For the filling lights at the end of the video I usually uncheck the "cast shadows" option and also set the "specular scale" to 0 so you don't get any reflection/spec from that light
As someone who never tried anything in UE lighting before, this was a perfect beginner video for me! Just the right amount of content and information at just the right pace, and helped me to not feel so intimidated by all the options I saw regarding Lighting in UE4. Thanks a lot for this!
As someone who is trying to get the grips with Unreal Engine and Sequencer, I found this tutorial very helpful. Thanks for that and yes, you earned yourself a sub today.
Thank you so much for this, brilliant tutorial - just what I needed. Every time I thought I was gonna have a question, you'd answered it in the next breath. Can't thank you enough for how thorough and informative this was
Soooo helpful! Lighting has been my biggest struggle in set design and this has helped remarkably! Will be following you for more tutorials. Awesome work and thank you for this!
Can't express how grateful I am for this! Love the straight to the point, professional approach.. you gained a subscriber for sure man, thank you so much!
@Ryan the issue you were having with the point light towards the end was the intensity unit going from Candelas to Unitless. When you click Inverse Square Falloff it defaults from Candelas to Unitless which affects the Intensity
i have watched like a dozen of lighting tutorials...This one is the best one as it covers all the important aspects and key decisions of light placement, colour, contrast, reflection..in just 30 minutes. Thanks a lot for sharing your knowledge
Thanks so much for being so in depth and pedantic on your method with teaching this. I'm new to lighting in unreal and this was incredibly helpful. You are wonderful!
Amazing tutorial! It was very useful to me because it teaches some basic lightning concepts that I can use in my learning path. Thank you so much, Ryan! I've just subscribed to your channel!
Hi in your tutorial of lighting part 2 series you mentioned that indirect static lighting level scale x lighting quality should be = 1..but here it is multiplied by the lighting smoothness.. Thank You
Great help! I was using pointLights everywhere. Things looked flat and boring now I added the moon thing and just that made the whole thing pop. I started from scratch and removed my shitty post process also. Thanks alot!
I've run into that bug with the unitless lighting where when you switch back to inverse, it needs to be cranked way up. I fixed it by setting giving it the old settings and changing to candela. Awesome tutorial, very helpful.
Interesting. I would be tempted to stick a spot or a box light to the screen and give it a bit of a blue color and a flicker to make it look like the screen is on. Hyper stylized maybe some rays from the screen to accentuate.
T-T this is too good I'm gonna start using unreal, but eevee is so damn sexy!!, gonna learn Unreal for rendering! hell yess!! this was the push I needed to do so
Thanks for making this. Very useful tips! I had a question about lighting multiple levels though. We're making a VR game in UE4 which has a persistent level, a start screen level (pick character, load game, etc) and then a handful of game map levels that stream in/out depending on the player location. The map levels are varied environments, so have different sky spheres, weather, etc. In terms of lighting, should we have seperate lighting settings (post process, lightmass importance volume, etc) for each bit of map (with only a skylight in the persistent level, since you can only have one per world)? Or what exactly do you put in the persistent level for a VR open world game?
Ryan, After baking my lighting, everything goes dark. Why does this happen? Is there a place where we can ask you questions directly? Don't want to clutter your channel with questions!
Such a fantastic video -- Subscribed! Thank you. I do wonder though if you actually mean that in the World Settings, Static Lighting Level Scale and Indirect Lighting *Quality*, not Smoothness, needs to equal the sum of 1.0. If that's so (or not), I'd appreciate the clarification. Thanks so much!
Wish I knew this channel earlier. I’m very curious to know how would you treat baking with a character moving around the scene. What would you leave real time? What would you bake? Stuff like that, your thought process on not only dynamic environment
Baking lights isn't purely a static thing...persay. When baking lighting, you're also baking volumetric lightmap which moveable objects (like a characters) can take advantage of. In short, there are details you just can't get without baking lighting and it's still good for movable objects.
