Lumen in UE5: Let there be light! | Unreal Engine
Вставка
- Опубліковано 9 сер 2021
- Lumen is the result of years of research at Epic to bring real-time Global Illumination and reflections to Unreal Engine. In this video, we'll show what it is, talk about its features, and walk you through a high-level overview of how it works.
- Ігри
I've been following game tech since the 80s, and this (along with Nanite) is definitely one of the biggest breakthroughs I've seen. I wonder if we'll ever get rid of the "creeping" shadows and reflections that kind of trail after camera and object movements though? I'm not sure everyone even notices, but it's really obvious to me for some reason. Still, the environments look absolutely gorgeous, and the fact that lighting can update when objects move around at all, is mind-blowing 😄
Absolutely we will; some of the very recent research that has stemmed from ReSTIR is showing how to do nearly perceptually unbiased illumination in a lot of cases that have been extremely hard to handle. We don't have all the pieces quite yet, but I think anyone smart and familiar with this part of the literature can imagine quite easily how to complete the picture, so to speak.
The "creeping" (technically usually called "ghosting") is from the feedback. Feedback is used to reduce the amount of calculation done per frame to hit framerate. The more powerful the GPU, the more calculations can be done in a single frame and the less feedback is needed, so as graphics hardware gets better the ghosting will get less intense. Of course, there will probably also be improvements in ways to mask "changed" areas for higher priority calculation or dumping of history.
EDIT: also note that since the feedback is done offscreen, ghosting is only visible during major lighting changes. That means it won't be noticeable in most real-world use cases, as very dramatic lighting changes are usually only done in conjunction with other effects like particles or other setpieces. The exception is the reflections because they are view-dependant, but of course, reflections in games have always been a bit janky. :P
@@cerebralm my only point is this approach will not work for every use case. I just played Little Nightmares 2 last week, and there is a lot of gameplay in dark rooms where the character carries and aims a flashlight - the real time shadows are critical to game play, and it wouldn't have worked with any delay at all. Of course, for mostly static scenes, and for things like daytime lighting, Lumen is absolutely brilliant though. 🙂
Also it seemed the shadows are wobbling around even for a stable camera position?
The truth of what you said was proved by the release of The Matrix tech demo
My Uncle was an early 2000s 3dCAD CGI artist. He passed away about 12 years ago. Seeing how far CGI and 3DCAD has gone in the past 15+ years would blow his mind!!!!!!!!!!
Lumen is the game changer for all of us. Thanks for that 😅
Thanks Epic for all you do for us artist and developers.
This is an amazing technology and the presentation is really clear and helpful. Really appreciate the effort you puth into it, Paulo. So stocked about the emissive materials 😍
Thank you so much to each of you for all of your hard work on this tech. I really can't wait for all of the oversaturated 80's neon metropolises to start cropping up.
One of the best things to happen to game-developing science in decades. Oh wow, the tips for illumination, I knew none of them. I shall apply them to my workflow!
Lumen is insane. So effective while resource saving. You guys are smart, good job!
I love using UE5 and especially Lumen! The Lumen team did a terrific job 👌
I can already see improvements to Lumen since they first showed it off. Interior scenes like the one at 13:48 used to be a bit noisy due to the challenging lighting circumstances.
Nice video. I've been using UE5 and Lumens for a few months now, and I'm loving it. There are a lot of settings (and even console commands I guess) that improve the quality, and it's all very early-access, but I'm digging it so far. Thanks!
un par un par
"No Harry no, don't look at the light" - Bug ... "I can't help it it's so beautiful." - Harry
short simple and straight to the point, even a common gamer like myself can understand the magnitud and implications of this new breakthrough technology. This is a complete game changer and it will change game development forever by making it easier, faster and better
As someone who started gaming in the 80s your work brings tears of joy in my eyes.
ABSOLUTELY PHENOMENAL!!! This truly is a new step towards more realism and adds a lot if drama to every scene...GREAT JOB!!!👍🏻👍🏻👍🏻😃😃😃
Great! Would be nice to have an hybrid approach using planar reflection for perfect mirrors. Right now the results from Lumen alone are not that great even with hardware acceleration. Also a solution for translucency would be great, but I believe it will be solved by the time we get the full release. Lumen is probably the most exciting new technology I've come across in the past years.
Cool. -As a cartoonist, one of the Grand Principles I lean on when it comes to shadows is that, *"People are wired with very low resolution cognition regarding shadow play. That means you can use very broad stroke approximations, and so long as they stay within the bounds of very basic physics, nobody is going to notice or care."*
So UE5 is basically doing the same thing, taking a low-resolution solution and layering it on top of high-cognition granular detail.
