Mega Lights Revolutionize Unreal Engine in 2024!
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- เผยแพร่เมื่อ 16 ต.ค. 2024
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Hello everyone, and welcome back to another exciting Unreal Engine 5.5 tutorial! Today, we’ll dive into the groundbreaking MegaLights system featured in the latest Unreal Engine 5.5 release. This innovative lighting solution allows you to incorporate numerous dynamic, movable, shadow-casting lights into your scenes without sacrificing performance, opening up new possibilities for next-gen projects.
In this tutorial, I’ll guide you through the setup of MegaLights and show you how to configure textured area lights, similar to what you've seen in the MegaLights Demo. Whether you’re exploring Nanite for complex geometry or taking full advantage of Lumen's real-time global illumination, this video will help you elevate your project’s lighting to the next level.
This tutorial is perfect for both beginners and pros looking to harness the full power of Unreal Engine 5’s advanced lighting features. You’ll also pick up some pro tips on performance optimization while learning how to get the most out of Unreal Engine 5's dynamic lighting setup.
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Every new version of UE has been adding some new feature that just really enhances how great you can make your games look while still performing well. Nanite skeletal meshes and megalights in one version release is such a massive step forward. I’m really looking forward to trying them both out once the full version releases
Yeah. I am gong to look at the new Nanite Skeleton next. Can't wait to see where we will be in a year from now!
Liked it. Thanks
Thanks for the demo! Was very informative :)
Glad it was helpful!
If it's not too difficult, please tell us how you set the video in the scene so that it works in megalights mode.
Video coming out today.
Your scene light setup is questionable. Most of the lights were not setup correctly and therefore calculated correctly, at least the ones marked with little red X.
Basic UE rule: "You cannot have more then 3 overlapping stationary lights in the same scene!". I mean you can, but they will not be calculated correctly. That's what that little red X beside them means. They must be switched to movable or be distanced far enough not to have overlapping light rays.
Suggestion about the video screen. Lower emissive strength of material on a screen, and add rectangle light with same emissive video material as a light function in front of screen, that should reduce ambient light delay.
Yeah, I agree. My main point was to see performance degradation when adding a massive amount of lights in one space/view.
Goos point on that video screen 👍 I'll probably do a setup video.
Thank you for sharing your testing. Megalights are really impressive and I am very excited to start using them! The only think I don't understand is all the fuzz about them video light emission. Has this not been possible in previous versions already?
Yes, it was possible. The idea would be that you can now map the Video to a Rectangular Light and have it be quite performance while you play dozens of these at the same time
@@ArghanionsPuzzlebox I see, thanks for enlightening me!
QUESTION: Can you have alpha or transparency in a video used for Mega lights? For example what if you had, for example purple smoke. Could you see through the square video the other side and would this video light up the screen like the video you showed at the top of the stairs? Imagine you replaced your video with a purple smoke video but it had transparency or alpha... would that work? If so can you do a tutorial on that maybe? SUBSCRIBED. :)
Hey man. This video will be coming out this week in which I showcase that exact feature.
@@ArghanionsPuzzlebox awesome. Awesome. Please tag me if I don't comment. I subscribed and have the bell on but don't want to miss it. Thanks
Hey man, did you see it?
Wow.👍💯
does it work with spot light?
Yes, it does!