@@ThatRyanManning thank you for the answer, lighting for me is still quite a mistery and I’m struggling gettin my rhythm on it, as well as a solid theory behind. I was composing some environment using quixel libraries and I think I watched all their breakdowns and I guess all of those artist composed with real-time lighting and raytracing, I guess killing performance. But from what you are saying and from what I’m noticing from your videos, baking actually is not only a matter of performance but also a way to improve lighting quality of an environment. Am I wrong? I think I’m missing something somewhere that isn’t making my brain fit those pieces together
@@666nevermore Exactly! This may sound like a shameless plug, but I cover that exact thing in my RTX Masterclass. academy.thatryanmanning.com/courses/rtx-interior-lighting-masterclass There's a misconception that RTX is the "easy button", when in fact, it's great...but when used in conjunction with baked lighting can yield some pretty awesome results.
@@ThatRyanManning I’m saving this course, in a couple of month I’ll finish my master and if I’m into lighting I’ll for sure follow it. Thank you for the answers Ryan
Hey Ryan, great tutorial, thank you so much. I have a question, do you think using volumetric fog in an interior is a good idea? do you think it would enhance the results?
Fantastic Vid Ryan! Thank you so much. I was wondering how come you used Spot lights rather than Rect lights for the tube lights. I'd have thought they'd give you a more accurate shape with the Source Width and Height settings. Do Rect lights just behave in a different way? Is the lack of the inner and outer cone a reason to not use them? Cheers!
You can absolutely use rect lights instead of spot lights for baked lighting. Rect lights are not great for runtime (when set to dynamic)...especially if it's for a game environment. So I wanted to show achieving a good look with "cheaper" lights (spot lights). Swapping out the spots out for rect lights is totally acceptable. Just don't use a ton of dynamic rect lights.
Maybe you could help me ryan.. I kindda erased the sphere inside my Modes tab. And now I get an empty box and no sphere. How do I get the sphere asset back. Do I need to uninstall the UE version and make a new installation? I hope not.. Thank you in Advanced
Wait... So you bought IES profiles on the marketplace? Aren't they free on many light company websites? If I Google for it one of the first links that comes up has like 300 profiles for... Free
When you say you want to turn up " Preview Shadow Indicator " it's allready checked and you turn it off, what does it help for actually seem you don't needed it after all ?
Thanks for the video... Question for you... From someone who's not really a lighting guy, I would have assumed that the rectangle light would have been better than a spotlight for those top lights. Are they lacking features that the spotlight has? Thx.
In terms of performance costs, a spotlight is the cheapest. Thus if you're using realtime shadows, spotlights are a good go-to. However, area ligjts will produce nicer ligjting but with the added costs of baking time (Lightmass) and extremely high realtime lighting costs.
@@ThatRyanManning Sorry, I should have been more clear. Epic released a new type of light, the rectangle... I was wondering why you didn't use that for those long tube type lights. Thx.
The rectangle light has been in the engine for a while. For the concepts I covered in this video, you could absolutely use rect lights. Just be aware that using a rect light will increase your light baking times and using a rect light for realtime shadows is not ideal and quite costly (with somewhat of a caveat when using RTX/Realtime Raytracing).
Hi Ryan, thanks for sharing this with us. Great video. Question about lightmass: I cannot seem to get rid of seams between my modular pieces no matter how far I crank up my ligting quality and lightmass settings. My UVs are well unwrapped and lightmaps have enough res. Any tips?
@@ThatRyanManning yep, production level and the engine rendering settings are set to "epic". This is the non-textured scene baked with the settings visible on the right. The seams on the floor are the major culprit here, everything else looks decent (if splotchy sometimes). imgur.com/EmYw6XM
@@ThatRyanManning so problem solved! It was a bad shading on the mesh. I had to add extra support edges to smooth out the shading and now the seams are gone even on the default lightmass settings. See the difference: imgur.com/xqHLpvH Thanks for the effort, Ryan!
wonderful guide but I do have a question, I have looked at forums and haven't found an answer. Why is it when I get my lighting all setup and done, if i press the "build button" (even if I just build the build lighting in the drop down) everything goes into an almost low detail? any decals I have placed disappear ( the decal itself it there but the "blood spatter" thats attached seems to be invisible) my walls and floors look horrible(quality) and the lighting just looks completely different as well.
