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Lighting in Unreal Engine 5 for Beginners

Lighting in Unreal Engine 5 for Beginners

William Faucher

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[00:00]

today we're talking about one of the

[00:01]

most underrated aspects of 3D and that

[00:04]

is lighting those of you familiar with

[00:06]

my channel know that most of my Unreal

[00:08]

Engine videos Target the more advanced

[00:10]

users so I figured I would change it up

[00:12]

a bit and talk about lighting for the

[00:15]

absolute beginner if you don't know

[00:17]

anything about lighting or how it works

[00:20]

let alone how to get things looking good

[00:22]

in Unreal Engine this is the video for

[00:25]

you and just to be clear in this

[00:27]

tutorial we'll be using Lumen and ui5

[00:30]

with a fully Dynamic lighting approach

[00:32]

we will not be learning about baked

[00:34]

lighting so I'm not going to waste any

[00:36]

more time with the intro let's jump

[00:38]

straight into lighting right after I

[00:39]

tell you about my sponsor so a big thank

[00:42]

you to CG Spectrum for sponsoring this

[00:43]

video CG spectrum is a global top ranked

[00:46]

training provider offering specialized

[00:48]

online courses in realtime 3D game

[00:50]

development animation VFX and digital

[00:53]

painting they're an unreal authorized

[00:55]

training center and unreal academic

[00:57]

partner and their courses include

[00:59]

personalized mentorship from industry

[01:01]

professionals I helped develop the

[01:03]

realtime 3D Technical and virtual

[01:04]

production course I mentored their

[01:06]

part-time myself and here are a few

[01:08]

examples from some of my own students so

[01:11]

if learning on real Engine with the help

[01:12]

of an industry Mentor is something

[01:14]

you're interested in do check out the

[01:16]

link down below or visit CGS

[01:17]

spectrum.com for more info you'll get

[01:20]

the most practical and upto-date

[01:22]

knowledge connections skills and

[01:24]

Industry awareness that studios in both

[01:27]

the games and film industry are hiring

[01:29]

for for so thanks again to CG Spectrum

[01:31]

for sponsoring this video and now let's

[01:33]

jump straight into lighting all right so

[01:36]

now that we're in unreal we need to make

[01:37]

sure that our project settings are set

[01:39]

up correctly to make sure that

[01:40]

everything behaves as expected to get

[01:43]

the best possible results and make the

[01:45]

most of what Lumen has to offer so we're

[01:48]

going to go to the settings tab up top

[01:50]

here click on Project

[01:53]

settings and in the search details panel

[01:55]

we're going to search for Direct X and

[01:58]

we need to make sure that our default

[02:00]

rhi is set to direct x 12 and direct x

[02:03]

11 and 12 sm5 is turned on next we're

[02:07]

going to scroll down to the rendering

[02:09]

tab right here and by scrolling down to

[02:11]

the Lumen section right here we need to

[02:13]

make sure that we have the following

[02:16]

project settings set up correctly

[02:19]

Dynamic Global illumination set to Lumen

[02:22]

array lighting mode set to surface cache

[02:24]

software bra tracing mode set the detail

[02:26]

tracing Shadow map method set the

[02:28]

virtual Shadow Maps beta

[02:30]

and one more thing that I like to have

[02:33]

turned on is support Hardware rate

[02:35]

tracing turn this on and use Hardware

[02:38]

rate tracing when available now keep in

[02:40]

mind the hardware rate tracing settings

[02:42]

are only going to work if you have a GPU

[02:45]

that is capable of Hardware rate tracing

[02:47]

so any of the Nvidia RTX cards will work

[02:50]

just fine if you don't have a GPU that

[02:53]

can do ray tracing don't worry it's not

[02:56]

the end of the world you're still going

[02:58]

to be able to get good results but but I

[03:00]

like to use it because in many cases Ray

[03:03]

Trace shadows will look much better as

[03:05]

you're going to see a little bit later

[03:07]

so with these project settings changed

[03:10]

you're going to have to restart the

[03:11]

engine and it's going to have to

[03:12]

recompile all the shaders so go make

[03:14]

yourself a cup of coffee and then we'll

[03:16]

be ready to get started so I'm going to

[03:18]

X this out and now we have a blank scene

[03:20]

here and I'm going to show you

[03:22]

everything you need to know about every

[03:24]

light that is available in Unreal Engine

[03:26]

5 and in order to create our first light

[03:28]

we need to go to the Place actors Tab

[03:31]

and in the little lights icon here

[03:33]

you'll have a list of all the available

[03:35]

lights if your UI looks a little bit

[03:38]

different than mine don't worry you can

[03:40]

go to the windows tab load layout and

[03:43]

I'm using the ue4 classic layout just

[03:46]

because I like the way that it is set up

[03:48]

to me it works a little bit better so if

[03:51]

you want to follow along this is the

[03:53]

layout that I am using so let's start

[03:55]

off with the first light here and that

[03:58]

is the directional light I'm going to

[03:59]

drag and drop this into my scene here

[04:02]

and as you can see as I rotate around

[04:04]

here the directional light does what the

[04:06]

name implies it behaves a lot like a sun

[04:09]

or Moonlight or any kind of light that

[04:11]

is very directional in nature so

[04:14]

directional lights are usually used for

[04:16]

exterior environments or when you want

[04:18]

to have sunlight shining through a

[04:20]

window for interior environments now

[04:22]

what's really cool about Lumen is that

[04:25]

it just works out of the box and as you

[04:27]

can see here we've got some nice

[04:28]

indirect lighting

[04:30]

lighting up our character here because

[04:32]

if Lumen was disabled it would actually

[04:34]

just be pure black like this but thanks

[04:36]

to Lumen we do get a little bit of that

[04:38]

nice bounce lighting bouncing off the

[04:41]

ground here now you can choose the

[04:42]

settings of every single light in the

[04:45]

detailed panel on the right hand side

[04:47]

here so here we've got the transform tab

[04:50]

we've got the mobility and the light

[04:52]

setting so we can choose the intensity

[04:54]

of the light like this we can choose the

[04:57]

color of the light like so

[05:00]

or alternatively you can shoose the

[05:02]

color temperature by clicking on this by

[05:04]

and making the light warmer or colder

[05:08]

like that now you're going to see here

[05:10]

we have a bit of a weird thing called

[05:12]

mobility and you'll see we have static

[05:14]

stationary and movable so Unreal Engine

[05:17]

has two different lighting methods we've

[05:20]

got baked or static lighting and we have

[05:22]

