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Lighting Interiors in Unreal Engine 5

Lighting Interiors in Unreal Engine 5

William Faucher

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[00:00]

in today's video we'll be taking a look

[00:01]

at interior lighting combining the uses

[00:03]

of lumen Hardware R tracing and Patch

[00:05]

racing I'm going to show you how you can

[00:07]

think of lighting in a way that will

[00:08]

help you pick and choose the mood you're

[00:10]

going for by simply lighting a couple of

[00:12]

different lighting scenarios it will

[00:14]

really help you break down how to light

[00:16]

any given interior now full disclosure

[00:18]

this video is sponsored by Nvidia studio

[00:19]

and scan computers everything from the

[00:22]

modeling layout lighting rendering and

[00:24]

editing of this video had been done with

[00:26]

the Asus zbook Pro 16 OLED laptop I

[00:30]

don't get to keep the laptop it's being

[00:31]

sent back and only being used for

[00:33]

reviewing purposes just before we jump

[00:35]

into today's tutorial I'm going to take

[00:37]

a brief moment to talk about the

[00:38]

hardware we're using today the Asus

[00:40]

Zenbook Pro 16 ODed laptop runs on a

[00:43]

beefy RTX 4070 that allows you to fully

[00:46]

utilize Hardware rate tracing and path

[00:48]

tracing and tensor AI cords which is

[00:50]

going to help massively when you're

[00:51]

rendering your shots it's got the Cuda

[00:53]

cords you need which are needed if you

[00:55]

plan on 3D scanning things with an app

[00:57]

like reality capture and since it's the

[00:58]

40 series GPU you can benefit from dss3

[01:01]

which I've talked about in an earlier

[01:03]

video right here it's got 32 gigs of RAM

[01:05]

a core I9 processor which handles

[01:07]

unrealed Shader compilations like an

[01:09]

absolute champ the display on this

[01:11]

laptop is absolutely top-notch 120 HZ

[01:15]

with 100% DCI P3 and 100% srgb color

[01:18]

coverage and it's OLED meaning your

[01:20]

black that can be nice and Inky some

[01:22]

notable quality of life features include

[01:24]

this Nifty hinged keyboard which not

[01:26]

only feels a lot more natural to me when

[01:28]

I'm typing but also seem to help with

[01:30]

the cooling and the trackpad has haptic

[01:32]

feedback which was a nice surprise

[01:34]

Nvidia studio is for creators but Nvidia

[01:36]

GeForce is for gamers right down to the

[01:38]

drivers even on my personal desktop

[01:41]

workstations I'm always using Studio

[01:44]

drivers just because I find them a lot

[01:46]

more reliable than the game drivers for

[01:48]

Creative work specifically if a laptop

[01:50]

or desktop is NVIDIA Studio validated it

[01:52]

means it spec and design meet the needs

[01:54]

of a Creator you can get Nvidia Studio

[01:56]

laptops at scan computers you can check

[01:58]

out the link down below I thought it

[01:59]

would would be fun to make a tutorial

[02:01]

using a laptop for a change because a

[02:02]

lot of people assume that the work I do

[02:04]

in unreal can only be done on a crazy

[02:07]

expensive workstation desktop and that's

[02:10]

just not the case so let's get started

[02:11]

with what you came here for lighting

[02:13]

Interiors in Unreal Engine 5 okay so

[02:16]

since we're getting started I just want

[02:18]

to make sure that you all have the same

[02:19]

project settings that I'm using I am

[02:21]

currently using Unreal Engine 5.3 so by

[02:23]

going to the settings up here we're

[02:25]

going to go to Project settings we're

[02:27]

going to scroll down to the rendering

[02:29]

tab down here and you're going to want

[02:30]

to make sure that support Hardware R

[02:32]

tracing and turned on and pth tracing

[02:34]

and turned on here as well I'm using

[02:36]

virtual Shadow maps and make sure that

[02:38]

used Hardware R tracing when available

[02:41]

is turned on and it should go without

[02:43]

saying but if you want this to work you

[02:45]

need a GPU that is capable of rate

[02:48]

tracing the GPU in this laptop is an RTX

[02:51]