@@ThatRyanManning yeh I do have that as well as it saying lighting needs built. I mean I dont Have the greatest rig in the world but it runs fine with the epic graphical setting before I Use the build button
@@TheBoggledMind so the editor has overhead. It happens all the time at our studio (even on beefy rigs) where if you have multiple editor windows open, they'll quickly cause slowdowns or texture memory streaming pool issues. Open the console command and try using r.streaming.texturepool.size 9000. I think that's the command. That'll increase you streaming memory pool and hopefully correct the blotchiness.
@@ThatRyanManning Not sure what I did differently but I my decals and everything were fine after this last build, but the lighting still goes way off. the best way to describe it is I have a very dark map, dimly lit. After I hit Build it almost looks like im in the unlit mode while editing or placing objects. I tried the command line and I didnt really see much of a difference. Thank you by the way for the help I do appreciate it.
i followed everything you did in the video, but my bake is coming out black in the whole scene.. not at all sure how to fix this. it happens regardless of lighting being static or stationary
Correction @ 18:30 ; "Static Lighting Level Scale" * "Indirect Lighting Quality" = 1
Would love some tutorial on how to make simple cinematics with unreal 4. Thanks a lot!
I really should stop judging tutorials by their view count because it was definitely a one of the best UE4 tutorials I have ever seen :v
good lesson to learn in life !
For the filling lights at the end of the video I usually uncheck the "cast shadows" option and also set the "specular scale" to 0 so you don't get any reflection/spec from that light
As someone who never tried anything in UE lighting before, this was a perfect beginner video for me! Just the right amount of content and information at just the right pace, and helped me to not feel so intimidated by all the options I saw regarding Lighting in UE4. Thanks a lot for this!
As someone who is trying to get the grips with Unreal Engine and Sequencer, I found this tutorial very helpful. Thanks for that and yes, you earned yourself a sub today.
Thank you so much for this, brilliant tutorial - just what I needed. Every time I thought I was gonna have a question, you'd answered it in the next breath. Can't thank you enough for how thorough and informative this was
really really useful tutorial. Learned a lot of information I'll be using in my levels in only 35 minutes. Thanks a lot for the video!
Soooo helpful! Lighting has been my biggest struggle in set design and this has helped remarkably! Will be following you for more tutorials. Awesome work and thank you for this!
With no post process effects.. wow.. just wow. Thank you so much.
Any word is not enough to appreciate you. You're the best.
Very few tutorials on lighting here on UA-cam, which I think is very important, this is awesome, thanks for the tutorial.
spot light and rect lights are one of the most amazing additions in terms of lighting.
Taking on a technical lighting assignment at uni and this has been a great starting point! Thank you!
Thank You so much for this.. Every aspect no matter how small is explained so well. And in such short time.
Can't express how grateful I am for this! Love the straight to the point, professional approach.. you gained a subscriber for sure man, thank you so much!
Thanks Expod!
@Ryan the issue you were having with the point light towards the end was the intensity unit going from Candelas to Unitless. When you click Inverse Square Falloff it defaults from Candelas to Unitless which affects the Intensity
Thanks Ryan, great tutorial, as always. Very helpful on a dark scene I've been fighting with the lighting on.
thank you for this tutorial, you explained very clearly how the lightmass work
Thanks for the Tutorial, a lot of great info here definitely improved my knowledge of lighting an interior!
i just wantto say thank you for all of your videos these have been a BIG/MASSIVE help to understand ue4 and what you can do with it so THANK YOU !!!!
i have watched like a dozen of lighting tutorials...This one is the best one as it covers all the important aspects and key decisions of light placement, colour, contrast, reflection..in just 30 minutes. Thanks a lot for sharing your knowledge
Damn, crazy sad he does not make vids anymore. Was hoping for an updated video on UE5 -Awesome video btw
I always considered lighting my weakest point..but your tutorial really helped me understand how lighting works in UE4 and my game project.
