! This Chapter is what I wanted to see the MOST ! 0:50 Lighting Overview 1:40 Deleting Lights 2:00 Enviroment Light Mixer 3:08 Place Actors Panel TIP 4:00 Directional Light 5:12 Directional Light Settings 9:17 Exponental Height Fog Settings 10:43 Point Light Settings 14:12 Spot Light Settings 16:24 Rectangular Light Settings (Faraz Favorite Light) 😁😁 18:21 Light Blocking 21:16 Lighting the Scene
Coming from a teacher myself, you guys are spot on with the instructions. One of the best things is that you should never assume your students know something, go ahead and explain it because many will not ask questions. And you both do it very well. Another thing about teaching is to anticipate what students will stumble on, and you guys do it very well and explaining what you already know what bumps on the road we will stumble on. I actually tried tutorials from others and got lost very quickly. So far right now I am keeping up. Thank you for taking the time to do these as we all know it takes a tremendous amount of time to prepare.
"Lumos" is the regular spell to give light. A spellcaster could increase the intensity of that light by casting "Lumos Maxima." In the movies, Harry used it to shoot a ball of light out through a cave. But if you want to be technical, both are correct.
i have watched a lot of unreal engine tutorials in the past couple of months and always hit a block because the tutorial doesn't explain things well or that different version results on different settings , this is the first time for me finding a tutorial that is helpful and insightful , truly appreciate your work
13:20 both "Lumos" and "Lumos Maxima" are spells but they are used in 2 different occasions. For example "Lumos" lights up the tip of the caster's wand and uses as a light source, while "Lumos Maxima" is used to produce a blinding flash of bright white light from the tip of the caster's wand (as seen in "Harry Potter and the Prisoner of Azkaban" in the start of the movie)
Your positivity is infectious... well done. Not only are you knowledgeable in your subject, but you can teach it very well too! No assumptions are made on your part about your learners experience or understanding. (I work in online training). Well done guys.
Seriously, you two are a great teacher.. Hope someday you'll make a tutorial on how you make the tutorial, the process, etc. I also want to teach on youtube, but can't do it like you guys. You're so fun, easy to listen, makes me easy to absorb the knowledge. Thank you!!!!
To people whose lighting looks different, you probably have a preset quality at medium, can change it in the right side, click settings, choose "enable scalibility settings" and mess around with them. At least mine looked so different in the medium with my low power PC. Amazing series! you guys really inspired me to continue with my dream of cinematogrophy!
Great tutorials, thanks! Around minute: 7:20 the Source Soft Angle is basically a parameter that controls the softness of the light source's reflection on the surface.
There were a lot of little goodies in part 4! It took me a while to get it all absorbed, hard to find time to fully concentrate as a new dad. Looking forward to continuing the course! :)
You guys have produced THE BEST UE tutorials on YT. The key feature that you bring is FUN. You make learning fun, you are a joy to listen too and the results at the end of each tutorial are excellent. Keep up the amazing work, it is greatly appreciated. 👏👌👍😁😎
At 19:45 your floor has a grid. How? Mine isn't there. [Edit, I figured it out - Adjust your hanger's height location so that its floor is just below the world origin. That origin is the grid.] (PS - 'Lumos' is the light spell. Adding 'maxima' after is a *stronger* light spell.)
I can forgive the Lumos confusion but I draw the line at "T.I.E." Fighters 😂 but seriously, this course is so good so far, glad I finally have some time to dig in
I'm curious, when you hit Ctrl L to mess with the lighting, you guys don't use don't use the mouse right? You use the touch pad? Cause Ctrl and L is across the whole keyboard. And so, is there a way I could change the input for that operation?
Post mortem comment. I was sitting full night and arrived here, leaving a comment for myself and for the others, I am going to sleep now. I have a real bright sun outside :D
17:15 the shadows on MacOS M1 Max 64Gb do not get softer and harder when adjusting the width. I've turned off High DPI Support in Unreal Preferences, turned off Allow Static Lighting in Project Settings, and set the floor texture to the Basic Shape Material so that it calculates shadows dynamically. None of these work. Anyone have an idea?