470 so you're not going to have any

[02:52]

issues with it and one last thing we're

[02:55]

in the search panel up top we're going

[02:56]

to search for Direct X and I believe you

[02:58]

need to have direct de 12 enabled at

[03:01]

least that's what I'm using and it works

[03:02]

like a charm so here we have a scene

[03:04]

that I made an unreal that is Loosely

[03:06]

inspired by a scene in Game of Thrones

[03:09]

and before we get started with the

[03:11]

lighting let's look at the reference and

[03:12]

try to break down where the light is

[03:14]

coming from notice how there is no

[03:15]

artificial lighting the only thing we're

[03:17]

seeing is light pouring in through that

[03:20]

doorway at the top of the stairs that is

[03:23]

the only light source and the camera is

[03:25]

exposing for the interior making the

[03:27]

exterior completely Overexposed and and

[03:30]

blown out and that is what we're going

[03:31]

to try to mimic here now this laptop

[03:34]

handles this scene like an absolute

[03:36]

champ I'm blazing past 60fps without any

[03:38]

issues and if you want to follow along

[03:40]

with the environment in this tutorial

[03:42]

and reverse engineer how to scene was

[03:44]

lit you can download this project for

[03:46]

free here on gumroad link down below

[03:49]

just to be clear though it's not going

[03:50]

to look exactly the same because I'm

[03:52]

using a lot of Mega scans textures and

[03:54]

models in this level and I'm not legally

[03:56]

allowed to redistribute those assets but

[03:58]

you will have something to work with and

[03:59]

the lighting will look the same so what

[04:01]

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

[04:02]

completely kill all of our lighting and

[04:04]

we have to create a daylight system

[04:06]

using the environment light mixer as

[04:08]

always so by going to the window tab up

[04:10]

here we're going to go to the

[04:11]

environment light mixer create Skylight

[04:14]

atmospheric light sky atmosphere and

[04:16]

height fog and next we're going to

[04:18]

create a postprocess

[04:20]

volum drag it into our scene here and

[04:23]

make sure we set it to Unbound make sure

[04:26]

this is checked right here you'll see

[04:27]

this is really important for pretty much

[04:29]

everything moving forward in this video

[04:31]

so you'll see obviously this is very

[04:33]

underwhelming when it comes to interior

[04:36]

lighting indirect lighting is everything

[04:40]

and that's the main takeaway here the

[04:41]

easiest way is to increase the

[04:43]

brightness of your Skylight because this

[04:44]

is our main source of light notice in

[04:46]

our reference we don't have any sunlight

[04:48]

coming in there the sun is probably

[04:50]

pointing in a totally different

[04:51]

direction we only want Skylight coming

[04:53]

in so we can select our Skylight and we

[04:56]

can increase intensity scale to

[04:58]

something ridiculous like 20 or 100

[05:01]

1,000 you'll see we're starting to get a

[05:03]

little bit more lighting coming into our

[05:05]

scene but you'll see uh you know it's

[05:08]

not really great it's very splotchy and

[05:09]

I think that's really just because it's

[05:10]

a limitation of lumen right now with the

[05:12]

Skylight it just doesn't have enough

[05:14]

sample to work with and so when that

[05:16]

doesn't work what's next we can increase

[05:18]

the exposure of the scene so we're going

[05:20]

to go to the postprocess volume and

[05:22]

we're going to search for e and I'm

[05:24]

going to check these three boxes here

[05:27]

and uncheck apply physical camera

[05:29]

exposure

[05:30]

and we can adjust the exposure this

[05:33]

way now again this brightens everything

[05:35]

up but it's still pretty splotchy not

[05:38]

really what we're going for it's not

[05:39]

really what we want and we get this

[05:41]

really not so great looking Blue Fog and

[05:44]

that's because we want to make sure that

[05:46]

we select our exponential height fog and

[05:49]

turn on volumetric fog you'll see why

[05:51]

does it important later now in order to

[05:53]

give your Skylight a bit of a boost you

[05:55]

can also increase the brightness of your

[05:57]

directional light to something like I

[05:58]

don't know like 800 or something and

[06:00]

that will also help inject a lot more

[06:02]

light because as you increase your

[06:04]

directional light it increases the

[06:05]

brightness of your sky as well so it

[06:08]

kind of goes both ways honestly I think

[06:10]

a th here is probably a bit too strong I

[06:13]

would rather play around with the

[06:14]

exposure later so now we are getting a

[06:16]

bit of a better result over here but

[06:18]

still this is not what we're going for

[06:20]

and the reason why because the indirect

[06:22]

lighting quality of lummen is great but

[06:25]