You deserve way more subscribers man. Excellent content, professionally delivered, great pacing, editing, delivery... the list goes on. Awesome
Thanks so much for being so in depth and pedantic on your method with teaching this. I'm new to lighting in unreal and this was incredibly helpful. You are wonderful!
13:35-13:50 this sequence got me like 😱😱
That was super helpful solving some problems in my scene, many thanks!
This tutorial was so awesome, Ryan! Thank you for this : )
Thanks for this tutorial you made my garbage scene look wayyy wayyyyy better thank you x1000000
Really helpful video, finally I understand how to set up the results I want, instead of endless tweaking :)
very easy and effective tutorial. Thanks.
Thanks it was really informative and useful.
Amazing tutorial! It was very useful to me because it teaches some basic lightning concepts that I can use in my learning path. Thank you so much, Ryan! I've just subscribed to your channel!
Cheers!
Thank You for this GREAT tutorial!!!!
This is astonishing. Wish I would have known about this video sooner. Subbed at once, great work.
Hi in your tutorial of lighting part 2 series you mentioned that indirect static lighting level scale x lighting quality should be = 1..but here it is multiplied by the lighting smoothness.. Thank You
Excellent teacher.
This is absolute masterpiece.
Great help! I was using pointLights everywhere. Things looked flat and boring now I added the moon thing and just that made the whole thing pop. I started from scratch and removed my shitty post process also. Thanks alot!
Thanks for the tutorial.
For anyone looking for the sample content, the name of of the content has been renamed to "Matinee
" instead of Sequencer.
I've run into that bug with the unitless lighting where when you switch back to inverse, it needs to be cranked way up. I fixed it by setting giving it the old settings and changing to candela. Awesome tutorial, very helpful.
Thank you for your help!
Someone that reads every single one of people's comments is automatically worthy of my subscription, regardless of the content. Nice content though!
Great Tutorial. Helped me a lot. Please more tutorial like these.
very effective , subscribed. :)
thankyou very much it solved lot of problems :)
Great example, thanks!
Interesting. I would be tempted to stick a spot or a box light to the screen and give it a bit of a blue color and a flicker to make it look like the screen is on. Hyper stylized maybe some rays from the screen to accentuate.
Thank you very much! :D
Excellent, Well done!
Great Tutorial, would recommend this to anyone who wants to get into lighting in Unreal!
I appreciate the video very much. It was most helpful.
Great tutorials!
Can you make a tut about puddles and rain?
sir you're a amazing teacher... thank you.
You saved my exam! Thank you! :D
These videos are so helpful!
"Post a comment I read every single one of those"
Sausage.
awesome. thank you so much for this, it's truly great!
Great guide dude
Very helpful! Thanks a lot!
¡Gracias!
Btw while I am watching this ( 24.05.2020 ) the Lighting Profiles pack he is using in the video is FREE on the marketplace.
PS: Great video !
Very helpful indeed
Awesome tutorial! Thank you! :)
T-T this is too good I'm gonna start using unreal, but eevee is so damn sexy!!, gonna learn Unreal for rendering! hell yess!! this was the push I needed to do so
gracias
Thanks for making this. Very useful tips! I had a question about lighting multiple levels though. We're making a VR game in UE4 which has a persistent level, a start screen level (pick character, load game, etc) and then a handful of game map levels that stream in/out depending on the player location. The map levels are varied environments, so have different sky spheres, weather, etc. In terms of lighting, should we have seperate lighting settings (post process, lightmass importance volume, etc) for each bit of map (with only a skylight in the persistent level, since you can only have one per world)? Or what exactly do you put in the persistent level for a VR open world game?
now i know why i cant achieve realistic lighting. thank you so much
Super helpful!!
Man you are super good…
excellent video.
Ryan, After baking my lighting, everything goes dark. Why does this happen? Is there a place where we can ask you questions directly?
Don't want to clutter your channel with questions!
Thank yo SO much! :D
Such a fantastic video -- Subscribed! Thank you.
I do wonder though if you actually mean that in the World Settings, Static Lighting Level Scale and Indirect Lighting *Quality*, not Smoothness, needs to equal the sum of 1.0. If that's so (or not), I'd appreciate the clarification.