Dynamic lighting now this tutorial is

[05:25]

not going to cover baked lighting

[05:26]

because baked lighting is a little bit

[05:28]

more advanced there's way more moving

[05:30]

Parts there's a lot more that can go

[05:31]

wrong I myself prefer to use Dynamic

[05:34]

lighting because what you see is what

[05:35]

you get there's it just works very well

[05:38]

out of the box it works extremely well

[05:40]

with Lumen and it's actually way easier

[05:43]

to use and is more beginner friendly if

[05:45]

you are interested in baked lighting I

[05:47]

do have a tutorial on baked lighting

[05:49]

right here I'll put the link down below

[05:51]

to like button so static and stationary

[05:53]

lights are for baked lighting

[05:55]

exclusively you may have seen this

[05:58]

message over here before that's because

[06:00]

your light is either set to static or

[06:02]

stationary so to get rid of this message

[06:05]

over here just set your lights to

[06:06]

movable you'll also get better results

[06:09]

some lights actually don't look right if

[06:11]

you don't set up to movable the default

[06:13]

is stationary so when you create a new

[06:15]

light just switch it to movable right

[06:17]

here to be safe so the next light we're

[06:20]

going to talk about is the point light

[06:23]

and the point light again does what the

[06:25]

name implies it's a point of light very

[06:27]

similar to a light bulb it emits light

[06:30]

in all directions just like the

[06:32]

direction of the light you can control

[06:33]

the light color the intensity of the

[06:35]

light here same thing next we have the

[06:38]

spotlight and again the spotlight does

[06:40]

what the name implies it is literally a

[06:42]

cone that emits light in a spotlight

[06:45]

fashion so if you want to have light

[06:47]

being emitted in a conical pattern the

[06:50]

spotlight is the way to do that you can

[06:51]

control the shape of the light in the

[06:53]

detailed panel of that Spotlight next we

[06:57]

have the wrecked light here and this is

[07:00]

possibly my favorite light of all time

[07:03]

because the wreck light behaves the same

[07:05]

way that a softbox does for any of you

[07:07]

who are familiar with photography or

[07:10]

film making soft boxes are what gives us

[07:12]

very soft diffused lighting it is very

[07:15]

appealing to use for portraits or any

[07:18]

kind of cinematic work notice here how

[07:20]

the Shadows are nice and soft and

[07:21]

diffused whereas if I delete this and

[07:23]

place a point light you'll see these

[07:26]

Shadows are completely hard the reason

[07:28]

for that is because because the wck

[07:30]

light is a bigger light but we're going

[07:31]

to get more into the specifics of that

[07:33]

really soon so again the W light here

[07:36]

gives us really nice soft Shadows looks

[07:39]

absolutely fantastic and by increasing

[07:41]

the intensity you'll see the Shadows get

[07:43]

nice and soft as they move further away

[07:45]

from the subject here you can change the

[07:47]

size of the light like this by adjusting

[07:49]

the source width and the source height

[07:52]

to make a larger light source if we pay

[07:55]

attention to my Chrome ball over here

[07:57]

you'll see the reflection of the wrecked

[08:00]

light show up and if I change the source

[08:02]

width like this you'll see the shape of

[08:05]

the light is actually changing in the

[08:07]

reflection so that can be very handy to

[08:09]

know about now the next light here is

[08:12]

the Skylight but I'm not going to talk

[08:14]

about that right now the Skylight is a

[08:16]

bit of a can of worms it's a beast of

[08:18]

its own and I've actually made a

[08:21]

dedicated tutorial about the Skylight

[08:23]

right here again I'll put the link down

[08:25]

below we will be using the Skylight in

[08:27]

this tutorial but in a different context

[08:30]

now the last Light actor I want to show

[08:32]

you is the hdri backdrop and if you

[08:35]

don't see that here don't worry you just

[08:38]

need to enable the plugin for it so

[08:40]

we're going to go right here to the

[08:41]

settings tab go to plugins and we're

[08:44]

going to search for

[08:46]

hdri and just enable this plugin restart

[08:50]

the engine and it should show up in your

[08:52]

list right here so the HD backdrop is

[08:56]

awesome because by just dragg and

[08:57]

dropping it here like like this and

[09:00]

moving it up a little bit there we go

[09:02]

now we have kind of a skylighting

[09:04]

showing up and lighting our entire scene

[09:06]

up very nicely and as a result it has an

[09:10]

hdri projected on a dome here so if I

[09:13]

select the sky here and press the F key

[09:16]

you'll see the hdri is projected on the

[09:18]

Dome if I were to change the cube map

[09:20]

here in the details panel to something

[09:23]

like ostrich Road 4K and going back here

[09:27]

now we've got a nice overcast day feel

[09:30]

very Misty cool little mountains and a

[09:32]

road we can change the projection Center

[09:35]

by clicking on the little Diamond here

[09:37]

and lifting it or lowering it

[09:40]

accordingly it's a really cool little

[09:42]

tool to use but I wouldn't use this as

[09:45]

my main source of light in my

[09:46]

environments but it can give you a

[09:48]

really good starting point we can also

[09:51]

increase the intensity of this HD

[09:53]

backdrop in the details panel right here

[09:56]

so now that we have an understanding of

[09:58]

all the light we can create I want to

[10:00]

talk about lighting Basics and some of

[10:03]

the most important things to know when

[10:05]

it comes to lighting and that's Shadows

[10:08]

so by deleting this right here I'm going

[10:11]

to create another Point light right here

[10:14]

if you remember just earlier when I

[10:15]

showed you the wrecked light we had

[10:17]

really soft Shadows that's because the

[10:20]

light source was bigger but what if I

[10:22]

told you that we can get soft Shadows

[10:24]

with any of the other light actors that

[10:27]

