Please, please, please do more of these lighting masterclasses. They are so helpful. I notice this one was now from a couple years back :( I'm hopeful for a new one! Also, awesome job
The slides are here: drive.google.com/drive/folders/0Bz9WYIaLzMjua1FfUmx3SHU3c3M Edit: FFS. I posted too soon. The tops are chopped off on the slides as well. *facepalm* On the positive side, this page seems to show the values for some stuff that was cut off: www.tomlooman.com/lighting-with-unreal-engine-jerome/
@@MichaelFamily Not sure if you still need the help or not, but I think you have to enable distance fields, they mentioned it in a recent niagara video where they fade a mesh into a particle effect when going through things
When he says his directional light (~12:00) is at 3.14, does he mean the brightness, or an angle? Is there a reason for it to be pi, or just dumb luck? Great lecture!
3.14 is the brightness value and I read that it happens to be pi because of the algorithm in various programs, including unreal. don't know exactly how they end up at 3.14 though
hello i need help, can anyone tell me what Asset Building he is using in 17:50 ? Im at the look about this, would be nice if anyone can write here 2020, thanks and stay safe
Hello, what does he mean by "Skydome" at 28:39 ? I tried to add the BP_Sky_Sphere or the EditorSkySphere to the level, but it doesn't give the result as shown in the video, is it supposed to act as a SkyLight?!
Extremelly important lecture with a tone of useful theory but still don't have any idea how to setup all this advanced settings in real project. Need some tutorials where I step by step understand all of these things.
Sorry, stupid question alert - 12:17 Directional Light set at 3.14? As in what, the angle/intensity/ratio?! And another stupid question, the RGB values, is that purely for the colour swatch in the Material Editor Window ie. RGB 0.18 is 0.18, or am I missing something? How would I get these colours in Photoshop as surely RGB are all values from 1-255?
UE4 uses HDR values instead of 0-255, so if you put more than 1 you would get bloom effect. Photoshop in 16 or 32 bit modes use that too. It's a float instead of int. texture coordinates manipulation in shaders benefit from this too
www.reddit.com/r/UE4Devs/comments/246whl/the_most_important_thing_about_lightmaps/ read this,and you wanna use snaping to grid,or if you can't snap to grid use texture snaping.
@@EyefyourGf Lightmap Templates you mean. That works the best out of all techniques, as some modeling programs will not let the grid get small enough to cover resolutions like 1024 or 2048 for ArchViz. Templates and Pixel Snap will.
This is helpful... When I am rendering a scene as avi in sequencer ... the animation of wind in tree or the smoke effect is not getting in render video.
It wasn't VXGI, but SVOGI - Epics own Implementation of Voxel-Based Global Illumination. Unfortunately it turned out to be far to expensive for any game to really use (I remember it running on 2x GTX 680 Ti's at the time). I imagine that Epic decided to remove it because they couldn't get it to a performant enough state that it could replace Lightmass entirely for systems like PS4 / Xbox etc, or older PC platforms. Maintaining support for it would have massively limited the games you could make in Unreal, and the platforms you could ship to. VXGI was created by NVidia, and NVidia subsequently created a branch of the engine on GitHub with VXGI implemented. You can use it, and it's much more performant than SVOGI I believe (contrary to common belief it works on AMD cards too, but NVidia cards have dedicated hardware for better performance) - but it's still heavy. If you're very conservative with it, you could probably ship a game to PC that uses VXGI (but you probably want a fallback option). Console is out of the question for realtime GI, with the possible exception of X1X and PS4 Pro (not tried it on either though). The results are good for developers though - instead of wasting man hours trying to make SVOGI performant, Epic has spent time developing lots of other rendering features that have benefited us massively by giving us flexibility. We now have lots of smaller but very-well implemented features rather than one not-so-great feature. There are a million better ways to make a game pretty now while we wait for hardware to catch up :)
I'm also looking for that... I've just created a forum topic about it. Here is the link if you wish to follow: forums.unrealengine.com/development-discussion/rendering/1381842-mesh-distance-field-in-material-function-to-produce-custom-ao
I didn't understand 24:34 "Decreasing Static Lighting Level Scale will increase the amount of Volume Lighting Samples" The spheres placed in the scene are more noticeable with a lower static lighting level scale, but I didn't understand what was going on or why? ....ok I need a book with ue4 example / tutorials to go through... this is a too much to take in and properly understand if 90% of this is new. I need to go through these tutorials (so glad they have them) docs.unrealengine.com/en-us/Engine/Rendering/LightingAndShadows
You guys make some good videos, but you really need to work on explaing things better and not expect people to just know were things are. The lighting recommendations he shows here shows menus, but some are in project settings and others elsewhere and it seems they change with every update. Just be a bit more clear and explain things step by step more. A lot of vague info and even some completely skipped info in this sadly.