In retrospect, it's a little surprising it took so long to implement, but that's how it goes with lots of great ideas which seem obvious only once they're in place.
Great job either way. The real-time effects are absolutely stunning!
This is a game changer, literally, I'm talking computer games
Different strokes for different folks... Lumen is perfect for certain things and I can't wait to see the creations in 2023 :)
Wow, you around here, representing the great KALASHNIKOV? SKRA
Yeah i make VR games at work and all this doesnt benefit me at all sadly
SKRAAAAÄAAAAA
Magnificent Tech and Video. Thank you Epic
super exciting stuff, I can't wait for RTGI to be common in games everywhere
Someone did a great job in recalling all those robots from the city.
Epic hired everyone with the highest score in that game to help them out
Emissive materials acting as lights without building lighting? What a time to be alive 😁
Thank you for this great video and for the mention :) oh my correct artstation is pscionti
First i like to say thanks to the gods at the lumen team. This is mind blowing guys!
Secondly:
This was a very good presentation.
No nonsense.
Honnest.
Informational.
Not to long.
Not to short.
There is one god
@@wbhtrb3008 good for you
@@wbhtrb3008and his name is brian karis from the unreal engine development team
Parabéns, Paulo, ver um brasileiro a frente desse tipo de coisa nos enche de orgulho!
I can see this working really well for Architecture.
Thx, we really need a tutorial like this more than a group talking.
This is magic.Thank you!
Great Improvements for Software Ray Tracing! I wonder if you can use this technique like Surface Cache and Mesh Distance Fields for hardware ray tracing as well? It probably would be a huge performance improvement and really appreciate because Hardware Ray Tracing is still so expensive.
That was excellent, thank you. :D
Salute from southern Brasil !
Thank you guys for lumen
My only hope is that landscape, foliage and subsurface scattering) support by Lumen is on the top of the roadmap. Actually, only urban or full static mesh scenes looks good with lumen.
Edit: Ignore this I was misconceiving.
You're mistaken. These are all supported by Lumen, but not Nanite. But that brings me to a common misconception. Nanite is *not* a global system. It is enabled per mesh, meaning that anything that requires translucency or other effects not supported by Nanite, can use the traditional LOD system instead and it will render just fine.
@@Jafoss No, actually there's no realtime GI from landscape and foliage because they don't have surface cache. Also subsurface scattering is not showing once you enable Lumen. GI has nothing to do with nanite which is about geometry.
@@spacepirate9882 Ah I see now. I see a lot of people misconceiving the translucency and foliage limitation of Nanite with Lumen, and I wasn't aware of the lack of surface caching with landscape and foliage or the SSS error, so I thought you were with the crowd.
Though from what I recall from one of my own projects SSS was working for me with Lumen enabled, unless it's a bug that happened in the new hotfix.
@@Jafoss I still don't get why you're talking about Nanite (virtual geometry) while I'm talking about Lumen (realtime global illumination). Nanite and Lumen are two different things, they are not related to each other in any way. You can use Lumen without using Nanite at all.
Good presentation. I approve. Thank you.
I love how Lumen causes even the arrows and indicators for scaling, rotating and moving objects to affect the scene also 😂😂😂😂😂. Brilliant (no pun intended)
that was not a pun, no one is laughing
@@mogmaximus Lumen + brilliant... I'd say that's a pun since we're talking about lighting here. Pretty lame that I have to explain the pun to you.
Also, I laughed... so you're wrong twice.
@@thronosstudios No we all see what you were going for. It just wasn't a good pun. If I asked you to describe the sun in one word and you said brilliant, I'd slap you in the face.
This is incredible
Lumen is really amazing...
Lumen completely blows my mind. Just a genuine game changer for the entire industry.
genuinely and literally
An enlightening video!
absolutely brilliant
Lumen changed my life
Lumen is amazing!
Great Video, especially @13:19 onwards
I'm glad I saw this video.
Totally sick!
Really good use of SDFs. 2 questions though...
1. How long does it take to re-import meshes with SDFs enabled for a big AAA project? When compared to non-SDF import.
2. The use of Lumen lighting cache is obvious due to its temporal nature. I would like to know if the FInal Gather option is also controlling the number of frames contributing to the final lighting of Lumen? Or if it is just a separate PostProcess above Lumen.
1. About 12 minutes
2. Yes, it is controlling the number of frames contributing to the final lighting of Lumen!
Very very useful video
Indirect lighting is great
really awsome ☝️☝️😎👍👍👍
Twinmotin needs this, now!
Paulo Souza is always best at presenting
Sooo GOOD!
What a piece of software!
The future is bright!
