God dammit! This is THE absolute best tutorial I've seen on the matter. Clear, concise yet full of useful information related to the matter, and the most important, simple to digest. Thanks for the awesome work You just made a new sub.
I figured this one out a couple months ago glad to see im not crazy when making my volumetric scattering 10000. Maybe one day we will get official support for this :D also yet again amazing video.
Cool trick , I will definitely look to try it out , I used to use fake god rays , using a rectangular box and playing with the opacity and emission.Great video.
you always have a to-the-point video without any extra stuff. and on top of that, you also provide the possible solution for errors that could occur. that's why I always enjoy watching your video. thanks for the very informative and great stuff. keep it up.
Thank you so so much for your tutorials! I swear, I was looking for videos or texts about this issue and none of them were able to address the point so straightforward and so efficiently like you did in here. You have definitely helped many struggling artists out there!! I really appreciate your channel and content, thanks again! Cheers! :D
Thank you so much for this video. Although, I don't have a RTX card for Raytracing this certainly opens up so many more doors to creativity! :D Also, I would love to learn how you animated/ got the camera to move so organically in the intro shot, it's impressive and would love to learn more about it! Thanks a ton again, William. Subbed! Cheers!
THANK YOU SO MUCH!!! I need this effect for some Music Video and I've been looking at a stupid amount of tutorials and finally found this one. Thank you kind sir
so the way I've got around this in UE5 is to do two render passes, one with ray traced shadows and a little bit of fog, and one with just the god rays using the settings in this video so the only thing visible is the fog rays, then compositing the two using the screen blend mode in the video editor (i e. Davinci Resolve). Then just key framing the opacity to control where you want them. Gives a really good result. Bit of a ball ache but gets you there in the end.
Как только я начинаю разбирать какую-то тему, на следующий день вы выпускаете видео по ней. Я не знаю, почему и как, но огромное спасибо! As soon as I start to sort out a topic, the next day you release a video on it. I do not know why or how, but thank you so much!
It works! On a point light, too )) What a hack - I was so frustrated of choosing one or the other - you should see the big big smile I got on my face right now 😁
William, thank you for the tutorial! Looks like it works in UE5 if the fog light is below the sun light in the list, and a little bit more intense (than the sun light, as somebody mentioned already). Sometimes fog light needs to be toggled off and on if it stops working.
Hi William! I have a weird solution to solve the fog problem. I believe Height Fog prioritizes the highest lighting channel if you have multiple directional lights in the scene. So in this case the solution would be to activate lighting channels 0 and 1 on your Foglight. Let me know if it makes sense.
@@WilliamFaucher I found this "solution" by trying to solve fog problems with two directional lights to separate the ambient lighting from that of the characters. So I had a directional Global for the whole scene and an additional one only for the characters with lighting channels 0 and 1 active. To solve everything I tried, in a totally random way, to activate the lighting channels 0 and 2 on the global directional and it completely solved the fog problems. The case here is not the same but it looks similar .. Let me know!
Hi, William! I Think the issue with two light is besause both of this have parameter Atmospere Sun light is on. The engine can have only one "Sun" light in the level and ignore this parameter in second light, but when you off the active light engine transfer Sun parameter to the second one and it remain on second when you on the first light again, and it change the atmosphere color
Ah, I used to do exactly this on my previous projects haha. Also for anyone who can be bothered, the Nvidia Branch of 4.26 actually has volumetrics work correctly with raytraced lights so no cheating needed, but obviously you'll have to build the engine yourself, which isn't that hard but takes a minute. One thing I haven't experimented with yet is that by default in the Nvidia branch the volumetric fog on raytraced lights seems to be quite low res as it appears slightly blocky, I'm guessing changing the variable for volumetrics quality will do the trick and fix it but if not, then this cheat is still probably better for achieving high quality results.
Oh that's interesting, I didn't know about that! There is a console command for adjusting the resolution of the volumetric fog however! It escapes me at the moment but it's out there!
great video!!! I was wondering how did you manage to cast raytraced shadow to dynamic objects, such as foliage, without getting that "ghost" shadow effect? Amazing!
Hey William big fan! Of your work just a question how do you enable evaluate world position offset on landscape Foliage for ray tracing? to avoid black shadows! On leaves and trees
I'm exploring my options at the moment, actually! Trying to see which service would be best to try. I'm considering Patreon, Discord, even TH-cam Memberships. I'm open to suggestions/thoughts, however!
@@WilliamFaucher I actually like all of them, discord is good for feedback and community, so have that and then either Patreon or TH-cam for revenue. Btw, have you played with nvidia Omni verse yet for rendering? Been using the unreal connector and maya connector today and great quality renders, real-time and path traced. It’s awesome.