That accent issue happens quite often in Montreal. Funniest conversation I overheard was between a Spaniard & a Montreal local. After 2 minutes of explanation the Spanish guy goes "Ke pasa, wtf r u saying?"
your statement about auto-uv unpacking for lightmap is now good, I beg to differ. I got a few models that cheats textures using some weird uv method, and it copies exactly that and rearrange for the lightmap uv and totally messed up the result..
@@izvarzone I think you misunderstand, he should have said "Metallic should be black or white or inbetween." Greyscale, basically. With white being 100% metalness, and black being 0% metalness. This is the same with roughness.
depends on lightmap resolution. Less resolution = more padding needed. But if you use similar low contrast lighting in area (only light or only shadow), you can combine these uv islands.
also do modular building rather than whole walls as a single mesh. i experimented with single and modular and the light bleeded almost none in modular models. a little shadow error but it was what i was hoping for. also assasin creed unity(I think) has a behind the scenes of the environment that was doing modular building rather than one whole building with different parts.
Seriously what's wrong with this company. This engine lack so much of documentation that you have to guess almost everything. You can ask the same question over and over for years on their forum without any answer and when they do a "masterclass", it's a joke. The powerpoint are cropped at the top so you can't see many thing and you learn almost nothing. Start by removing exposure, bloom, SSAO, etc. then? What's the point if you don't speak about them anymore? All the info we have about dynamic light is that we can, if we want, use DFAO.... and? it's all the info we have about dynamic lighting in a master class about lighting? How to make shadows not too dark without pushing the skylight intensity too much and have all the scene becoming washed out? How to get interior shadows not blue and too bright like outdoors? How to setup the auto exposure? Etc.
@@seehr Ok Einstein. Even their own staff can't answer 90% of the questions but yes, i'm ignorant even I used many engines in the last 20 years. I'm sorry to say that but if you learnt something from this video then you're the ignorant here.
@@spacepirate9882 TBH most of these options are terms that most graphic designer people know and even devs know. they are tools which according to the user give unique outputs. the company wouldnt tell us each and everything little thing that is common. also the engine is very different from 3d softwares
@@ethanwasme4307 yes. it also forces us to achieve our own way of making things. for example i made a house with exterior and made the main walls as a single mesh which resulted in light bleeds where as when broke it into multiple parts it wasnt bleeding. to quote galadriel from LOTR. "This task was appointed to you, and if you do not find a way, no one will." this is what makes me do more.
@Space Pirate This was a super ok presentation for me... I can't see why are you being so butthurt about it? All of us test and learn and get to understand the engine without having every little detail explained to us by a speaker/teacher.
If you came here to learn how to light your game then don't waste an hour since he don't show you anything! Good example of what not to do in your training videos.
This lecture deserve the word "Masterclass".
One of the best talks in Lighting. Learnt a Lot
Please, please, please do more of these lighting masterclasses. They are so helpful. I notice this one was now from a couple years back :( I'm hopeful for a new one! Also, awesome job
yes I second this. thanks
@@BD-zg7is Are they relevant today tho, or is it best to go gpu lightmass ?