I just showed you so right here I've got

[10:29]

my Point light selected and I'm going to

[10:31]

zoom in here and you'll see in a

[10:34]

detailed panel here we have Source

[10:36]

radius if I start increasing this like

[10:38]

that you'll notice a bit of a yellow

[10:40]

Gizmo show up around it that is actually

[10:44]

the size of our light so we can actually

[10:47]

give it a shape and a size and as a

[10:50]

result notice what happen to the Shadows

[10:53]

the Shadows got soft if I make it

[10:56]

smaller back to zero and make it larger

[10:58]

notice my Shadows are getting softer

[11:01]

this is what we call the shadow

[11:03]

penumbra and basically it really boils

[11:06]

down to the larger your light sources

[11:09]

relative to your subject the softer your

[11:11]

shadows will be this is the most

[11:14]

important part of lighting understanding

[11:16]

how to get soft Shadows understanding

[11:19]

when Shadows should be soft is the most

[11:23]

defining part of taking your lighting to

[11:26]

the next level because when you have an

[11:28]

understanding of how when and why

[11:31]

Shadows are soft you're going to be

[11:33]

looking at Lighting in a completely

[11:35]

different way a classic example to

[11:37]

demonstrate when Shadows are soft versus

[11:40]

when they shouldn't be soft is to think

[11:41]

about when you're walking in a parking

[11:43]

lot in the middle of summer on a

[11:45]

cloudless day the Shadows are very hard

[11:47]

and sharp very harsh lighting but then

[11:51]

you look at an overcast day and the

[11:52]

Shadows are all soft and you might think

[11:55]

that contradicts what I was just telling

[11:57]

you the larger the light source Source

[11:59]

the softer your shadows will be but the

[12:01]

sun is the largest light source in our

[12:04]

solar system so why would the Shadows be

[12:06]

sharp and the reason for that is because

[12:08]

while the sun is huge it is also

[12:11]

extremely far away and as a result it's

[12:13]

just a tiny little point in the sky but

[12:16]

in overcast day however the entire Sky

[12:20]

becomes our light source the light is

[12:22]

diffused by the clouds and as a result

[12:24]

that softens our shadows even though the

[12:27]

sky is physically smaller than the sun

[12:30]

the sky is closer to us and as a result

[12:33]

it softens the Shadows so we can change

[12:36]

the source radius on every single light

[12:38]

except for the Skylight and the hdri

[12:40]

backdrop so by deleting this light here

[12:42]

and if I create a directional light here

[12:44]

that's just the movable if I increase

[12:46]

the source angle to something like 10

[12:49]

you'll see my Shadows got soft and

[12:52]

notice what happens in the reflection of

[12:54]

our Chrome ball here this little white

[12:56]

dot here is our sun if I select my

[12:59]

directional light and change the source

[13:00]

angle back to default it is much smaller

[13:04]

and our shadows are sharp again make it

[13:06]

larger so set the source angle back to

[13:09]

10 and it softens our shadows this is

[13:12]

the secret sauce this is the magical

[13:14]

setting that can really help you take

[13:16]

your lighting to the next level now with

[13:19]

that said I want to take the time to

[13:21]

show you the difference between the

[13:23]

default Lumen virtual Shadow maps and

[13:26]

retraced shadows so to demonstrate that

[13:30]

I'm going to create a wrecked light here

[13:32]

going to drag and drop in here like that

[13:34]

and what I want you to pay attention to

[13:36]

is the following so by zooming in here

[13:38]

you'll see the Shadows are kind of sharp

[13:41]

they're soft but they're also kind of

[13:44]

sharp we get this odd bending we get

[13:46]

this artifact here the same thing here

[13:48]

we get a bit of a hard Edge there this

[13:50]

is a limitation of virtual Shadow Maps

[13:52]

you can't push the shadow penumbra that

[13:55]

far before it starts falling apart

[13:57]

that's where R Trace Shadows come in

[13:59]

this is why I recommend using Hardware R

[14:02]

tracing if you have it it will make a

[14:04]

big difference so if I select my wed

[14:06]

light here and search for Ray you'll see

[14:11]

here I've got cast Ray tracing shadows

[14:13]

I'm going to set this here and before I

[14:16]

do pay attention to the quality of the

[14:18]

Shadows right here so to enabled you'll

[14:23]

see the Shadows got much softer much

[14:26]

better no more ugly artifacts the

[14:29]

Shadows are just better in every single

[14:33]

way it's day and night it's no

[14:35]

comparison to demonstrate this even

[14:37]

further I'm going to rotate my light

[14:39]

like

[14:41]

this put it way above like this and make

[14:45]

my light massive so I'm going to change

[14:48]

my source width to something like 300 by

[14:51]

300 and so now we got this really cool

[14:55]

Moody top down look on our character

[14:57]

here right the shadow are very soft and

[15:00]

diffused the lighting actually looks

[15:01]

pretty cool but if I select my Rec light

[15:04]

here search for Ray and revert this back

[15:08]

to default virtual Shadow

[15:11]

Maps notice how now the Shadows are ugly

[15:15]

again they really look terrible

[15:18]

especially here we get this nasty harsh

[15:21]

lines again I'm pushing the virtual

[15:24]

Shadow maps to they're absolute limits

[15:26]

here don't worry in most situations

[15:29]

virtual Shadow maps are fine I just

[15:31]

wanted to really demonstrate the

[15:33]

difference between R trace and virtual

[15:35]

Shadow Maps Okay so again if I set this

[15:38]

back down

[15:39]

to enabled we get this really really

[15:42]

nice soft Shadows it looks a lot better

[15:45]

you'll notice though that when you push

[15:47]

it too far you'll see we got a lot of

[15:49]

noise showing up here and I hope you can

[15:51]

see this in the video but that's an easy

[15:53]

fix in the search details panel we're

[15:54]

going to search for sample and we're

[15:57]

going to set the sample per pixel to

[15:59]

four and as a result it cleaned right up

[16:02]

everything looks a whole lot better this

[16:04]

does have an impact on performance

[16:06]

however so keep that in mind now you

[16:09]

might be wondering why I have four

[16:12]

random spheres of different colors here

[16:15]

these spheres are there to help you

[16:16]

gauge the exposure and lighting of a

[16:18]

scene we've got a black one with an albo

[16:21]

of

[16:22]