Thank you for the video, I learned a lot from it! I really need to get a better video card at some point. My 1080ti technically can do raytracing, but at...less than stellar performances.
Yeah it reallly helps to have raytracing, but I understand not everyone has RTX cards! Fortunately you can get very nice results without RTX though! Look at Pascale Scionti's work, lots of it doesnt use raytracing ;)
Actually Nvidia's unreal engine (that's available on their github) supports ray traced lights + volumetric shadowing on the same RT light, although it's not taking softness into account for the volumetric fog.
Yeah I heard! But since nobody is using Nvidias custom build for productions, I don't believe I should be using that, or be recommending it to others. At least not when it comes to making videos targeted towards helping users :)
@@WilliamFaucher normally I would agree for projects that require complex & heavy coding, although for gfx artists who only seek nice visuals (or "just" making a single still or linear movie) I think it could work quite a few times (I personally really love those small RT optimizations that the nvidia build posesses, seems pretty stable on my projects). Although I totally agree with you in terms of using only vanilla Unreal tools to help others! :) The trick is pretty clever btw, keep up the good work William!
I thought the hack would be allot worse. But its fairly simple. Now the animation problem. Maybe link and or parent both. Copy animation coordinates by hand. Dynamic lights.
Great tutorial, thanks!! One question or request... can you make a video, or a break down, of creating a realistic scene.. not just light but assets as well?
Hmm that's not a bad idea! Assets are pretty time consuming in general, Megascans is HUGELY beneficial for stuff like this. I think asset creation would be a topic of its own if i ever do something like that!
@@WilliamFaucher Fair enough, and I understand. Just as an idea, like the scene in this video, even one Megascans asset placement/material edit, and then rest and lights ... a breakdown could do as a start. Also, thanks for the reply, I appreciate the fact you reply your fans. Glad I subbed :)
This video is very informative! (like all your other :P ) Although, There's one topic I'd love to see you cover as I couldn't find many tutorials or content on that. Can you cover 'Levels' tab in any future video? I know what levels do in general, level/data streaming and all but I've seen people use it to store all the variants of their level in one scene. Suppose if I made a daytime scene and a nighttime scene, Instead of selecting and opening these two different levels from the content browser every time, I've seen people save that level to their level tab and then just show/hide it with just a click. They also store various elements of their level on their scene in these levels, like all the foliage in one, background elements in one, just like the layers in PS. I don't know if I'm missing anything here so I wanted you to cover this topic, if possible. Much love
THanks! Yeah the levels tab is super useful! Basically it allows multiple people to work on separate aspects of a level at the same time. One person can work on lighting, another can work on environment, another can work on set dressing, etc etc. You basically already understand the gist of what the level streaming does already! :) But I can cover it sometime sure!
Thanks for this and for all your other videos! Question for you: Is there a way to create meshes that block light but are invisible? i.e. Meshes that act solely as light blockers?
You can! But there's caveats when raytracing is concerned. If you disable raytraced shadows on a light, you can use any object as a light blocked by enabling the "Hidden shadow" checkbox. And checking "hidden in game" as well. This does not work with Raytraced Shadows last I checked, though!
I got this to work in UE5.2 using Ultra Dynamic Sky as the volumetric fog and fog light and a directional light for the ray traced shadows, really weird, everything works fine in the viewport, even when I reload the project but when I render it seems that it's still casting the lumen dynamic shadows on my water (which is blocky with huge squares on it which also looks much brighter), basically it looks different form the viewport and I've no idea why, it's like it's getting the directional light properties mixed up or something or the water body is getting it's lighting value mixed up.. damn shame as I really thought I'd solved it.
Hi, William! Thanks for the tutorial! The only thing to mention is that I've got a bit different behavior of the lights on my side (using 4.27.1). In order to get the godrays to appear I had to set the foglight intensity a bit higher than the sunlight. Like, the sunlight at 2.0 and the foglight is at 2.001 And with that, i have much more light from the foglight source affecting my scene that i need. Basically is 50% :) I wonder if i've missed something or that is how the UE is currently handling the lights..? Best!
I figured out, that you can achieve quite good results in 4.27, when you leave sunlight with volumetric scattering intensity 4 or more instead of setting it to 0. Then you are able to use foglight with very little light power, and god rays will work. For example in my actual interior scene I have sunlight with intensity 15 and volumetric scattering intensity 20. Foglight - 0.05 intensity and volumetric scattering at 1 (this value seems to not impact the scene any more).
hi,Wiiiam Faucher,I think it is unnecessary to use two directional lights,the only thing you need to do is turn on lightShafts Occlusion of Directional light.Hoping this would help you.