That was the most informative video on lighting I have ever seen thank you so much :)
I wish they didn't cut off the top portion of the presentation. :(
The slides are here: drive.google.com/drive/folders/0Bz9WYIaLzMjua1FfUmx3SHU3c3M
Edit: FFS. I posted too soon. The tops are chopped off on the slides as well. *facepalm*
On the positive side, this page seems to show the values for some stuff that was cut off: www.tomlooman.com/lighting-with-unreal-engine-jerome/
@@mahna_mahna Hi. Where I can find material with "Distance to Nearest point" from 30:12 timing? Thx in advance
@@MichaelFamily Sorry, no idea. I'm still pretty terrible at this stuff.
@@mahna_mahna thx :)
@@MichaelFamily Not sure if you still need the help or not, but I think you have to enable distance fields, they mentioned it in a recent niagara video where they fade a mesh into a particle effect when going through things
one of the best videos ever for explaining UE4 Lighting, I really liked the video and helped me a lot, Thanks so much :)
omg dude you saved my life that exposer thing i was trying to fix the problem for a loong time i even almost switched back to Unity because of it
i really like this talk ; good for a beginner with lightiing ! we need more of these
29:37 where his voice cracks a bit. I couldn't help it, it's pretty funny BUT GREAT VIDEO.
HAHAHAHA!!
It sounds like hen imitation
hahaha :D
Repeated that part a plenty of times HAHAHA
When he says his directional light (~12:00) is at 3.14, does he mean the brightness, or an angle? Is there a reason for it to be pi, or just dumb luck? Great lecture!
3.14 is the brightness value and I read that it happens to be pi because of the algorithm in various programs, including unreal. don't know exactly how they end up at 3.14 though
thank you for such a great and informative presentation
hello i need help, can anyone tell me what Asset Building he is using in 17:50 ? Im at the look about this, would be nice if anyone can write here 2020, thanks and stay safe
Best Lighting Course !!
Hello, what does he mean by "Skydome" at 28:39 ? I tried to add the BP_Sky_Sphere or the EditorSkySphere to the level, but it doesn't give the result as shown in the video, is it supposed to act as a SkyLight?!
@Unreal Engine Hi. Where I can find material with "Distance to Nearest point" from 30:12 timing? Thx in advance
Extremelly important lecture with a tone of useful theory but still don't have any idea how to setup all this advanced settings in real project. Need some tutorials where I step by step understand all of these things.
I tried baked lighting but the glass bulb just exploded in the oven ☹️
Sorry, stupid question alert - 12:17 Directional Light set at 3.14? As in what, the angle/intensity/ratio?! And another stupid question, the RGB values, is that purely for the colour swatch in the Material Editor Window ie. RGB 0.18 is 0.18, or am I missing something? How would I get these colours in Photoshop as surely RGB are all values from 1-255?
UE4 uses HDR values instead of 0-255, so if you put more than 1 you would get bloom effect. Photoshop in 16 or 32 bit modes use that too. It's a float instead of int.
texture coordinates manipulation in shaders benefit from this too
Thanks for the reply. I'll look into this more. I need to drum it into my mind so I can understand it.
Great presentation, but you forgot to list the biggest con of all with baked lighting........the absolute nightmare that lightmapping is. ;)
www.reddit.com/r/UE4Devs/comments/246whl/the_most_important_thing_about_lightmaps/
read this,and you wanna use snaping to grid,or if you can't snap to grid use texture snaping.
@@EyefyourGf Lightmap Templates you mean. That works the best out of all techniques, as some modeling programs will not let the grid get small enough to cover resolutions like 1024 or 2048 for ArchViz. Templates and Pixel Snap will.
This is helpful... When I am rendering a scene as avi in sequencer ... the animation of wind in tree or the smoke effect is not getting in render video.
How can a distance field be made for procedural scenes? When you load and unload objects on the fly.
This was super useful, thank you!
Great Content. Thanks
Excellent talk!
If I'm not totally wrong, Epic demonstrated the UE4 with its key feature being VXGI. They removed it more or less from the main feature set.
