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.
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This is still valid now in Unreal 5. This helped me so much.. thanks!
For a beginner like myself this was very informative, and great pace. All killa no filla, nice one.
Thanks gee tee, hey let me know if you have any questions I can help answer for you. Cheers!
tru
You make it sound so easy. instant subscriber
Very nice job. You have a really nice flow. Appreciate the effort.
Thanks outtoplay. Let me know if you have questions or other things you want to see. Cheers :)
thank you ..great work
Thank you for this, I was wondering why a cube made my game jump from 1 gig to 6 lol this helped
It is incredible how small things can make such large changes in games haha.
Thank you verry verry much!!
21:46 I'm guessing there's no coincidence that the default intensity of the directional light is equal to Pi
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.
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?
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.
@@Drawcall Great video. But in what way at all is what you say @28:00 a catch-22?? I'm confused.
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?
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
ue5 cant come soon enough