0.04 because no natural material out

[16:25]

there is pure black coal has an albo of

[16:28]

04 for so I'll be using that as my

[16:30]

Baseline we've got a white one with an

[16:32]

albo of

[16:33]

0.85 because the albo of fresh snow is

[16:37]

about 0.8 to

[16:39]

0.9 no object or material out there

[16:42]

reflects 100% of all the light

[16:45]

everything absorbs at least a little bit

[16:48]

of light so you don't want any material

[16:50]

in your scene to have an albo value of

[16:53]

one it's not physically possible and it

[16:55]

will throw off your lighting then we

[16:58]

have a great ball here with an albo of

[17:01]

0.18 which is actually the middle gray

[17:06]

value you would think that the middle

[17:08]

gray value between 0 and 1 is 0.5 right

[17:11]

50% gray well not quite exposure is a

[17:15]

bit more complicated than that and it is

[17:18]

not linear this may seem

[17:20]

counterintuitive but 18% gray is in fact

[17:23]

the middle gray between black and white

[17:26]

this gray ball helps you figure out

[17:28]

theur cor exposure of a given scene at

[17:32]

least it should give you a really good

[17:34]

starting point then lastly we have a

[17:37]

chrome ball which helps us see what is

[17:39]

being reflected in the scene I recommend

[17:41]

having these in your scene at all times

[17:44]

when lighting they're really going to

[17:46]

help you now one of the main advantages

[17:49]

of using Lumen involves the ability to

[17:51]

control the indirect lighting so to

[17:53]

demonstrate this I've created an amazing

[17:56]

looking house right here so by going

[17:58]

inside side here we'll see we do have a

[18:01]

little bit of indirect lighting coming

[18:03]

in on the top here and a little bit on

[18:05]

the side but it's not very much and

[18:08]

fortunately we have three different ways

[18:10]

to control the amount of indirect

[18:13]

lighting using Lumen the first and

[18:15]

easiest way is to select your light and

[18:17]

increase the intensity of your light so

[18:19]

let's say if I set this to 50 you'll see

[18:22]

as a result we get way more indirect

[18:24]

lighting coming inside here but you know

[18:27]

it's still not very much

[18:29]

the next thing we can do is again

[18:32]

selecting our directional light and

[18:34]

you'll see here we have indirect

[18:36]

lighting intensity if I set this higher

[18:39]

to something like five you'll see our

[18:41]

indirect lighting has been accentuated

[18:43]

quite a bit but that leaves us our third

[18:47]

option and this is actually the option

[18:50]

you should keep in mind most of the time

[18:52]

when you're using Lumen the albo or the

[18:56]

base color value directly contributes to

[18:59]

the amount of light being bounced around

[19:01]

so by selecting this wall right here and

[19:04]

opening up the material itself you'll

[19:06]

see this base color of this material has

[19:08]

a value

[19:10]

of8 as I increase this value the

[19:13]

indirect lighting will be accentuated

[19:16]

accordingly so if I set this to 0.

[19:18]

five notice how now we have way way more

[19:23]

indirect Lighting in our scene because

[19:26]

like I said the base color is the the

[19:28]

reflectance of our object so the

[19:31]

brighter our object is the more it's

[19:33]

going to reflect light this is the

[19:35]

exactly how materials behave in real

[19:38]

life so if you notice that your

[19:39]

environment feels a little bit dark and

[19:42]

the indirect lighting isn't really doing

[19:44]

what you think it's supposed to be doing

[19:46]

make sure your materials are not too

[19:48]

dark this can help you get some extra

[19:50]

indirect lighting for free basically

[19:53]

without having to change any other light

[19:56]

setting and alternatively if you want to

[19:59]

reduce the amount of light being bounced

[20:00]

around you can turn down the

[20:03]

brightness like this and as a result

[20:06]

very little light will be reflected this

[20:09]

is very important to keep in mind when

[20:11]

you're lighting your environment always

[20:13]

pay attention to the base color or the

[20:15]

albo value of your textures and your

[20:18]

materials hey so future will chiming in

[20:21]

here I just wanted to take a quick

[20:22]

moment to talk about something I get a

[20:24]

lot of questions about and that's in

[20:26]

regards to very shiny reflective or

[20:30]

metallic material so zooming in here on

[20:32]

my Chrome ball here you'll see we get

[20:35]

some Reflections but this doesn't really

[20:38]

look like a chrome ball at all right

[20:40]

because everything is black this doesn't

[20:42]

feel very metallic and you might be

[20:45]

wondering why the reason for that is

[20:47]

because there's nothing to reflect in

[20:49]

the scene you'll see we have a totally

[20:51]

black empty blank scene and as a result

[20:54]

metallic or reflective materials are not

[20:56]

necessarily going to look right because

[20:59]

shiny reflective materials are dependent

[21:01]

on having something to reflect so a

[21:04]

quick and easy way to get something to

[21:06]

reflect in here is to add an hdri

[21:09]

backdrop like we added

[21:10]

earlier like this and you'll see right

[21:13]

away we have our sky and our environment

[21:15]

around it working just fine and the

[21:18]

reason that's working is because this HT

[21:20]

backdrop has a skylight actor in it so

[21:23]

I'm going to delete this and I'm going

[21:24]

to create a skylight I know I said I

[21:27]

wasn't going to show you the sky light

[21:28]

in this part of the video but in this

[21:30]

case it is actually kind of important in

[21:33]

the search details panel here we've got

[21:35]

