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Emissives for Cheap Fill Lighting |Unreal Engine 5.2
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- Опубліковано 12 сер 2024
- With Lumen being dynamic, adding lights can be expensive, making adding fill lighting to your scene a challenging balance act between being well lit and being too heavy. Luckily with Emissive cards we can get fill lighting for very cheap.
Console Variable Used: r.Lumen.ScreenProbeGather.ScreenTraces 0
Timestamps
00:00 - Intro
00:35 Preview Emissive Flag
01:25 - Material Creation
05:15 - Custom Primitive Index
06:15 - In Scene Emissive Setup
08:55 - Fixing bad shadowing
9:55 - Outro
Thanks a lot, Daniel. I was looking for a solution to my project for around 5 hours. The command "r.lumen.screenProbeGather.screenTraces 0" solved my problem.. It is fascinating that no one mentioned this in their tutorials but they had no problem using emissive light.
These are so great, tips I haven't seen anywhere else! Thanks D! ❤🎉😊
Dan I'm finding the emitting SM still shows up in reflections, I can't see anything to address this. Have you come across a method there? :)
@@samgoldwater not yet unfortunately! looking into that issue :)
Literally used your method on a job today, thanks so much for these fantastic tutorials ✨👍👏
Awesome tutorial! Using this method helps to alleviate the noisiness of emissive lights, of course with final gathering turned all the way up.
Thanks! Your doing great at this! I love how the tutorial is explained in 10 minutes!
this is cool, it would have been helpful if you did a comparison between using real lights vs this technique and show the fps gains, but other than that, awesome demo.
Hey! I didn’t think about that 🤦♂️ I’ll make sure to include comparisons in future videos since that is a good point
These videos are sooooo great. Thank you for making this. I'm struggling here... trying to make my first portfolio. You give great guidance to bring projects to the next level!
This is what i was looking for this will up my preformance by a ton
Can’t wait to try it, Daniel! 👍🏼
I tried it in ue 5.2, and it's great! but when I move too far away from the light source, the lighting effect disappears. Do you know how to solve this issue? thanks!
Increase youre render distance this is not only with these kind of light sources but with most things what is good in terms of preformance
Great tips, have to try this! thank you for sharing!
Thanks, nice and clear tutorial. So I wonder why its not working for me (UE 5.3.1). The sphere behaves just like yours but casts no light into my scene. It becomes bright to the eye as I increase intensity yet casts no light around it.
Thanks, this was great! Very useful and on point.
Hey Daniel!!! Question as usual, how can I animate the material to have intensity go up and down like it’s pulsing, in the sequencer. Awesome as always!
Thanks man for this great tutorial, is it good for gamedev as well? or it's good only for rendering? also does it work well without raytracing?
I loved the trick of adding Temp in an emissive material, but I don't think they should replace lights in a scene. Emissive are still too noisy and probably way less performing than lights. They also miss a lot of parameters (like barn flags and such).
Hey bro, thanks so much for this, super easy to follow! You got a new subscriber here! :)
Great tips. Keep up the good work.
Awesome... Thanks
Rad, thanks for this.
Cool stuff, as a beginner it would be nice if you could mention what methods your tutorial replaces or does better?
Thank for tutorial. Light source still seenable if i use reflection or goes up to roughness
thanks!
Really great tutorial. Only issue I'm having is that the emissive object is still showing up in reflections. Anyone know how to solve that?
When I use the console variable, the emissive just stops illuminating, and the whole scene gets dark. please help.
Thanks man solved my problem.
Hi, Daniel.I made that Material but Multiply received the EROR error :((
Hi Daniel! Thank you for sharing your knowledge! I really appreciate it.
Do you know how I can fix my emission material so that it stays visible at a distance? If I get far enough away, all the light is gone :(
hi there, really love the tutorial. i put in my vr game, and using lumen, i try to use this method as a candle light source, but the light didnt appear until i get close with it. anyhow i could fix this issue ?
I love you.
Mines just black and when i change the emission it glows for about 1milsec then goes to black. Any ideas?
Is there any downside to using this? It seems like you could (or should) just be using emissives instead of classic lights like spots and omnis.Also, doesn't scaling the emissive meshes make the intensity higher?
Can this be used with a shader that has only part of it emissive with a mask? If so so I need to consider anything?
great tips!!! thanks
Thank you!
Great tutorial! Do you know a way I can make these elements invisible in reflections? With my current setup looking into a window I can see all the additional geometry with these shaders applied. This is even when they are hidden in game.
Currently I have not! It’s been bugging the hell out of me but it is tied to hardware raytracing which makes sense as any light that has specular intensity will have a similar effect
Use a masked material and set the opacity mask of the emissive sphere to 0.
If you press ''G'' and enter Game View, it goes out. But if you want to use the Game View without erasing it, just leave it as ''Visible" and activate an option further down called ''Only Owner See''
I ended up discovering it by chance. 😅😁
Interesting! That’s another good solution, It could be linked to the version of unreal as both options are working for me, are you in an earlier version?
@@DanielLanghjelm I'm using 5.1.1 I didn't get to test it on 5.2
@@andersonribeiro126 that could be the reason, I’ll test it tomorrow and I’ll pin a comment for 5.1s solution :) thanks for letting me know!
@@DanielLanghjelm You're welcome. I thank you for the tip. :)
Thanks for the lovely tutorial. Somehow 'Actor Hidden In Game' doesnt hide it for me. I have tried it in multiple projects. Can you please help?
Hey! Seeing this now! Stay tuned as I am reworking this tutorial with a more up to date version :)
@@DanielLanghjelm Probably because this doesn't work with Hardware Raytracing.
@@Cloroqx oh no it definitely does! I actively use this method in production. It’s just the way I did it in this tutorial is outdated, I am remaking this tutorial with updated methods
@@DanielLanghjelm Really? I've messed around with this in 5.3 and it stopped working every time I turned on Lumen Hardware RT.
Underrated channel
i really appreciate that 🙏
if i hit actor hidden in game the actor stays visible, when i hit G it disappears but so does the lighting. affect indirect lighting while hidden is turned on though, and so is emissive light source
Hey! Try setting turning off hidden in game and use “only owner see”
The question - does it really cheaper then point light? What do you think guys? Did anyone test this? I mean in terms of performance.
Hey! It is :) the reason is that it’s based off of distance fields and contributes to the Global illumination of the scene as opposed to actually lighting it if that makes sense. Any shadows created are also distance field based. In comparison dynamic lighting is very expensive due to fully dynamic shadows being calculated. Hope that helps
@@DanielLanghjelm Thank you very much! It’s important for me because the baddest thing is lumen, and it hits so bad on the performance, even though the geometry is optimised as possible. So I needed to get the alternative way to light things and get less fps hits:D
hi there, is there any trick to hide the sphere from translucent shader ? i can see it throught my window while in game mode
hi did you manage to solve this issue?
@@naufaldihilmi8507 nope, i have not
@@judofernando8298 hmm.. i guess the only work around is to use regular light actor while there’s window/reflection nearby
the emission material would be much easier without the temperature node.
Thank you!