Thanks so much!
I would like to see the settings you used with zoom. It is really difficult read the things. For the rest, very nice, thanks.
Thanks so much really helped :)
Wish I knew this channel earlier. I’m very curious to know how would you treat baking with a character moving around the scene. What would you leave real time? What would you bake? Stuff like that, your thought process on not only dynamic environment
Baking lights isn't purely a static thing...persay. When baking lighting, you're also baking volumetric lightmap which moveable objects (like a characters) can take advantage of. In short, there are details you just can't get without baking lighting and it's still good for movable objects.
@@ThatRyanManning thank you for the answer, lighting for me is still quite a mistery and I’m struggling gettin my rhythm on it, as well as a solid theory behind. I was composing some environment using quixel libraries and I think I watched all their breakdowns and I guess all of those artist composed with real-time lighting and raytracing, I guess killing performance. But from what you are saying and from what I’m noticing from your videos, baking actually is not only a matter of performance but also a way to improve lighting quality of an environment. Am I wrong? I think I’m missing something somewhere that isn’t making my brain fit those pieces together
@@666nevermore Exactly! This may sound like a shameless plug, but I cover that exact thing in my RTX Masterclass. academy.thatryanmanning.com/courses/rtx-interior-lighting-masterclass There's a misconception that RTX is the "easy button", when in fact, it's great...but when used in conjunction with baked lighting can yield some pretty awesome results.
@@ThatRyanManning I’m saving this course, in a couple of month I’ll finish my master and if I’m into lighting I’ll for sure follow it. Thank you for the answers Ryan
Thank You!
Me: Adds a light source
UE4: Compiling Shaders (9,999)
This is great but why not used instanced BP Spotlights?
Hey Ryan, great tutorial, thank you so much. I have a question, do you think using volumetric fog in an interior is a good idea? do you think it would enhance the results?
For sure! Fog, when used in moderation, adds a lot of depth to your scene. Personally I prefer exponential height fog.
Hi @Ryan Manning I using the lighting and reflection in Mobile preview they are not working is there any alternative solution..? please reply
Hey awesome tutorial man! Really helpful! But how did you do that Shaft Effect using only the spotlight?
The spotlight in the stairwell has a faux Godray card. AKA "Faking it". You could use atmospheric fog and lightshaft bloom to achieve the same effect.
@@ThatRyanManning Thanks! But I want it in a particular position, the atmospheric fog spreads through the whole level.
@@lilsquirt9889 Then go with fog cards. Easiest way to have that dramatic/isolated control
thanks
Is this the Sequencer project on the Epic Marketplace? Can't seem to find this scene.
Fantastic Vid Ryan! Thank you so much.
I was wondering how come you used Spot lights rather than Rect lights for the tube lights. I'd have thought they'd give you a more accurate shape with the Source Width and Height settings. Do Rect lights just behave in a different way? Is the lack of the inner and outer cone a reason to not use them?
Cheers!
You can absolutely use rect lights instead of spot lights for baked lighting. Rect lights are not great for runtime (when set to dynamic)...especially if it's for a game environment. So I wanted to show achieving a good look with "cheaper" lights (spot lights). Swapping out the spots out for rect lights is totally acceptable. Just don't use a ton of dynamic rect lights.
@@ThatRyanManning Awesome. Thank you Ryan
finally someone without an accent lol
can i ask is there a way that the character wont be affected by the point when passing thru it?
Error at 18.38: Static Lighting Level Scale * Indirect Lighting Quality = must be 1 by EPIC Games
Maybe you could help me ryan.. I kindda erased the sphere inside my Modes tab. And now I get an empty box and no sphere. How do I get the sphere asset back. Do I need to uninstall the UE version and make a new installation? I hope not..
Thank you in Advanced
Wait... So you bought IES profiles on the marketplace? Aren't they free on many light company websites? If I Google for it one of the first links that comes up has like 300 profiles for... Free
Also if you use IES profiles you can not use static lighting and baking with the lights, it's dynamic only.