So thank you very much! And I wanted to ask you about the last part. My RectLight has the same settings, but I've got shadows under the top. Can't fix it. Can someone help me?
Hey, i have a question. I think I have followed parts 1 to 5 as exactly as possible. Even on the same scale too. But in this part (part 5: lighting) to match the light results as in the video, I have to increase the Intensity (by 600) & Indirect lighting intensity (by 6). I mean, I don't mind if I have to set it that way, but I'm worried that I've missed some parts (like maybe because the UE version is different) so I have to activate something or else. I wish I could post a picture to explain it more easily, mine looks like it has no reflection from other surfaces.
hey guys!!! First of all, Its lumos! xD And this tutorial is Lit! Its easy to follow, fun to watch, not at all boring and the banters are a fun way to stay concentrated instead of other tutorials with robotic steps and a cursor to follow! Best series to follow! Thankyou so much! Quick question: How do you have the grid back on the hanger model that helps in placement of the boxes? like the guide lines. Right now I have eyeballed it as I am excited to see whats next. But it would help if you could help me out with it! Thanks!
Love your tutorial series so far! I have one problem though; placing and settings the area lights just like you do in the end of this video gives me very different results. I noticed thay my lights had different source width and hight by default when bringing them in so I changed them but is still looks vastly different. I get way less light coverage, especially the ceiling stays very dark and unevenly lit. I assume something about the area lights has changed in Unreal 5.4? Would be lovely to get some help :)
When I start raising the source angle of my directional light to soften the edges, the shadow of the cube on the ground becomes highly pixelized. Is there a setting I can change to make this look better?
wanna ask something 🙏🙏 Why doesn't my unreal engine have the same lighting editing section as the one in the video? such as light color, intensity, temperature etc, really need help🙏
I too have the same problem that others have posted here. I don't get the lighting as in the tutorial. The rectLight only illuminates downward, and does not affect the entire space. Is there a solution?
dammm guys, I can't believe I have done so much in my first day of this journey. thanks again! IOne question, when I enable the volumetric fog and set the values similar to the example, I barely see any go,, I need to set a value of 2 .5 on fog density and height falloff 0.2. Also not able to properly see any light rays... any tips?
Hey brother. Thanks for the beautiful comment! So let's try these: 1. Did you enable "Volumetric Fog" inside the exponential height fog settings? 2. Did you check your "Engine Scalability Settings" and set it to cinematic? Let us know
@badxstudio Thanks for the reply, I'll check that out and try this part of the tutorial again. I got so enthusiastic about getting further on the spaceship that I did a binge marathon to be able to complete as far as possible 😅
I had the same issue even with "Engine Scalability Settings" set to 'cinematic' (actually it also perfectly works in 'epic' mode) For me the setting to change was "Fog Height Falloff" under "exponential height fog" and set it as low as possible '0.001' The position of the sun and the angle of the camera are very important to see the rays, (It was quite a search finding good angles)
My Rect Light not reflecting to the roof. The Ray Tracing is ON, but the result is not same as yours. How do i fix that? In the end i decided to use Point Light to get the same lighting result as yours
Strange I did everything till now exactly the same, but there is so much blotching of light and shadows it just looks messy, I even re watched a second time to make sure it was 1:1 equal to what you guys did, cant fix it :(. I also have a rtx4090 and a 13900k so it cant be my machine that it is too slow, what am I doing wrong?
Please for some reason my static mesh and even the skeletal meshes are not casting shadow under neath rectnagular light or any other light with the exception of directional light. I have tried this for weeks to fix it myself but it is still not working so i decided to ask my lovely teachers. Thank you in advance. Anyway am already done with this course but i decided to post it under this section because it is under lighting
does your Floor object have "Cast Shadows" turned on? The Floor will not receive shadows otherwise. Your graphics card hardware may also be a potential limitation.