Source type we've got SLS captured scene

[21:38]

and that's essentially going to

[21:40]

basically create an hdri based on what

[21:42]

is around the Skylight again I talk

[21:45]

about that in my Skylight video right

[21:46]

here but what we're going to set it to

[21:48]

right now is SLS specified Cub map and

[21:51]

this is basically where you load in an

[21:54]

hdri and so contrary to the hdri

[21:57]

backdrop the Skylight is not going to

[22:00]

create an actual Dome around you this is

[22:02]

only going to light your scene with an

[22:05]

hdri so in the cube map section right

[22:07]

here I'm going to select none and just

[22:10]

load in whatever Cube map that is

[22:12]

already loaded you can import any HD you

[22:15]

want a great place to find these is by

[22:17]

going to poly haven.com they have a huge

[22:20]

library of free HD to choose from so

[22:23]

great resource right there I'm going to

[22:26]

use the HD Forest right here and you'll

[22:29]

see now we have our forest HD in here

[22:33]

now you'll see the bottom of the Horizon

[22:35]

is totally black and that's because in

[22:37]

the Skylight if we scroll

[22:39]

down in the advanced tab we have lower

[22:43]

hemisphere is solid color I'm going to

[22:45]

turn this off and now you'll see if I

[22:48]

hide this plane here we now have our HD

[22:52]

affecting our Chrome ball the way we

[22:54]

would expect so that is how you can get

[22:56]

reflective or metallic material

[22:59]

to kind of render correctly so to speak

[23:02]

again reflective materials are dependent

[23:05]

on having something to reflect and if

[23:07]

there's nothing there they're not going

[23:08]

to reflect anything So Pro tip and with

[23:12]

that said let's go back to pest will now

[23:15]

one last thing I want to show you before

[23:16]

we start lighting our environment that's

[23:19]

emissive materials so I'm going to

[23:21]

create what we call an emissive material

[23:24]

because Lumen actually allows emissive

[23:27]

materials glob materials to emit light

[23:30]

as I'll demonstrate right here so we're

[23:32]

going to right click in our content

[23:34]

browser create a new material I'm going

[23:36]

to call this emissive 01 I'm going to

[23:39]

open this material up and I'm going to

[23:40]

create three

[23:42]

nodes I'm going to press and hold the

[23:44]

one key and click press and hold the

[23:47]

three key and click and press and hold

[23:50]

the m key and click I'm going to select

[23:53]

these two nodes right click convert to

[23:56]

parameter and I'm going to call call

[23:58]

this one light

[24:01]

color and I'm going to call this

[24:04]

one light intensity I'm going to plug

[24:08]

light intensity into B of the multiply

[24:11]

node and plug the light color into the a

[24:14]

of the multiply node and plug the

[24:16]

multiply into emissive color I'm going

[24:19]

to set the light intensity to something

[24:21]

like

[24:22]

100 and set the light color to something

[24:25]

ridiculous like a bright flashy orange

[24:28]

or something like that and hit

[24:32]

okay now we're going to hit save I'm

[24:35]

going to make this window smaller and

[24:37]

I'm going to apply this material to one

[24:40]

of our spheres

[24:42]

here like this and if I hide this

[24:44]

wrecked light you'll see this emissive

[24:47]

material is actually casting light it is

[24:50]

actually casting

[24:51]

shadows and this is awesome because it

[24:55]

can help give your environment a little

[24:57]

bit of oomph but don't want to rely on

[24:59]

this too heavily because if I zoom out

[25:01]

here you'll see a if I zoom out too far

[25:04]

the light disappears and you'll also

[25:06]

notice that the light itself is very

[25:08]

noisy and splotchy so like I said you

[25:10]

don't want to have your entire scene

[25:13]

being lit exclusively with emissive

[25:15]

materials it's not going to look very

[25:17]

good but I still wanted to take the time

[25:19]

to show you that this does work so now

[25:23]

that we have an understanding of how the

[25:25]

lights work how to bend and shape the

[25:28]

the light the way we want now we're

[25:30]

ready to get started and light this

[25:32]

entire scene here from scratch so I'm

[25:35]

going to go ahead I'm going to delete

[25:36]

all of these lights and start off with a

[25:38]

completely blank slate and you'll see

[25:41]

it's a whole lot easier than you might

[25:42]

think so I'm going to be using the mega

[25:45]

scans abandoned Apartment scene that you

[25:47]

can find for free on the Epic

[25:50]

Marketplace so go ahead and download

[25:52]

that if you want to follow along now

[25:54]

before we get started I want to do a

[25:56]

little segue into explaining that Lumen

[26:00]

works a lot better with nanite meshes

[26:02]

performance- wise you're going to get

[26:04]

much better frame rates if you convert

[26:06]

as many meshes to nanite as possible

[26:09]

I've made a dedicated video on nanite

[26:11]

right here so you can check that out if

[26:13]

you're so inclined but if I go here to

[26:15]

LIT go to Nite visualization triangles

[26:18]

you'll see everything that has a

[26:20]

colorful triangle on it is actually a

[26:22]

nanite mesh this project here the mega

[26:25]

scan the Benton apartment scene does not

[26:27]

have manite turned on by default so what

[26:30]

I did is in the content browser I

[26:33]

filtered by Static mesh and I selected

[26:36]

the static measure I wanted to

[26:37]

convert right clicked nanite

[26:41]

enable again I don't want to dive too

[26:43]

deep into the advanced settings here

[26:45]

because this is a beginner tutorial but

[26:47]

still I wanted to point you in the right

[26:49]

direction so with that little segue done

[26:52]

I'm going to delete all of the lights in

[26:54]

our scene here and start off from Total

[26:58]

scratch and just so you know this

[27:00]

environment here has a Skybox in the

[27:02]

scene we can delete that for now we're

[27:04]

not going to need it so if you're like

[27:06]

me and you've deleted your lights and

[27:08]

you still have some lights in here as in

[27:12]

it's not totally black like I had it the

[27:14]

reason for that is because there is

[27:16]

still some baked lighting information in

[27:18]

the scene we're going to click on the

[27:20]

settings tab up top here go to world

[27:23]

settings and we're going to search for

[27:25]

force and we want to click on Force no

[27:28]

pre-computed lighting click on this hit

[27:32]

okay and now we just need to go to the

[27:34]

build button up top here and click on

[27:36]

build lighting only and now once you do

[27:39]

that all of your lights will be

[27:41]

completely gone there are no more lights

[27:44]

no Bak lighting information and we're

[27:46]

ready to go so now you'll see we have a

[27:48]

completely dark scene and what we're

[27:50]

going to do now is use unreal's most

[27:53]

underrated tool the environment light

[27:56]

mixer so going to window

[27:59]