Lumen just does not have enough samples

[06:26]

to really get a high quality render from

[06:29]

such a tiny light source coming in

[06:31]

through that window so we need to fake

[06:33]

it and in order to fake it we're going

[06:35]

to go ahead and create a wrecked light

[06:36]

over here and drag that over

[06:39]

here and Loosely shape it to the well

[06:42]

shape and size of our doorway here so by

[06:45]

increasing the sord width and the sord

[06:48]

height like that Loosely matching the

[06:50]

size of it the Skylight does inject a

[06:53]

little bit of indirect lighting but it's

[06:54]

just not enough you're not getting

[06:56]

enough consecutive bounces here so we

[06:58]

need to inject some some direct lighting

[07:00]

with the help of the rec light here to

[07:02]

really get some better results okay so

[07:05]

with our rec light we're also going to

[07:06]

increase the attenuation radius and

[07:09]

maybe set the value to something like

[07:10]

800 and now notice how we are getting a

[07:14]

much more interesting look all because

[07:16]

we've introduced a bit of direct

[07:17]

lighting it's okay to fake things now

[07:20]

I'm going to incre I can change the

[07:22]

color a little bit make it a little bit

[07:24]

cooler and there you have it we're

[07:26]

already having a much Bluer look to our

[07:29]

scene and already we are about 60% of

[07:32]

the way there but you'll notice that the

[07:34]

these areas here are still very black

[07:36]

not very good looking what more can we

[07:38]

do we don't want to increase the

[07:39]

exposure we want to increase the

[07:41]

indirect lighting values sometimes

[07:43]

looming can be a little bit tricky so

[07:44]

this is why I like using the path Tracer

[07:47]

sometimes in order to help me figure out

[07:48]

like hey am I actually doing things

[07:50]

right here so by going to the lit tab

[07:52]

here we're going to go turn on path

[07:53]

tracing and what the path Tracer is

[07:56]

going to do is it's going to give you a

[07:57]

more ground shrew physically accurate

[07:59]

lighting result based on your current

[08:01]

lighting settings this is what your

[08:04]

scene should look like if everything is

[08:06]

set up correctly there should be no

[08:08]

tremendous difference between the two

[08:11]

they should both be pretty similar and

[08:13]

if they're not then there's other issues

[08:14]

we need to fix so you'll see we're

[08:16]

missing out on a ton of indirect

[08:17]

lighting over here it's you'll notice

[08:20]

it's not perfectly black it's not there

[08:21]

not black at all there so we need to go

[08:23]

fix that somehow right we need to try

[08:25]

and rectify this issue and how do we

[08:28]

inject a little bit more indirect

[08:30]

lighting into our scene we don't want to

[08:32]

go ahead and increase the exposure again

[08:34]

that will work but it also brightens up

[08:36]

everything else and we don't want that

[08:38]

all we want is to lift up those Shadows

[08:41]

a little bit more so we're going to go

[08:42]

ahead and click on our wck light

[08:45]

here and we're going to scroll down to

[08:48]

indirect lighting intensity so I'm going

[08:50]

to bump this up to something like five

[08:52]

to exaggerate it a little bit and you'll

[08:54]

see hey we're starting to get a lot more

[08:57]

indirect lighting into our scene it's

[08:58]

all already looking a whole lot better

[09:02]

now keep in mind this is not a

[09:03]

physically accurate setting your changes

[09:05]

here will not be mirrored in the path

[09:07]

Tracer because What's Happening Here is

[09:10]

a surface is reflecting five times more

[09:13]

light than it is receiving which is

[09:15]

physically impossible so use this with

[09:17]

caution use it only more of a subtle art

[09:19]

Direction kind of feature okay now

[09:22]

another issue that I'm noticing is our

[09:24]

shadows here are very harsh right again

[09:26]

if I turn on the path Tracer um you'll

[09:29]

notice that Shadows are very very soft

[09:33]

here right they look really really good

[09:35]

and I don't I'm not seeing that we're

[09:37]

getting these really hard Shadows here

[09:39]

something feels off and the reason for

[09:41]

that is because of virtual Shadow Maps

[09:43]

when it comes to very very soft Shadows

[09:45]

you're just kind of hitting that

[09:46]

limitation there so in order to fix that

[09:49]

we're going to select our rec light

[09:50]

again and we're going to search for R

[09:53]

trace and we want to make sure we cast R

[09:56]

Trace Shadows on and pay attention to

[09:58]

the shear difference here no especially

[10:01]

notice on the wall here this is before

[10:03]

and this is after before and after the

[10:06]