I've been following your instructions to the last minute detail but when illuminating the spaceship my lights don't bounce like yours, and yes my figure is white. Yes Lumen is on
My indirect lighting not working why and exponential height fog is not working i cant see any fog on my viewbord why i dont turn on raytracing is that why its not working
Lumos works, and I think Lumos Maximus is when the light is at maximum level. By the way, did you know that if you tell Siri "Lumos", it will turn on the light? Try that :D
I started to think this software is just plain out not for beginners at all. If you haven't really done anything with coding and 3d in general in the past 10-20 years you won't understand shit from it really. You can watch 5 thousand videos but still It does requie a lot of knowledge in 3D in general as well as coding. This is a tool that developers made for other developers to make their job easier i think.
! This Chapter is what I wanted to see the MOST !
0:50 Lighting Overview
1:40 Deleting Lights
2:00 Enviroment Light Mixer
3:08 Place Actors Panel TIP
4:00 Directional Light
5:12 Directional Light Settings
9:17 Exponental Height Fog Settings
10:43 Point Light Settings
14:12 Spot Light Settings
16:24 Rectangular Light Settings (Faraz Favorite Light) 😁😁
18:21 Light Blocking
21:16 Lighting the Scene
Coming from a teacher myself, you guys are spot on with the instructions. One of the best things is that you should never assume your students know something, go ahead and explain it because many will not ask questions. And you both do it very well. Another thing about teaching is to anticipate what students will stumble on, and you guys do it very well and explaining what you already know what bumps on the road we will stumble on. I actually tried tutorials from others and got lost very quickly. So far right now I am keeping up. Thank you for taking the time to do these as we all know it takes a tremendous amount of time to prepare.
"Lumos" is the regular spell to give light. A spellcaster could increase the intensity of that light by casting "Lumos Maxima." In the movies, Harry used it to shoot a ball of light out through a cave. But if you want to be technical, both are correct.
There is also lumos minima to do a dim light which I believe is used like once
nerd alert! 🤣
@@hdwoods3853 I actually had no idea
@@elxakiltse8773 no life alert 😂 get out the comments and get a real hobby
i have watched a lot of unreal engine tutorials in the past couple of months and always hit a block because the tutorial doesn't explain things well or that different version results on different settings , this is the first time for me finding a tutorial that is helpful and insightful , truly appreciate your work
13:20 both "Lumos" and "Lumos Maxima" are spells but they are used in 2 different occasions. For example "Lumos" lights up the tip of the caster's wand and uses as a light source, while "Lumos Maxima" is used to produce a blinding flash of bright white light from the tip of the caster's wand (as seen in "Harry Potter and the Prisoner of Azkaban" in the start of the movie)
Your positivity is infectious... well done. Not only are you knowledgeable in your subject, but you can teach it very well too! No assumptions are made on your part about your learners experience or understanding. (I work in online training). Well done guys.
wow it means a lot ..thank you 💕
Seriously, you two are a great teacher.. Hope someday you'll make a tutorial on how you make the tutorial, the process, etc. I also want to teach on youtube, but can't do it like you guys. You're so fun, easy to listen, makes me easy to absorb the knowledge.
Thank you!!!!
Thank you so much buddy
To people whose lighting looks different, you probably have a preset quality at medium, can change it in the right side, click settings, choose "enable scalibility settings" and mess around with them. At least mine looked so different in the medium with my low power PC. Amazing series! you guys really inspired me to continue with my dream of cinematogrophy!
What cpu & gpu you have?
I am crazy happy because found this channel.
same!!!
Great tutorials, thanks! Around minute: 7:20 the Source Soft Angle is basically a parameter that controls the softness of the light source's reflection on the surface.