Hi there! Not quite, Light Shafts are screen-space, which means if your source of light is off-screen, you won't see the light shafts anymore. Volumetric fog is different, regardless of where the camera is looking, you will always see the godrays. ;)
Amazing tutorial as always William ! I replicated this in my Arch Viz project and it looks amazing. The only problem i have now is that because of the exponential height fog, the HDR I have displayed to the user outside gets faded. Any solution where I can implement the light shafts but also have a clear hdri to view from the windows?
Oh fantastic! I'm so glad I read this comment, I was trying to find something to this effect, now I know it exists I'll check the exponential height fog! Thank you again William!
really cool fix dude. i wouldn't have thought of that. but having 2 directional lights is a bit problematic. i'm using the latest ue5 and it's still a problem. i love raytraced shadows, so i guess i'll have to choose between swanky shadows or a godray.
Hello , William i hope it find you will i had a problem when i approached this in UE5.3 cause when i try to get a correct light shafts by using raytracing the ray of shafts it going to look like a poster in top the whole world it dose not hit the ground it continue until reach the camera frame i hope you got the point , so it dose not correctly at all so i decide to find solution and i find you in that video but the case here is different cause i try this hack in UE 5.3 and it pop up this massage on the screen ((( multiple directional lights are competing to be the single one used for forward shading ,etc ... please adjust their forward shading priority as a fallback , the main directional light will be selected based on overall brightness . ))) and it turn of one of the light dependently on what is the one has more intensity light so any new solution for UE 5.3 please or new video for how setup this coreactly inside 5.3
I discovered that too, but didn´t thought about lowering the fog light intensity to almost zero and raising it´s inscattering, so it always messed up my lighting ^.^ Thanks for that hint :) However, one problem remains, and that is, as with many volumes and post effects... will those godrays appear in raytraced reflections? Most of my fog scenes fell apart the moment a mirror object (shiny metal, water/ice/crystal) entered the scene :(
@@WilliamFaucher Yeah, it should, but whenever i try to get any fog or atmoshere reflected, it doesn´t work :( Here is a fast testvideo, i would expect the lightshaft to cause some reflections, either in the sphere or the floor or at least to have any impact. th-cam.com/video/1qn0OI8ly7Y/w-d-xo.html
Hi William, Thank you very much for the videos. I've learnt a lot from them. I'm currently creating my first UE4 personal project. I'd like to be able to message you about that please. How can I contact you? Thank you
Hey man Thank you for all of your amazing tutorials. Can you Please make some tutorial on the Post Process Materials. I am using one Post Process Occlution Material to add extra contact details on top of my Scene Texture. ( Post-Process_Material_Output_01 ), But the problem happening with the volumetric Fog, my occlution is getting merged on top of the fog. I tried changing the Blendable Location of the occlution PPM to Before / After tonemaping, but no luck. Actually the reason I am using the PPM occlution material coz I have made some shader based rim light controls on my Character Master Material to get some extra fake rim light information from both side of the screen with customized controls. The rim is brightening the base color of the Character from sides, however it is brightening the shadow portion as well, so to remove that i am using PPM OCC on top of the whole output.
@@WilliamFaucher How? Volume light is still off when I enable raytracing shadows in directional light details. With virtual shadow maps it works yes, with raytracing shadows its still no volume light for me in UE 5.
@@WilliamFaucher yes, sure, it works with virtual shadow maps but they are not so beautiful and soft, and look a bit dull comparing to raytracing shadows :(
Hey William. Trying to follow along on this, but....Every time I enable Raytracing in the project settings (and then restart), my project freezes at 39% and maxes out my CPU (I have two 2080 Ti's). basically any time I try and use Raytracing at all, it just won' t load, even in a blank project. Do you know of any fixes to this? Or anyone else for that matter?? I'm running UE 4.26.2. Thanks in advance!!
I actually find you a very good tutor, and your tutorials are always to the point. Thank you so much !.
Thanks so much, I appreciate it!
God dammit! This is THE absolute best tutorial I've seen on the matter. Clear, concise yet full of useful information related to the matter, and the most important, simple to digest. Thanks for the awesome work
You just made a new sub.
thanks so much Carlos! That means a lot ! Welcome to the community.
THANK YOU THANK YOU THANK YOU for sharing this!! Been struggling with fog for a long time until now. THANK YOU
Happy to help!
I figured this one out a couple months ago glad to see im not crazy when making my volumetric scattering 10000. Maybe one day we will get official support for this :D also yet again amazing video.