When you say you want to turn up " Preview Shadow Indicator " it's allready checked and you turn it off, what does it help for actually seem you don't needed it after all ?
It let's you know your lighting needs to be rebuilt! That's all.
Thanks for the video... Question for you... From someone who's not really a lighting guy, I would have assumed that the rectangle light would have been better than a spotlight for those top lights. Are they lacking features that the spotlight has? Thx.
In terms of performance costs, a spotlight is the cheapest. Thus if you're using realtime shadows, spotlights are a good go-to. However, area ligjts will produce nicer ligjting but with the added costs of baking time (Lightmass) and extremely high realtime lighting costs.
@@ThatRyanManning Sorry, I should have been more clear. Epic released a new type of light, the rectangle... I was wondering why you didn't use that for those long tube type lights. Thx.
The rectangle light has been in the engine for a while. For the concepts I covered in this video, you could absolutely use rect lights. Just be aware that using a rect light will increase your light baking times and using a rect light for realtime shadows is not ideal and quite costly (with somewhat of a caveat when using RTX/Realtime Raytracing).
Hi Ryan, thanks for sharing this with us. Great video. Question about lightmass: I cannot seem to get rid of seams between my modular pieces no matter how far I crank up my ligting quality and lightmass settings. My UVs are well unwrapped and lightmaps have enough res. Any tips?
Try these settings: badrhinogames.com/screenshots/ryanManning/2019-07-10_10-16-55.png
Also, are you baking your lighting at Production level?
@@ThatRyanManning yep, production level and the engine rendering settings are set to "epic". This is the non-textured scene baked with the settings visible on the right. The seams on the floor are the major culprit here, everything else looks decent (if splotchy sometimes). imgur.com/EmYw6XM
@@ThatRyanManning so problem solved! It was a bad shading on the mesh. I had to add extra support edges to smooth out the shading and now the seams are gone even on the default lightmass settings. See the difference: imgur.com/xqHLpvH Thanks for the effort, Ryan!
MORE! MORE! MORE!
wonderful guide but I do have a question, I have looked at forums and haven't found an answer. Why is it when I get my lighting all setup and done, if i press the "build button" (even if I just build the build lighting in the drop down) everything goes into an almost low detail? any decals I have placed disappear ( the decal itself it there but the "blood spatter" thats attached seems to be invisible) my walls and floors look horrible(quality) and the lighting just looks completely different as well.
Is there a texture streaming pool warning? Could be that textures have mipped down due to limited hardware resources.
@@ThatRyanManning yeh I do have that as well as it saying lighting needs built. I mean I dont Have the greatest rig in the world but it runs fine with the epic graphical setting before I Use the build button
@@TheBoggledMind so the editor has overhead. It happens all the time at our studio (even on beefy rigs) where if you have multiple editor windows open, they'll quickly cause slowdowns or texture memory streaming pool issues. Open the console command and try using r.streaming.texturepool.size 9000. I think that's the command. That'll increase you streaming memory pool and hopefully correct the blotchiness.
@@ThatRyanManning Not sure what I did differently but I my decals and everything were fine after this last build, but the lighting still goes way off. the best way to describe it is I have a very dark map, dimly lit. After I hit Build it almost looks like im in the unlit mode while editing or placing objects. I tried the command line and I didnt really see much of a difference. Thank you by the way for the help I do appreciate it.
@@TheBoggledMind Join my Discord discord.gg/6mqkWKw9 and post some screenshots. Might be able to figure out what's happening.
when I open this file, it puts me in the sequencer, how do I import the static meshes into the editor
i followed everything you did in the video, but my bake is coming out black in the whole scene.. not at all sure how to fix this. it happens regardless of lighting being static or stationary
If your bake is almost immediate, check that you don't have "Force No Precomputed Lighting" checked; otherwise no lighting will be built.
I dont seem to have an inner/outer cone option
edit: I was using point light, not spot light, like an idiot
PLEASE MAKE VIDEO ON ARCHITECTURE INTERIOR LIGHT...
It's in the works! ;)