There were a lot of little goodies in part 4! It took me a while to get it all absorbed, hard to find time to fully concentrate as a new dad. Looking forward to continuing the course! :)
Awesome... glad it is helping buddy
You guys have produced THE BEST UE tutorials on YT. The key feature that you bring is FUN. You make learning fun, you are a joy to listen too and the results at the end of each tutorial are excellent. Keep up the amazing work, it is greatly appreciated. 👏👌👍😁😎
wow...this was something i never thought i could be capable of doing thank you for this guide.
Best guys being the best teachers teaching the best ever software. Thank you guys
Hahaha love it let’s go!!
Well done,In the Harry Potter movies, they used the spell "Lumos" to create light at the tip of the wand, while "Maxima" was used for other spells.😉🤓
Mahi thanks 🙏🏼 hahaha we had to figure that out ❤️
I just started ue5.4 your tutorials are a blessing you guys are realy the best teachers about it thenx
At 19:45 your floor has a grid. How? Mine isn't there.
[Edit, I figured it out - Adjust your hanger's height location so that its floor is just below the world origin. That origin is the grid.]
(PS - 'Lumos' is the light spell. Adding 'maxima' after is a *stronger* light spell.)
omg thanks.. I thought I was going mad for a minute 😂
thank bro
Love this tutorial set. Done the first 4 back to back already. Can't wait to do the rest.
lumos maxima is for a big point light that is not connected to the wand butt the lumos it self is a point light connected ad the end of the wand
Oh that makes sense!! Hahaha thanks for the clarification ❤️
@@badxstudio you're welcome🤗😉
19:17 Just a quick question, the ground of my spaceship is not showing the grid to align objects.
How do I enable it?
ig you need go back and be in a certain elevation to see it.
You guys are dope. I dont know why it took so long to meet you guys here on youtube.
Guys... Remarkable work... Thanx so much.... A great and delicious course.
would love to see how to light up a outdoor area, I find that you still need light set up around trees and such
Thanks for everything! Love that you guys make me smile and laugh so much while learning all of this for FREE.
Lesssssgo lighting is one of the most crucial things to achieve realism.🙌🙌🔥🔥🔥🔥
EXACTLY!!!
this is what ive been waitng for. you guys are amazing.
LETS GOOO
Very good Instructors! Thanks!
I can forgive the Lumos confusion but I draw the line at "T.I.E." Fighters 😂 but seriously, this course is so good so far, glad I finally have some time to dig in
Guys, u look like two talking 3D models, but this also has its coolness. Thanks for the video!
lololol :D
Broooo best tutorials ever... THANK YOU!!!
These tutorials have been amazing guys. So Glad I found this channel. I have been wanting to make my own game, I have many ideas. Thanks again!!!
Great tutorial series! Having a blast. Thanks for sharing.
Glad you enjoy it!
Learnt a lot. Thanks
I REALLY NEEDED THIS TY
I'm curious, when you hit Ctrl L to mess with the lighting, you guys don't use don't use the mouse right? You use the touch pad? Cause Ctrl and L is across the whole keyboard. And so, is there a way I could change the input for that operation?
I LOVE YOU. Please never stop, you are doing such a great job at teaching. Awesome!!!
Love u too ❤️❤️
Okay! Done with lighting!
Post mortem comment. I was sitting full night and arrived here, leaving a comment for myself and for the others, I am going to sleep now. I have a real bright sun outside :D
Thank you for this series, these are great!
ABSOLUTELY MY FRIEND
guys you've done an amazing work! thx :)
Absolutely my friend
17:15 the shadows on MacOS M1 Max 64Gb do not get softer and harder when adjusting the width. I've turned off High DPI Support in Unreal Preferences, turned off Allow Static Lighting in Project Settings, and set the floor texture to the Basic Shape Material so that it calculates shadows dynamically. None of these work. Anyone have an idea?
So thank you very much! And I wanted to ask you about the last part. My RectLight has the same settings, but I've got shadows under the top. Can't fix it. Can someone help me?
I'm having issues finding the grid, its there of i move my camera very close, but not visible at all from any distance.
you went a bit off track with lupus maximum - I'm sure farhad is right 😁
I'm still going bros. Great video. I was 100% stuck in. I'm going to hit the next video. Thank you again.