EnV light mixer and we have a new tab

[28:02]

showing up here and what we're going to

[28:04]

do if we're going to create Skylight

[28:07]

create atmospheric light zero create Sky

[28:10]

atmosphere create volumetric cloud and

[28:13]

create height fog you'll see uh okay we

[28:16]

have something here but if we move to

[28:18]

camera outside you'll see we now have an

[28:21]

entire atmosphere Sky system done for us

[28:25]

with just a few clicks if I press and

[28:27]

hold a control L shortcut and move my

[28:30]

mouse you'll see the sun moves in our

[28:32]

Sky the clouds react accordingly and our

[28:36]

Sky changes color based on the position

[28:38]

of the sun in the

[28:40]

sky this is such an amazing tool and I

[28:44]

use this every single time I start a new

[28:47]

project hands down every time doesn't

[28:50]

matter if I'm making an exterior

[28:51]

environment or an interior environment

[28:54]

this provides you a fantastic starting

[28:57]

point so I hope wholeheartedly recommend

[28:59]

that you use this moving forward if

[29:01]

you're working on an exterior

[29:03]

environment this gets you 90% of the way

[29:06]

there on the first try so now we're

[29:08]

going to go down here back into our

[29:10]

scene I'm going to use the control L

[29:11]

shortcut to get the sun shining in a

[29:14]

rough angle that I want it to so

[29:16]

something like that but you'll notice

[29:18]

that depending on where you're looking

[29:21]

where you're pointing to camera to now

[29:23]

you'll see the interior of our scene got

[29:25]

a bit brighter but as I move the camera

[29:27]

this way

[29:29]

oh everything gets dark again the reason

[29:31]

for that is because of Auto exposure and

[29:34]

the next step is to actually turn off

[29:37]

auto exposure because that's really

[29:38]

annoying and I don't like that I don't

[29:40]

want unreal to automatically adjust the

[29:42]

brightness of my scene for me no bad dog

[29:45]

so what we're going to do is we're going

[29:47]

to create a postprocess volume and this

[29:50]

is quite possibly one of the most

[29:52]

important Tools in your scene the

[29:55]

post-process volume is where you control

[29:57]

the exposure if you're scene some camera

[29:59]

settings the all the Lumen quality

[30:02]

settings your ray tracing settings so

[30:03]

you need to have a postprocess volume in

[30:06]

your scene just so you know I will call

[30:08]

this the ppv moving forward it's easier

[30:10]

to say so now in the place actors tab

[30:14]

I'm going to search for post and dragon

[30:17]

drop a post process volume in my scene

[30:19]

like this the actual position of the ppv

[30:23]

does not matter because in the search

[30:26]

details panel here we're we're going to

[30:28]

search for

[30:29]

Unbound and set the infinite extent

[30:31]

Unbound on this means that the

[30:34]

postprocess volume is going to affect

[30:36]

the entire scene regardless of where it

[30:39]

is in the level by the way Pro tip if

[30:41]

you want to hide these icons here you

[30:44]

can press the G shortcut now we need to

[30:47]

select our ppv and search for exp short

[30:51]

for

[30:52]

exposure and this is where we're going

[30:54]

to disable auto exposure so now we need

[30:57]

to change a few things metering mode

[31:00]

we're going to set this to manual and

[31:02]

now you'll see it goes totally black

[31:04]

that's fine don't worry next we need to

[31:06]

check apply physical camera exposure and

[31:09]

turn this off so now this is how you can

[31:13]

easily disable auto exposure because now

[31:16]

regardless of where the camera is

[31:17]

looking it's not getting brighter and

[31:20]

that's good we we don't want unreal to

[31:22]

do that for us but you know it it's way

[31:25]

too dark obviously like it doesn't look

[31:27]

like Lumin doing anything for us why is

[31:29]

that and you'll see that the sky is

[31:32]

actually well exposed right the sky

[31:34]

looks great it's fantastic and you might

[31:36]

think that's weird but this is exactly

[31:39]

how cameras behave in real life and

[31:41]

looking at this example here if you've

[31:42]

ever been inside and you try to take a

[31:44]

photo of something outside if you expose

[31:47]

for the outside the inside of your house

[31:49]

or your apartment or whatever will be

[31:51]

completely underexposed alternatively if

[31:54]

you try to expose for something inside

[31:57]

the windows will be completely blown out

[31:59]

Overexposed way too bright this is how

[32:02]

cameras behave in real life because

[32:05]

cameras don't really have the dynamic

[32:07]

range to capture both the very very

[32:09]

bright areas and the very very dark

[32:11]

areas okay so understanding exposure is

[32:16]

really important as a lighter I cannot

[32:19]

stress this enough it's so important and

[32:21]

so I'm going to demonstrate how we can

[32:23]

drastically change the look of the scene

[32:25]

with one slider you do not need to go

[32:28]

ahead and select your directional light

[32:31]

and you know increase the brightness yes

[32:33]

that will work like that but we don't

[32:35]

need to do that because then it kind of

[32:37]

throws off the brightness of all the

[32:38]

other lights if you have multiple light

[32:39]

systems in your scene I'm going to leave

[32:42]

everything at default and all I'm going

[32:44]

to change is in the post process volume

[32:48]

change the exposure compensation slider

[32:51]

here and I'm going to increase this

[32:54]

slowly you'll see now this is before and

[32:59]

this is after by adjusting one little

[33:01]

exposure slider we haven't changed any

[33:04]

default settings of any of our lights it

[33:07]

just works really well just like that

[33:10]

and now we have Lumen doing all the hard

[33:12]

work for us by lighting up the rest of

[33:14]

the apartment with indirect lighting see

[33:17]

here the light is kind of shining

[33:18]

through the door hitting here and

[33:20]

bouncing up and lighting up the rest of

[33:22]

our scene it's fantastic and if I hold

[33:25]

the control L shortcut you'll see the

[33:28]

lighting changes

[33:29]

drastically as the sun changes that is

[33:33]

the beauty of lumen Lumen makes lighting

[33:37]

so much easier with just a few clicks

[33:39]

using the environment light mixer and

[33:41]

adjusting the exposure

[33:43]

compensation we got our scene in a very

[33:46]

good place I would say we're about 85 to

[33:49]