Shadows are so much softer so we're

[10:08]

getting much much better softer Shadows

[10:10]

here now when you need those really

[10:12]

really soft Shadows there's no way

[10:15]

around using Hardware Ray tracing and

[10:17]

that is where RTX gpus come in really

[10:19]

really handy another reason it's

[10:22]

incredibly important to add direct

[10:24]

lighting even your if your scene is

[10:26]

mostly indirectly lit it's because of

[10:28]

specular height light now pay attention

[10:30]

right here on the pillar on the left

[10:31]

hand side here I wanted to give it like

[10:33]

a you know a running water kind of look

[10:34]

like it was very damp if I hide my recck

[10:37]

light right now and I only rely on the

[10:40]

indirect lighting from Lumen and I'm

[10:42]

going to go ahead and increase the

[10:43]

exposure here just for clarity sake

[10:46]

notice how it doesn't look wet and the

[10:49]

reason for that at least this is my

[10:50]

understanding Lumen indirect lighting is

[10:53]

not going to contribute to specular

[10:55]

highlights at least not very much you

[10:58]

can clearly tell right here that there

[10:59]

is just no real specular highlights we

[11:03]

completely lost the that wetness that it

[11:06]

had right and so that is why it's really

[11:08]

important to inject that direct lighting

[11:10]

to make that surface look wet now bonus

[11:13]

tips number one if ever you notice this

[11:16]

kind of like light bleeding in your

[11:17]

Interiors this is actually something

[11:19]

that's pretty common you'll notice like

[11:21]

along the edges you just got this weird

[11:23]

light that seem to be the Skylight

[11:25]

that's coming through the walls you need

[11:26]

to go ahead and add some light blockers

[11:28]

to the exterior of your level and what I

[11:30]

mean by this is these large white cubes

[11:34]

right it's literally just a big white

[11:36]

Cube that I place underneath my level to

[11:38]

make sure that light is being blocked

[11:40]

correctly because as we saw earlier the

[11:44]

Skylight has some very low resolution

[11:46]

sampling which makes it very splotchy

[11:48]

and sometimes at least my understanding

[11:50]

is that you just need more geometry to

[11:53]

block that light coming in so again if I

[11:55]

were to just lower this cube right here

[11:57]

notice how we're getting a whole bunch

[11:58]

of light that bleeding into our scene

[12:00]

here just lifting this big Cube up here

[12:03]

whoa that light's gone that is how you

[12:06]

can fix light that's leaking into the

[12:08]

corners of your wall it's very

[12:10]

frustrating but fortunately with light

[12:12]

blockers it's a very easy fix now let's

[12:14]

say you wanted to have some light Shaft

[12:17]

or some God Rays coming through the

[12:18]

window you can absolutely do that too so

[12:21]

all we need to do is grab our

[12:22]

directional light

[12:24]

here and rotate it so that the sun

[12:27]

shines through the the

[12:29]

doorway and we can angle it the way that

[12:32]

we want to something like this and

[12:33]

you'll see it injects quite a bit of

[12:35]

indirect lighting into our level as well

[12:37]

and we got these light shafts here

[12:40]

thanks to the volumetric fog that we

[12:42]

turned on in our exponential height fog

[12:45]

earlier see if I turn off volumetric fog

[12:47]

here it's going to be a totally

[12:49]

different look and we don't get those

[12:51]

light shafts coming through if I want to

[12:52]

make that light shaft even stronger we

[12:54]

can simply just increase the volumetric

[12:56]

scattering intensity even higher so I I

[12:58]

have already set it to 10 here by

[13:01]

default it'll be one you might not even

[13:03]

see it but if it increase it to like

[13:05]

50 100 you'll see it's a very very

[13:08]

strong God Ray shining in our scene now

[13:11]

and already we're getting quite a bit of

[13:13]

indirect lighting bouncing up and

[13:15]

lighting the rest of our scene this

[13:17]

doesn't match the reference we were

[13:19]

going for but I still just wanted to

[13:21]

show you that it is something that you

[13:22]

can do but for now I'm just going to go

[13:24]

back bring it back up here because

[13:26]

that's not the look I wanted every

[13:27]

single light can had its

[13:30]

own volumetric scattering intensity

[13:32]

you'll see in my re light I already had

[13:33]

it cranked up to six if you want more

[13:35]

fog like that coming coming in which we

[13:37]

do have in our reference here that is

[13:40]

how you can control that bonus tip

[13:42]

number two there's one more trick we

[13:44]

have up Our Sleeve in order to inject a

[13:46]

little bit more indirect lighting into

[13:48]

our scene again this break physicality

[13:51]

but it's a really cool tip to know about

[13:52]

in our postprocess volume we're going to

[13:54]

search for

[13:56]