You've got this!! Keep going man!!!
I have a question. When I use the "Source Angle" slider, it seems like my shadow isn't softening at all. It remains the same. Why is that?
same issue
Beautiful
Lessgoo I'm really enjoying this ngl
Hey, i have a question. I think I have followed parts 1 to 5 as exactly as possible. Even on the same scale too. But in this part (part 5: lighting) to match the light results as in the video, I have to increase the Intensity (by 600) & Indirect lighting intensity (by 6).
I mean, I don't mind if I have to set it that way, but I'm worried that I've missed some parts (like maybe because the UE version is different) so I have to activate something or else.
I wish I could post a picture to explain it more easily, mine looks like it has no reflection from other surfaces.
My lightning is not the same as them as well, I'll try your adjustments
Hell yeah guys, this content is awesome
hey guys!!! First of all, Its lumos! xD And this tutorial is Lit! Its easy to follow, fun to watch, not at all boring and the banters are a fun way to stay concentrated instead of other tutorials with robotic steps and a cursor to follow! Best series to follow! Thankyou so much! Quick question: How do you have the grid back on the hanger model that helps in placement of the boxes? like the guide lines. Right now I have eyeballed it as I am excited to see whats next. But it would help if you could help me out with it! Thanks!
I had the same problem, just move your figure down so that those boxes inside boxes appear on your screen
thanks for all, it's great tutorial
woohooo, i reached part 5
Love your tutorial series so far! I have one problem though; placing and settings the area lights just like you do in the end of this video gives me very different results. I noticed thay my lights had different source width and hight by default when bringing them in so I changed them but is still looks vastly different. I get way less light coverage, especially the ceiling stays very dark and unevenly lit. I assume something about the area lights has changed in Unreal 5.4? Would be lovely to get some help :)
i have the same problem, do you already find the solution?
@@afisyazwan1790 Not really, no. I just changed the lighting as needed, placed extra area lights and adjusted their position
@@MrJemabaris You need to follow the path: project settings - Engine section - rendering - Global Illumination - set the Lumen item
Love you brother....
We love you too
Excellent tutorial. thank you so much!
Very nice video but these damn jump scares 😭17:54
Do we cover blueprints in this course?
Blueprint is for gameplay. This tutorial is for cinematic scenes, like in movies.
This series is great.
part 5 going to start now😇
When I start raising the source angle of my directional light to soften the edges, the shadow of the cube on the ground becomes highly pixelized. Is there a setting I can change to make this look better?
Some setting in details window like " Indirect lighting intensity " doesn't work for me. How can I solve this problem?
wanna ask something 🙏🙏 Why doesn't my unreal engine have the same lighting editing section as the one in the video? such as light color, intensity, temperature etc, really need help🙏
I too have the same problem that others have posted here. I don't get the lighting as in the tutorial. The rectLight only illuminates downward, and does not affect the entire space. Is there a solution?
Same and shadows are too dark
dammm guys, I can't believe I have done so much in my first day of this journey. thanks again! IOne question, when I enable the volumetric fog and set the values similar to the example, I barely see any go,, I need to set a value of 2 .5 on fog density and height falloff 0.2. Also not able to properly see any light rays... any tips?
Hey brother. Thanks for the beautiful comment!
So let's try these:
1. Did you enable "Volumetric Fog" inside the exponential height fog settings?
2. Did you check your "Engine Scalability Settings" and set it to cinematic?
Let us know
@badxstudio Thanks for the reply, I'll check that out and try this part of the tutorial again. I got so enthusiastic about getting further on the spaceship that I did a binge marathon to be able to complete as far as possible 😅
I had the same issue even with "Engine Scalability Settings" set to 'cinematic' (actually it also perfectly works in 'epic' mode)
For me the setting to change was "Fog Height Falloff" under "exponential height fog" and set it as low as possible '0.001'
The position of the sun and the angle of the camera are very important to see the rays, (It was quite a search finding good angles)
@@DaveliciousVFX thanks for sharing the knowledge, I'll give it a try!