Cryengine 5 svoti.
It wasn't VXGI, but SVOGI - Epics own Implementation of Voxel-Based Global Illumination. Unfortunately it turned out to be far to expensive for any game to really use (I remember it running on 2x GTX 680 Ti's at the time). I imagine that Epic decided to remove it because they couldn't get it to a performant enough state that it could replace Lightmass entirely for systems like PS4 / Xbox etc, or older PC platforms. Maintaining support for it would have massively limited the games you could make in Unreal, and the platforms you could ship to.
VXGI was created by NVidia, and NVidia subsequently created a branch of the engine on GitHub with VXGI implemented. You can use it, and it's much more performant than SVOGI I believe (contrary to common belief it works on AMD cards too, but NVidia cards have dedicated hardware for better performance) - but it's still heavy. If you're very conservative with it, you could probably ship a game to PC that uses VXGI (but you probably want a fallback option). Console is out of the question for realtime GI, with the possible exception of X1X and PS4 Pro (not tried it on either though).
The results are good for developers though - instead of wasting man hours trying to make SVOGI performant, Epic has spent time developing lots of other rendering features that have benefited us massively by giving us flexibility. We now have lots of smaller but very-well implemented features rather than one not-so-great feature. There are a million better ways to make a game pretty now while we wait for hardware to catch up :)
wasn't the SVOGI implementation that was removed also being worked on by the dudes at Lionhead Studios?
good thing gpulightmass is here and cut down baking time by more than half :D
@Unreal Engine
can we get access to the slides please? ( for all presentations would be awesome:) )
Not all, but most drive.google.com/drive/folders/0Bz9WYIaLzMjua1FfUmx3SHU3c3M
Thanks!
Great, but where I can find the Material Function MF_distance_field_AO ???
I'm also looking for that... I've just created a forum topic about it. Here is the link if you wish to follow: forums.unrealengine.com/development-discussion/rendering/1381842-mesh-distance-field-in-material-function-to-produce-custom-ao
I didn't understand 24:34 "Decreasing Static Lighting Level Scale will increase the amount of Volume Lighting Samples" The spheres placed in the scene are more noticeable with a lower static lighting level scale, but I didn't understand what was going on or why? ....ok I need a book with ue4 example / tutorials to go through... this is a too much to take in and properly understand if 90% of this is new. I need to go through these tutorials (so glad they have them) docs.unrealengine.com/en-us/Engine/Rendering/LightingAndShadows
You guys make some good videos, but you really need to work on explaing things better and not expect people to just know were things are. The lighting recommendations he shows here shows menus, but some are in project settings and others elsewhere and it seems they change with every update. Just be a bit more clear and explain things step by step more. A lot of vague info and even some completely skipped info in this sadly.
Agreed, for me the accent of speaker doesnt help either
well its a developer talk, they expect people to know that
That accent issue happens quite often in Montreal. Funniest conversation I overheard was between a Spaniard & a Montreal local. After 2 minutes of explanation the Spanish guy goes "Ke pasa, wtf r u saying?"
@@IXProductions I know lolol, hence the word ADVANCE
Merciiiiii ! !!!
your statement about auto-uv unpacking for lightmap is now good, I beg to differ.
I got a few models that cheats textures using some weird uv method, and it copies exactly that and rearrange for the lightmap uv and totally messed up the result..
i think the LM index has to be changed to. like 0 is map 1 and 1 and map 2.
you forgot to explain how to change the Sphere Reflection Capture Resolution!
Directional Light to 3.14 pi, woah interesting
wut ?
metallic should be black or white ?
am i missing something ?
they sometimes break that rule themselves.
@@izvarzone I think you misunderstand, he should have said "Metallic should be black or white or inbetween." Greyscale, basically. With white being 100% metalness, and black being 0% metalness. This is the same with roughness.
His voice on 29:38
Hahaha! You're the funny bloke of your crew, aren't you?!
