UE4 Lighting Tutorial : Static Lighting and Exposure Calibration Part 1 - Beginner

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  • เผยแพร่เมื่อ 20 ก.ย. 2024
  • A quick tutorial for setting up static lighting inside of your UE4 project. We go over how to start lighting your UE4 scene. Talk about how and why to use the lightmass importance volume. Why its important to use the post process volume and explain light exposure a bit and how it works inside of Unreal Engine 4.
    Setting up proper exposure and adaptive eye settings inside of unreal engine 4 can be hard so hopefully this video can help you out.
    Great Books and Resources:
    Online Courses: www.udemy.com/...
    Thinkertoys : amzn.to/3oVxhNi
    Game Engine Architecture : amzn.to/3qnhoPS
    Foundations of Game Engine Development : amzn.to/3qpycpj
    Real-Time Rendering : amzn.to/3ssf3oB

ความคิดเห็น • 19

  • @LeRouxEnslin
    @LeRouxEnslin 10 หลายเดือนก่อน

    This is still valid now in Unreal 5. This helped me so much.. thanks!

  • @geetee5505
    @geetee5505 5 ปีที่แล้ว +3

    For a beginner like myself this was very informative, and great pace. All killa no filla, nice one.

    • @Drawcall
      @Drawcall  5 ปีที่แล้ว

      Thanks gee tee, hey let me know if you have any questions I can help answer for you. Cheers!

    • @smol.TomatenSuppe
      @smol.TomatenSuppe 2 ปีที่แล้ว

      tru

  • @RedzwanulHuq
    @RedzwanulHuq 4 ปีที่แล้ว

    You make it sound so easy. instant subscriber

  • @outtoplay
    @outtoplay 5 ปีที่แล้ว +1

    Very nice job. You have a really nice flow. Appreciate the effort.

    • @Drawcall
      @Drawcall  5 ปีที่แล้ว

      Thanks outtoplay. Let me know if you have questions or other things you want to see. Cheers :)

  • @johnrambo6265
    @johnrambo6265 4 ปีที่แล้ว

    thank you ..great work

  • @ArtofWEZ
    @ArtofWEZ 3 ปีที่แล้ว

    Thank you for this, I was wondering why a cube made my game jump from 1 gig to 6 lol this helped

    • @Drawcall
      @Drawcall  3 ปีที่แล้ว

      It is incredible how small things can make such large changes in games haha.

  • @konstantinlange7431
    @konstantinlange7431 4 ปีที่แล้ว

    Thank you verry verry much!!

  • @af.tatchell
    @af.tatchell 3 ปีที่แล้ว +2

    21:46 I'm guessing there's no coincidence that the default intensity of the directional light is equal to Pi

    • @Drawcall
      @Drawcall  3 ปีที่แล้ว +2

      Ive tried to find the exact reason and this is just a guess but I did read something at sometime talking about it being tied to pi because the sun is a circle and so its default intensity value is tied to it. If you find out why I would love to know haha.

  • @saeed4648
    @saeed4648 5 ปีที่แล้ว +1

    This is a great tutorial, I've learned a lot!
    The question is, When I hit the "Lightmap Density"
    Every thing appears to a plain dark orange color, Without those chekered lines!
    What should I do?

    • @Drawcall
      @Drawcall  5 ปีที่แล้ว +2

      If you’re not seeing a grid on your mesh confirm that you do in fact have a uv channel 1 ( being the second one after uv channel 0). If your object lacks this light map uv channel it will not show the grid on your mesh.

    • @namelessanon3673
      @namelessanon3673 4 ปีที่แล้ว

      @@Drawcall Great video. But in what way at all is what you say @28:00 a catch-22?? I'm confused.

  • @tajaloe5920
    @tajaloe5920 4 ปีที่แล้ว

    In the thumbnail there is evidence of global illumination bounces from the red wall. Is this baked, and if so, do any settings need to be changed in order to achieve the effect?

    • @DBGajzen
      @DBGajzen 2 ปีที่แล้ว

      I think static meshes should be ticked static and your directional should be either static or stationary (stationary has my pref) Also a lightmass importance volume is usefull

  • @RainbowSlinky5
    @RainbowSlinky5 3 ปีที่แล้ว

    ue5 cant come soon enough