Hey if it works and looks good? Who cares what the values are! ;)
all your videos are just... short, simple.... and frighteningly effective!!! even for the newbie that I am on UE. thank you very much!!!
I'm so happy it helped! Best of luck with UE!
Comes just in time. Thank you again, William! 🙌😊
You're very welcome!
And here you are again, saving the day on "how to do RayTrace stuff" on UE4!
I never figure the outliner order thing out , thanks for the tip !
I only realized it myself quite recently! Not sure if my theory explaining it actually works, but it's worked for me, so who knows!
Man, I encountered this a lot and always got rid of the raytraced shadows or the fog. Glad you found a way around! :)
Yeah same here man, it was always pick the lesser of two evils!
Cool trick , I will definitely look to try it out , I used to use fake god rays , using a rectangular box and playing with the opacity and emission.Great video.
Yeah I often do the same actually! Sometimes you want a bit more control than what raytraced fog can give you.,
you always have a to-the-point video without any extra stuff. and on top of that, you also provide the possible solution for errors that could occur. that's why I always enjoy watching your video. thanks for the very informative and great stuff. keep it up.
Thank you so much!
Thank you so so much for your tutorials! I swear, I was looking for videos or texts about this issue and none of them were able to address the point so straightforward and so efficiently like you did in here. You have definitely helped many struggling artists out there!! I really appreciate your channel and content, thanks again! Cheers! :D
Thanks for the kind words! I appreciate it! Glad it helped :)
Thank you so much for this video. Although, I don't have a RTX card for Raytracing this certainly opens up so many more doors to creativity! :D
Also, I would love to learn how you animated/ got the camera to move so organically in the intro shot, it's impressive and would love to learn more about it!
Thanks a ton again, William. Subbed!
Cheers!
Thanks sir! That’s a great suggestion actually! I’ll keep that in mind!
@@WilliamFaucher please sir do it
THANK YOU SO MUCH!!! I need this effect for some Music Video and I've been looking at a stupid amount of tutorials and finally found this one. Thank you kind sir
Does this work in UE5?
Cheers for this. Teacher told us to use cloudcards for godrays but looked pretty bad in my scene. This seems to look a lot better!
A very simple and clean narrative
so the way I've got around this in UE5 is to do two render passes, one with ray traced shadows and a little bit of fog, and one with just the god rays using the settings in this video so the only thing visible is the fog rays, then compositing the two using the screen blend mode in the video editor (i e. Davinci Resolve). Then just key framing the opacity to control where you want them. Gives a really good result. Bit of a ball ache but gets you there in the end.
Thanks, not that i needed a tutorial for Raytracing, but it helped me with the volumetric lights itself.
Как только я начинаю разбирать какую-то тему, на следующий день вы выпускаете видео по ней. Я не знаю, почему и как, но огромное спасибо! As soon as I start to sort out a topic, the next day you release a video on it. I do not know why or how, but thank you so much!
Удовольствие мое! Спасибо за просмотр! (I hope google translate was OK here :P )
@@WilliamFaucher Not really, but I understand you)
@@vektorprod.7211 Hahah sorry! But yeah, thanks for watching! I’m happy to help!
It works! On a point light, too )) What a hack - I was so frustrated of choosing one or the other - you should see the big big smile I got on my face right now 😁
Hahah I'm glad to hear it! Cheers man
I see just one video of yours and now you earned a sub mate. Well explained.
Thank you! And welcome to the community!
William, thank you for the tutorial! Looks like it works in UE5 if the fog light is below the sun light in the list, and a little bit more intense (than the sun light, as somebody mentioned already). Sometimes fog light needs to be toggled off and on if it stops working.
Con videos como este vas a llegar antes a los 100.000 que a los 10.000 🙌. Thank You William!!
Muchas gracias Jorge!
It looks like I cant get a GodRays effect in 5.03 when using RayTracing
Great tip as usual. 10,000.00 subs. Congrat's. Well deserved. Keep up the good work.
Thank you! Not quiiiite at 10k yet but we're getting there!
Many people out there making tutorial, I believe this corner is really one of the best, if not the best!
Thank you so much! I appreciate that!
Keep em coming William! Your videos are a godsend!
You're too kind! Thank you, I will!
Thank you so much ! wonderful tip you are really teacher . and thank you so much for your precious time to teach us.
Thank you for another great tutorial and tips! Definitely will have to try this out!
The pleasure is mine! Thank you!
The first 5 seconds are so addiciting. The music and the scene... JESUS. What is the name of the song ?
Hi William, I learned so much from you in one night, thanks a lot. I have a request if you can teach some stage/theater lighting techniques.
Another great video!