In your directional light, check light shaft occlusion. You might also want to enable light shaft bloom
Lighting on Niagra particles please 😅
Hey on 21.56 when you add Rec Light it lits up ceiling too but when i tried it won't happened. Do you know why?
What a gem!!
I love you guys
Not if we love you first :D :D :D :D :D
@@badxstudio I never comment on youtube but I have to congrats with you for this quality stuff! Your way to explain is very clear and nice :)
My Rect Light not reflecting to the roof. The Ray Tracing is ON, but the result is not same as yours. How do i fix that?
In the end i decided to use Point Light to get the same lighting result as yours
You need to follow the path: project settings - Engine section - rendering - Global Illumination - set the Lumen item
Strange I did everything till now exactly the same, but there is so much blotching of light and shadows it just looks messy, I even re watched a second time to make sure it was 1:1 equal to what you guys did, cant fix it :(. I also have a rtx4090 and a 13900k so it cant be my machine that it is too slow, what am I doing wrong?
Please for some reason my static mesh and even the skeletal meshes are not casting shadow under neath rectnagular light or any other light with the exception of directional light. I have tried this for weeks to fix it myself but it is still not working so i decided to ask my lovely teachers. Thank you in advance. Anyway am already done with this course but i decided to post it under this section because it is under lighting
Please i need help here
does your Floor object have "Cast Shadows" turned on? The Floor will not receive shadows otherwise. Your graphics card hardware may also be a potential limitation.
hey guys, I have a trouble that my grid is very light so I cant see it properly. I have to eyeball everything because of it. Can anybody help me?
same
I've been following your instructions to the last minute detail but when illuminating the spaceship my lights don't bounce like yours, and yes my figure is white. Yes Lumen is on
I HAVE LIKE THESE GRAINS AROUND MY SHADOWA LIKE THEY ARE NOT SHARP ITS LOOKING BAD PLEASE HELP ME
Chapter 5 Ready
There are no grid lines on my mesh
Best of the Best !!!
Damn you guys are good
I did all the stuff same. But my rect lights is not lighting exact like yours. Lighting floor and pillars okey but roof looks darker
You need to follow the path: project settings - Engine section - rendering - Global Illumination - set the Lumen item
My indirect lighting not working why and exponential height fog is not working i cant see any fog on my viewbord why i dont turn on raytracing is that why its not working
This is unreal
Engine!
I'm using UE 5.4.4, why my level darker than yours?
It's Lu,mos in the books guys
levels = layers?
Click "Show -> Use Defaults" on the top left corner of your viewport if you light does not show its source radius
Lumos works, and I think Lumos Maximus is when the light is at maximum level. By the way, did you know that if you tell Siri "Lumos", it will turn on the light? Try that :D
guys, after doing the hangar, I re-opened UE5 and I can't move the camera inside the model anymore, what gives?
MOST RELATABLE THING 6:10 LOL
i wanna see you two play street fighter or tekken!
Ma man! One day we will and ME (Faraz) will beat the shit out of farhad :D
17:55 nice jumpscare
need a tutorial how to clean my pants now
MERCI
❤️❤️❤️
so cool !!
They just say lumos sometimes in movie and game as well
Lub bu Guys
It's Lumos. Lumos Maximus is intensity of the light to maximum
i read the harry potter book. King's landing falls and everyone dies. Bran becomes king. Winter has come
It's "Lumos" in Harry Potter novels
its lumus but lumus maxima creating more bright light xD
I started to think this software is just plain out not for beginners at all. If you haven't really done anything with coding and 3d in general in the past 10-20 years you won't understand shit from it really. You can watch 5 thousand videos but still It does requie a lot of knowledge in 3D in general as well as coding. This is a tool that developers made for other developers to make their job easier i think.
I haven't quit yet.