Lumen and here we've got a neat little

[13:59]

tip called diffuse color boost I already

[14:02]

set it to two but if I set it to one

[14:04]

you'll see our shadows are very dark

[14:06]

right it it's very pitch black we could

[14:09]

always just increase the indirect

[14:11]

lighting of our wck light but by

[14:13]

increasing the color boost here it's

[14:16]

going to increase the Boost of not our

[14:18]

light but of the albo values of our

[14:21]

materials so if I set it to two you'll

[14:24]

see we've already injected quite a bit

[14:27]

more indirect lighting into 2 our level

[14:29]

here again purely n Direction thinging

[14:31]

there's no right or wrong way to do it

[14:33]

it's just important to know which tools

[14:36]

are available to you so I hope that

[14:38]

helps so now that we covered this scene

[14:40]

here how do you light an interior that

[14:42]

doesn't have any natural light and that

[14:44]

my friend is artificial lighting so I'm

[14:46]

going to hide this here and turn this on

[14:49]

here you'll see here we've got a

[14:51]

completely differently lit scene I'm not

[14:53]

going to go ahead and show you how to

[14:54]

place each individual light but really

[14:56]

it's about breaking down what our light

[14:58]

lighting is this is a really quick

[15:00]

reference I found from some old Museum

[15:03]

somewhere and notice how there is no

[15:05]

natural light here it's all artificial

[15:08]

you as a lighting artist need to break

[15:11]

down and ask yourself where is my

[15:14]

lighting coming from if I turn on my

[15:16]

light in my bedroom at night the light

[15:18]

source is your light bulb or your lamp

[15:20]

or whatever and that's how we need to

[15:22]

break it down here so I went ahead and

[15:24]

added some light fixtures here we need a

[15:26]

physical prop that is there to suggest

[15:29]

that hey there's lighting here this is

[15:30]

this is actually what is contributing to

[15:32]

the illumination of the scene because if

[15:35]

I were to hide these light fixtures here

[15:36]

and you just Place light something would

[15:38]

feel a little bit odd something feel

[15:41]

like something is missing right so

[15:43]

that's why we need not only add some

[15:45]

practical light props but really think

[15:47]

about where the lights are coming from

[15:48]

and then I just added some point lights

[15:50]

here and adjusted them to the rough

[15:52]

shape of my light source by increasing

[15:55]

the uh Source length here you can kind

[15:57]

of increase The Source length of any

[15:59]

point

[16:00]

light and I've just went ahead and

[16:02]

placed them there and again using the

[16:04]

exact same trick that we learned earlier

[16:06]

either the exposure of your post-process

[16:09]

volume the global exposure of your scene

[16:11]

or the indirect lighting intensity of

[16:13]

your light or the diffused color boost

[16:15]

of your postprocess volume right if I

[16:16]

want to set the two or five you'll see

[16:18]

we've made this scene much much brighter

[16:21]

not really the look and going for but

[16:23]

you get the idea the actual lighting

[16:25]

part here is not very complicated again

[16:27]

just to give you one more example I've

[16:29]

used these torch props that are on the

[16:30]

wall to suggest torch light and also

[16:34]

each point light that I placed again

[16:36]

it's really just a simple Point light

[16:38]

right here that I placed over the torch

[16:40]

each light that I placed also has a

[16:43]

volumetric scattering intensity that I

[16:45]

cranked way up to suggest that maybe

[16:47]

there's a little bit moisture in the

[16:48]

scene or a little bit of haze or smoke

[16:50]

or whatever that's really it the key to

[16:53]

interior lighting is just to break down

[16:55]

where my lighting is coming from and

[16:57]

understanding exposure indirect lighting

[17:00]

and direct lighting all right thanks so

[17:02]

much to Nvidia studio and scan computers

[17:05]

for sponsoring this video scan computers

[17:07]

are one of the leading resellers on

[17:08]

Nvidia Studio laptop and desktops in

[17:10]

Europe if you're looking for an Nvidia

[17:12]

Studio laptop then check out their range

[17:13]

at the link down below so thanks so much

[17:15]

for watching everyone I hope you found

[17:16]

this video helpful and as always folks

[17:19]

happy rendering

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