8:15 If you look carefully in the bottom left corner you can see the RGB and sRGB values for "white acrylic pain" lol
Sounds emo
Would it be possible to have the slides? They are really well done and they would be great study/notes material (besides the funny animals) :V
I watched this talk 2 times and still don't know why my scene is the crappiest one, probably need an engineer lol
nah, it just takes time, im rooting for ya!
bon tuto merci
PARAGON IS THE BEST GAME EVER I SAW OR PLAY BEST LOOKING GAME EVER PLS MAKE PARAGON AGAIN
Yay for multibounced skylight =D
Lighting needs to be rebuilt
28:30
Useful.
his nervous voice makes my hand sweaty and sick in the stomach. i think nervousness is contagious.
I thought you needed padding to avoid bleeding but this man now tells me to reduce space in the lightmap uvs as much as possible. Wtf is this
my thoughts exactly.
IKR. also another company tech said that have the scaling accurate. like the floor should be aligned properly to the walls and not go outside them.
depends on lightmap resolution. Less resolution = more padding needed. But if you use similar low contrast lighting in area (only light or only shadow), you can combine these uv islands.
also do modular building rather than whole walls as a single mesh. i experimented with single and modular and the light bleeded almost none in modular models. a little shadow error but it was what i was hoping for.
also assasin creed unity(I think) has a behind the scenes of the environment that was doing modular building rather than one whole building with different parts.
Murtaza Rizvi but what do you do against the lightseams between the modular walls etc
Thank you..
Automatically liked the video due to cute cat references uwu
Absolutely didnt understand anything - no idea how to apply this at all.
Go to the basics then
Those random cat clips confused me at first xD.
They are real Cats though.
Seriously what's wrong with this company.
This engine lack so much of documentation that you have to guess almost everything. You can ask the same question over and over for years on their forum without any answer and when they do a "masterclass", it's a joke.
The powerpoint are cropped at the top so you can't see many thing and you learn almost nothing.
Start by removing exposure, bloom, SSAO, etc. then? What's the point if you don't speak about them anymore?
All the info we have about dynamic light is that we can, if we want, use DFAO.... and? it's all the info we have about dynamic lighting in a master class about lighting?
How to make shadows not too dark without pushing the skylight intensity too much and have all the scene becoming washed out?
How to get interior shadows not blue and too bright like outdoors?
How to setup the auto exposure?
Etc.
You're just too ignorant to deserve the amazing tools they put in your hands.
@@seehr
Ok Einstein. Even their own staff can't answer 90% of the questions but yes, i'm ignorant even I used many engines in the last 20 years.
I'm sorry to say that but if you learnt something from this video then you're the ignorant here.
@@spacepirate9882 TBH most of these options are terms that most graphic designer people know and even devs know. they are tools which according to the user give unique outputs.
the company wouldnt tell us each and everything little thing that is common.
also the engine is very different from 3d softwares
@@ethanwasme4307 yes. it also forces us to achieve our own way of making things. for example i made a house with exterior and made the main walls as a single mesh which resulted in light bleeds where as when broke it into multiple parts it wasnt bleeding.
to quote galadriel from LOTR. "This task was appointed to you, and if you do not find a way, no one will." this is what makes me do more.
@Space Pirate This was a super ok presentation for me... I can't see why are you being so butthurt about it? All of us test and learn and get to understand the engine without having every little detail explained to us by a speaker/teacher.
Its all in Blender, you just need to know how to use it.
If you came here to learn how to light your game then don't waste an hour since he don't show you anything! Good example of what not to do in your training videos.
Well, it's more a presentation aimed at devs, not a step-by-step tutorial for 'push button to make AAA game' merchants.
It's not supposed to be paint by numbers.
@@bt5270 even paint by numbers the results would be different for all
The thumbnail was a clickbait i thaugt that was real
Poed
Im french id like the original version lool
sound of talk and voise is hell to hear, mouth smacking is madden me
bolabolabola, talk about everything about the Lighting ,but nothing is useful...
I cant understand a word