
Wonderful video! Thanks!
Cheers!
How do you increase the lumen gi distance? Seems to fade out quickly
like always , 1 day and you have the key !
awesome , thank you so much .
by the way , 20 years waiting that really ?
talk !
Thank you! I had a lot of fun experimenting with UE5 when it released!
Did I say 20 years? I thought I said "last year", it was late so you could be right hahah
lol I wanted to say that we have been in the 3d guild for 20 years waiting for the remder to end ... and now finally there is no waiting! again thanks !
Thanks for the early access tutorial
When I try to activate Ray-Tracing for AO in the UE5 it seems not to work. It looks the same as ,,None". Just Lumen and ScreenSpace seems to work.
It seems that emissive materials, only affect GI on screen space. When the emissive object isn't on camera it doesn't generate Gi. You guys fond any workaround for this?
The emissive works find off-camera for me, you can see in the livestream I had last week, it isn't screen-space. Perhaps there is something else in your scene that is affecting this.