90% done already but they're still one

[33:53]

or two more things we can do to really

[33:54]

push this scene to the next level and

[33:57]

what we're going to do now is we're

[33:59]

going to select our exponential height

[34:01]

fog scroll

[34:03]

down and we're going to turn on

[34:05]

volumetric fog because I want to have

[34:07]

some God Ray shining through here and

[34:10]

I'm not a huge fan of like the bluish

[34:12]

tint that the fog has here switching

[34:14]

this to volumetric fog is going to fix

[34:16]

that for us so by clicking here you'll

[34:19]

see now we got rid of the bluish ugly

[34:22]

tint and we got a bit more God Ray

[34:25]

shining through you'll see the god rays

[34:26]

are not very visible though

[34:28]

so we can go accentuate those very

[34:30]

easily by selecting our directional

[34:33]

light and scrolling down and we see here

[34:36]

we have the volumetric scattering

[34:38]

intensity I'm going to set that to 10 to

[34:40]

really exaggerate it for effect and

[34:43]

you'll see now we have God Rays shining

[34:46]

through our Windows thanks to volumetric

[34:49]

fog so you'll see environment light

[34:52]

mixer exposure compensation volumetric

[34:55]

fog and we've gotten our Rene in a very

[34:58]

good place as I rotate the Sun the fog

[35:00]

is going to update automatically it is

[35:03]

frankly ridiculous how easy it is to get

[35:05]

the scene looking so good so quickly now

[35:07]

I do want to show you a Nifty little way

[35:09]

to Art direct the volumetric fog a

[35:11]

little bit if I zoom in here and you'll

[35:14]

see the volumetric fog invisible from

[35:16]

the side right what we can do is we can

[35:18]

change the way that the volumetric fog

[35:20]

behaves and how it looks by clicking on

[35:22]

the exponential he fog actor here

[35:24]

scrolling down to the volumetric fog

[35:26]

section and we're going to change the

[35:28]

scattering in distribution value to

[35:30]

something like .9 and your first

[35:33]

reaction may be oh no we lost our God

[35:35]

rays but not quite they're just visible

[35:38]

differently if I move the camera to have

[35:41]

it looking up towards the light like

[35:43]

this you'll see it's a very dreamy light

[35:45]

shaft shining through here depending on

[35:48]

your shot this can absolutely be the

[35:49]

result you want to go for if I were to

[35:52]

revert this back to default settings

[35:54]

which is 0.2 right here you'll

[35:58]

see it's similar but it's not quite the

[36:02]

same look right

[36:04]

again9 it's a little bit more of a a

[36:07]

slightly dreamier look there's no right

[36:10]

or wrong answer here this is purely an

[36:12]

art Direction setting this allows you to

[36:15]

get full control over the look of the

[36:17]

shot you're going for but for now I'm

[36:19]

going to leave it back at default

[36:20]

settings right here because I do like

[36:23]

the god Rays being visible from the side

[36:25]

like that now while we're here you may

[36:27]

notice that we have a little bit of

[36:28]

flickering up here sometimes in some of

[36:30]

the indirect lighting areas we get a bit

[36:32]

of jitteriness I hope you can see that

[36:34]

in the video it's not always very

[36:36]

obvious but hopefully it just gets the

[36:38]

point across there's a few things we can

[36:40]

do to fix that or at least make it a

[36:43]

little bit less noticeable so we're

[36:45]

going to go into our

[36:47]

ppv in a search details panel we're

[36:49]

going to search for Lumen and the

[36:52]

setting we want to change here are the

[36:54]

Lumen scene lighting quality final

[36:57]

gather quality

[36:58]

and the final gather lighting update

[37:00]

speed I'm going to set this to

[37:02]

two set this to two as well and set this

[37:05]

to

[37:06]

0.5 and now hopefully you can see the

[37:09]

jitteriness is not quite as apparent

[37:12]

it's still kind of there but it is a lot

[37:15]

better than it was if I revert this back

[37:17]

to

[37:19]

default you'll see it's definitely a

[37:22]

little bit worse so using these values

[37:24]

can definitely help your scene Jitter a

[37:26]

little bit less

[37:28]

this may not be the finest example but I

[37:30]

hope it gets the point across so here

[37:32]

I'm going to show you real quick how to

[37:34]

utilize the four spheres I talked about

[37:36]

earlier in the video by placing them

[37:38]

right here you'll see this gives us a

[37:40]

pretty good indication of what the

[37:42]

exposure of the scene is at and what the

[37:45]

brightest and darkest materials are

[37:47]

looking like so you'll see we can

[37:50]

clearly tell the shape of every single

[37:52]

one of these spheres that tells us that

[37:54]

this scene is pretty well exposed if for

[37:57]

example I select my postprocess volume

[37:59]

and underexpose a little bit something

[38:01]

like that this part of the scene might

[38:03]

seem fine but looking at the black

[38:06]

sphere here it almost disappears in the

[38:09]

shadows that tells us that our scene is

[38:11]

a bit underexposed anything that has a

[38:14]

very dark material will just be clipped

[38:16]

and may disappear conversely if I were

[38:19]

to overexpose the scene a little bit

[38:21]

something like that this might seem

[38:24]

great looking at this hallway here this

[38:26]

might seem really good

[38:28]

but we can kind of tell that we've lost

[38:30]

some detail in our white sphere here

[38:32]

it's not an exact science these spheres

[38:35]

are really there to just guide you more

[38:37]

than anything else so going back to the

[38:39]

exposure that it was before you'll see

[38:42]

now all of our materials are kind of in

[38:44]

a good place but neither one is so

[38:46]

extreme that we lose detail in the

[38:48]

highlights nor do we lose detail in the

[38:51]

shadows that is how these can really

[38:53]

help you especially the Chrome ball the

[38:55]