The optimization brought by Unreal Engine 5 is great.
thank you Epic for making this tool free
My UA-cam Channel / Mein UA-cam Kanal:
ua-cam.com/users/damysticalone87
ua-cam.com/users/damysticalone87
ua-cam.com/users/damysticalone87
ua-cam.com/users/damysticalone87
ua-cam.com/users/damysticalone87/about
UA-cam search username damysticalone87
UA-cam damysticalone87
My Odnoklassniki profile / Mein Odnoklassniki Profil:
ok.ru/eugenzhenyak
ok.ru/eugenzhenyak/statuses
ok.ru/eugenzhenyak/statuses/all
ok.ru/eugenzhenyak
ok.ru/eugenzhenyak/statuses
ok.ru/eugenzhenyak
ok.ru/eugenzhenyak/statuses
ok.ru/eugenzhenyak
ok.ru/eugenzhenyak/statuses/all
ok.ru search username eugenzhenyak
Odnoklassniki eugenzhenyak
www.skype.com
www.skype.com/de
www.skype.com//ru
My free main site: ok.ru/eugenzhenyak/statuses/all
14:58 15 Years now since I started learning about 3D, and this simple room with 4 walls and a floor makes me wanna cry🤣. This is truly a moment of triumph for the development of computer graphics!
I remember how much pain it is to configure GI and Final Gathering for Maya - now I use Blender as my main modeling/rendering software.😁
By the way the Use Case room demo seemed to have enabled "Extend Default Luminance Range in Auto Exposure", also inside Post-Processing Volume we need to enable Lumen as Global Illumination method and crank up Final Gather Quality and Quality in order to obtain similar effect as shown in the video.
However I am still having this wobbling effect of shadows.
Also there can be this huge shadow artifact on the side wall depending on your sun direction😢.
17:47 Use hardware acceleration. (Post-Processing Volume) Reflection - (Lumen) Reflection Quality (seems not very effective with software ray tracing, for the interior demo scene at least; Haven't tried effectiveness of distance field, but detail/global toggle not working well for interior scene). Final Gather at 4 is most effective.
计算机图形学终于能把4面墙加1个地板给收拾妥当了。
we need ue5 asap, its been 1.5 years since the reveal.
Hmm, better then most tutorials and webinars so far!
16:08 is good blueprint tutorial for sun rotate!
Great overview! I have a question, when working on a scene, and I run the stats, I noticed that with lumen active there is a considerable chunk of the render time dedicated to DiffuseIndirectAndAO. LumenScreenProbeGather and LumenReflections are the ones taking the longest to render. May I ask what are those, and where to look for optimization?
Thank you!
To me :
- LumenScreenProbeGather : The tracing pass of Lumen. Collecting surface data and building the surface cache
- DiffuseIndirectAndAO : The injection pass of computed color bleeding and AO to the base color and AO buffers
- LumenReflections : The injection pass of computed lumen reflections to the reflections buffer.
For optimization :
- Global tracing is less expensive than detail tracing in project settings
- Final gather quality in post process settings -> Lumen Global Illumination
- Quality in post process settings -> Lumen reflections
- Cost is heavily tied to screen resolution. Lowering screen resolution percentage with TAA gen 5 enabled (on by default in UE5)
@@spacepirate9882 OOoooh! That is a great answer! Thank you! Gotta get used to the new terminology :) Thank you again!
vai brasiliam, otimo video Paulo!
13:47, if you notice, the image of the tool for rotate light has green, red, and blue axis colors, it turns out that there is a global illumination effect too...
Powerful af
Expecting to see this in action in S.T.A.L.K.E.R 2 soon
I feel like u can incorporate lumen with rtx like some kind of real time light simulation as the gym automatically adapt n scans the area while using light n rtx would work at a faster rate giving lumen a better performance,u can ray trace through lumen
Does anyone know what are those artifacts around the sphere at 14:30?
Good luck!
What about transperancy improvements for single skeleton mesh or static mesh with multiple sub objects occluded with eachother?
It would be nice to register certain materials and objects for lumen. So that only chosen materials are calculated in lumen. That way we could default other materials like glass or weapon sights to what UE4 uses. Until you guys fix the translucent materials. I might be wrong but how are ppl lighting hair in lumen? Isn’t it a translucent material that uses alpha masking? Is that supported in lumen?
Pretty sure translucency is supported by Lumen, you can even see it in action in this video demo, at the 5 minute mark you can see glass windows. You might be confusing the lack of support with Nanite. Which is another misconception. Nanite is enabled *per mesh*, it is not a global LOD system, you can use traditional LODs on assets that require translucency, like foliage and glass.