Chrome ball should always feel feel

[38:57]

pretty well integrated in the scene it

[38:59]

should accurately reflect whatever is

[39:02]

around it if you're noticing some weird

[39:04]

highlights or some weird light shining

[39:06]

on it you'll know right away what's

[39:07]

causing it so now that we set up a very

[39:10]

quick and easy daylight system like this

[39:13]

this is all fine and great but what if

[39:15]

we wanted a totally different mood right

[39:17]

so this is kind of a very dreamy late

[39:20]

afternoon type of feel but what if we

[39:22]

wanted to make this scene a gloomy dark

[39:26]

overcast day a feel how would we do that

[39:30]

again we're going to select all of our

[39:32]

lights and start from scratch I'm going

[39:34]

to select everything except for the ppv

[39:37]

and the fog because I want to keep both

[39:39]

of those again now we have a totally

[39:42]

dark scene to work with what we're going

[39:44]

to do now we're going to create the hdri

[39:47]

backdrop and drag and drop it into the

[39:50]

scene like this I'm got to move it down

[39:52]

a little bit

[39:53]

lower and just like that I mean

[39:57]

literally one

[39:58]

click we're in a pretty good place

[40:01]

already it's not perfect but as you can

[40:04]

see the H backdrop did a whole lot of

[40:07]

work for us right we got some nice soft

[40:09]

lighting coming through the door here

[40:11]

nice light coming in through the opening

[40:13]

in the wall it looks really good now

[40:16]

again we're only about 80% done there's

[40:19]

still one or two more things we can do

[40:21]

here to really make this okay so as

[40:24]

you'll see right here in this video we

[40:25]

got a whole lot of Jitter in here and

[40:28]

that's again usually due to the fact

[40:30]

that it's only indirect lighting so

[40:33]

we're going to add a bit of direct

[40:34]

lighting to help with that and what

[40:36]

we're going to do is I'm going to go

[40:38]

create a new wrecked light right

[40:41]

here going to move this up like that

[40:44]

move it

[40:46]

outside rotate it towards

[40:49]

us and I'm going to make it much larger

[40:52]

so something like 200 by 200 like that

[40:57]

so like this and maybe I'm going to make

[40:59]

it a little bit it's a little bit bright

[41:01]

now so I'm going to make it a little bit

[41:04]

darker scroll down set the intensity to

[41:07]

one or two so this is with it off and

[41:10]

this is with that two you'll notice the

[41:13]

W light really gave us a bit more of

[41:15]

those specular highlights those little

[41:17]

pings on the leaves it helped make

[41:20]

things pop a little bit more so again if

[41:22]

I just toggle this light on and off it's

[41:25]

subtle but it makes a difference having

[41:27]

these spheres in the level is very

[41:29]

helpful and tells us that our scene is

[41:32]

pretty well exposed the black material

[41:34]

is pretty dark but not so black that we

[41:37]

lost any and all detail on it and the

[41:39]

white sphere here is also bright but the

[41:43]

highlights are not completely clipped

[41:44]

either the gray ball tells us that

[41:46]

that's the midpoint and the Chrome ball

[41:48]

as always accurately reflects whatever

[41:51]

is in the level now if you remember back

[41:54]

in the lighting basics part of this

[41:56]

tutorial I use Ray Trace Shadows to get

[41:59]

some better Shadow detail and I'm going

[42:00]

to do the same thing here so by

[42:02]

selecting this light here search for Ray

[42:05]

and I'm going to turn R tray Shadows

[42:09]

on everything gets a little bit softer a

[42:12]

little bit better just before and after

[42:15]

before and after it does soften things

[42:19]

quite a bit so now I'm going to go ahead

[42:21]

and do the same thing to this window

[42:23]

here by selecting my light press and

[42:25]

hold the ALT key and drag to duplicate

[42:29]

the light I'm G to move it here rotate

[42:32]

it like that and I'm going to make the

[42:34]

light a bit smaller revert it to a

[42:36]

default size and kind of find a nice

[42:39]

point for it something

[42:41]

like something like that I think looks

[42:44]

pretty good it's nice to get that extra

[42:46]

little bit of light coming in from the

[42:48]

side here it looks pretty good and now

[42:50]

I'll do it one more time for the door

[42:53]

over here just to get a little bit more

[42:55]

light coming through the doorway here

[42:57]

press and hold the ALT key

[43:00]

drag and I'm going to move this light

[43:03]

right over here just outside our door of

[43:06]

our scene

[43:07]

here like that go into the hallway and

[43:11]

see how this

[43:12]

looks let's say something like that

[43:15]

there we go before and after I may

[43:19]

actually make this light a bit darker

[43:20]

because it's a bit strong here for my

[43:22]

taste so maybe a brightness of one this

[43:24]

is off and this is one so just just a

[43:27]

little bit any just a little bit

[43:29]

helps there we go and now just to get a

[43:32]

bit more mood in here I'm going to

[43:35]

select this light and I'm going to set

[43:37]

the volumetric scattering intensity to

[43:39]

something crazy like

[43:40]

100 this may be too much 50 20 so this

[43:46]

is off and this is 20 I just want to add

[43:49]

a little bit of haze just to add a tiny

[43:52]

little bit of localized fog right here

[43:55]

just a little bit to help give our scene

[43:58]

a little bit of oomph here and just like

[44:00]

that with two or three Rec lights with

[44:04]

one HD backdrop we've got our overcast

[44:07]

scene looking pretty good it's in a very

[44:10]

good place right now and that's what I

[44:12]

mean lighting doesn't have to be

[44:14]

complicated you just need to know about

[44:16]

the tools that are available to you it's

[44:18]

really as simple as that and that's it

[44:20]

guys you've learned everything you need

[44:22]

to know to get started with Lighting in

[44:24]

Unreal Engine so guys I know this was a

[44:26]

long one

[44:27]

most of my videos have been really long

[44:29]

lately I'm not sure what the deal is

[44:30]

with that but hey it is what it is I

[44:33]

hope you found this video helpful and if

[44:34]

you did do consider subscribing and

[44:36]

giving it the old thumbs up thank you so

[44:38]

much for watching and as

[44:40]

always happy rendering

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