@@Jafoss I’ll have to double check I may be wrong
The new UI for UE looks a lot more modern.
Congratulations
So strong ^^
merci bcp
Can't wait to use UE 5.
Just download EA version)
Already good enough to start prototyping stuff
Lumen is great! But I can’t achieve the mirror quality at the windows reflections. In some cases it helps to add additional reflection plane, and tweaking its parameters. Also when reflection plane is added it starts to lag and FPS is falling. And what is the solution for the convex glass surfaces?
Reflection plane is realtime and realtime reflection is always performance heavy, if your plane's normal is upward aka its looking to sky, best thing to do is to bake a reflection in to the surfaces and to the bounds of the probe and use screen space reflection, the baked reflection is to minimize the visual visiblity of SSR screen edges smoothing
@@ciixo8510 thank you for the answer. The bad thing is that Lumion didn’t work with baked reflections, at least as I tested. So if I will bake the reflection I would have to bake the whole scene and use the lightmaps instead of Lumion. Am I wrong?
@@andreytrukhachev7417 i'm actually an environment artist in unity HDRP so i don't know much about ue5, but with the logic of baked reflection being just a cube map getting projected on objects, i don't think that ue5 would have a problem with using that and lumen at the same time, and if it currently is in this way, it would probably be doable in the full release!
is there any way to make a material look transparent but able to block the light? for example to use it when something blocks the llight from a door or a window but animating the visible object with an offset from the transparent one to match th movement with the light calculation delay?
Emissive materials acting as lights without building lighting? What a time to be alive
I can't wait to try making maps on this baby C:
Want have a game to do maps for first, maybe on steam so I can use workshop
Epic should make a new Unreal Tournament game with UE5, that would be amazing to make maps for.
Paulo Souza, tem br em TODO lugar meu deus
Will translucency be supported at launch for Lumen?
Ikr!
Lumen is a game changer for sure but it seems like the HDRI backdrop does not seems to work well with it. More specifically, the lighting seems to be blocked off. Not sure if anyone faces the same issue as me.
how the hell is this even possible? I can't wait to play with it this weekend!
Unreal Engine please don't sell out to google!!! Just don't.Please.
Who said they are selling unreal to google?
Epic is big enough don't worry
Where did you get that from?
@@kpo1233 google did contemplate a while ago for fortnite
@@vegitoblue2187 I doubt, that they will sell one of their biggest goldmines.
Lumen results differ strongly from my MacBook pro 2017 vs my windows workstation precision 5820.
Anyone have any cool tricks to get macs (Intel based) to get crispier look? Settings?
(I'm focusing on visuals, not games)
What are the steps necessary to add emissive properties to materials? This video did not cover that.
I wanna make a cod ghosts reboot set in the mw2k19 world when this fully drops
is there any way to increase the distance of gi beyond 200m ??
Yo Paulo I bet u are a Brazilian guy! I'm from there too!
This would be cool for gamers like 5 years later.
I have a wall that lights up when walking around the corner and then as u get near it, the lighting dims down. It’s a jarring effect. Anyone know how to correct it?
When i tried to put Final Gather or Reflection Quality to the values in the video it doesnt work, both are clamped at 2 for me.
Felicitation to everone that was involved in this dramatic revolution that the world of graphics has not seen for ... for ever, really :) So many tries at hardware and software to get all that in real time. The most and still very highly worthy approach that is still a player is Euclideon with their unlimited resolution search algorithm. Dedicated raytracing hardware, Nvidia's all GI & raytracing RTX, Octane RENDER and so, so many others have practically become irrelevant for basically everything ... from gaming to presentations :) ABSOLUTELY WONDERFUL ... What Crysis seeded Unreal finished. Now the QUESTION WOULD BE : BUT CAN IT PLAY UNREAL 5 (or latter) ? And even more amuseingly I suspect the answer will be YES FOR MOST OF THE HARDWARE NOT JUST THE VERY BLEEDING EDGE ONE !!!
Is it possible to "fake" the screen space lighting so that it still keeps the bounce colors for objects before they enter the camera frame?
Can't wait for translucency reflection solution...
I wanna try to use UE5 in mobile
Cool video
They even support proxy meshes for mobile when using nanite.. so even if you build with nanite.. the project remains scalable. Try watch the recent video on nanite where it us shown. Super interesting.
So, building the cache from multiple points sounds a lot like light probes but in real time rather then baking... What is the difference and how is it able to happen in real time? Is it that the process of using light cards and building a cache (which works as a quick reference) is more of an approximation that is "good enough" for a quick/dirty GI solution while being faster than the method light probes use to bake out light maps?
what about precise occlusion and shading of actors?