Thanks Tyler!
Super tips as well Bro.. thanks a lot!
Thank you!
Really cool. Was just looking for this
Thanks ! Hope it helps!
professional tutorials and explanations right here!
thanks
really hope they fix this soon, this really shouldn't be *the* way to get light shafts with ray tracing
incredible! thank you so much! you are amazing!
Thank you very much! I'm happy it helped!
Great ! I was so confuse last night Every time I builiding light the volumetric light is different form the preview ,Thank you that's help me a lot!!!
Hi William!
I have a weird solution to solve the fog problem. I believe Height Fog prioritizes the highest lighting channel if you have multiple directional lights in the scene. So in this case the solution would be to activate lighting channels 0 and 1 on your Foglight. Let me know if it makes sense.
Does it really? I'll have to try that out sometime, then! Seems like a weird fix but nothing surprises me at this point! :P
Thanks for chiming in!
@@WilliamFaucher I found this "solution" by trying to solve fog problems with two directional lights to separate the ambient lighting from that of the characters. So I had a directional Global for the whole scene and an additional one only for the characters with lighting channels 0 and 1 active. To solve everything I tried, in a totally random way, to activate the lighting channels 0 and 2 on the global directional and it completely solved the fog problems. The case here is not the same but it looks similar .. Let me know!
I hope Epic fixes this for version 5 though. Because the fog light beam does in fact contribute to lighting in dark areas.
It is fixed in Nvidias own branch of UE, so I think it's just a matter of Epic taking that code and implementing it themselves.
You got nice tutorials. Thank you, William.
Thanks so much!
Hi, William! I Think the issue with two light is besause both of this have parameter Atmospere Sun light is on. The engine can have only one "Sun" light in the level and ignore this parameter in second light, but when you off the active light engine transfer Sun parameter to the second one and it remain on second when you on the first light again, and it change the atmosphere color
How do we off Sun parameter?
@@Musical_Live_Singer Just find the "Atmosphere Sun light" parameter on the details panel of the light actor
Thank you! love this channel keep it up
Thanks so much! :) I will!
Thank you for your very helpfull tutorial ! It's very clear !
Hi William , i suggest you to try lazygodray where is in marketplace. Keep up good works!
Never heard of it! I’ll have to check it out!
This is extremely clever lol. Nice job! Don't suppose you know any tricks for god rays and RT translucency?
Ah, I used to do exactly this on my previous projects haha.
Also for anyone who can be bothered, the Nvidia Branch of 4.26 actually has volumetrics work correctly with raytraced lights so no cheating needed, but obviously you'll have to build the engine yourself, which isn't that hard but takes a minute. One thing I haven't experimented with yet is that by default in the Nvidia branch the volumetric fog on raytraced lights seems to be quite low res as it appears slightly blocky, I'm guessing changing the variable for volumetrics quality will do the trick and fix it but if not, then this cheat is still probably better for achieving high quality results.
Oh that's interesting, I didn't know about that!
There is a console command for adjusting the resolution of the volumetric fog however! It escapes me at the moment but it's out there!
@@WilliamFaucher r.VolumetricFog.GridPixelSize 1 here you go mate
great video!!! I was wondering how did you manage to cast raytraced shadow to dynamic objects, such as foliage, without getting that "ghost" shadow effect? Amazing!
The weird shadow effect is usually related to the SKYLIGHT raytraced shadows, turn that off and you’re usually good to go :)
@@WilliamFaucher thanks a lot!! :)
Subbed because its very informattable information so I learned thing !!
Thank you Sean! Welcome to the (small) community!
You're the Hero - thank you!
Thank YOU for watching, and commenting! :)
hey dude, nice video, i was wondering if you have a tutorial on Lightmaps? i want to know if the auto generated lightmaps are a good choice
Hey there, thank you!
No I don't have one just yet, but that's a great topic for a future video, thank you!
@@WilliamFaucher well i hope you can help some of us with that, i like the way you explain things
Great as always William, thanks
Thank YOU for watching!
great again. !!! amazing lighting wow~~~
Thanks so much!
Thank you. Thank you. Thank youuuuuu
You're welcome! :)
Wow Great tips @William you save my days :D
The pleasure is mine!
thanks for sharing this content william, good job
Thanks! The pleasure is mine!
Hey William big fan! Of your work just a question how do you enable evaluate world position offset on landscape Foliage for ray tracing? to avoid black shadows! On leaves and trees
Did you manage a work around?
Off the charts! Big THANK YOU. #UnrealEngine #RayTracing #Realtime3d
As always, Great tutorial!!
Thanks so much sir!
Just what I’ve been trying to do for forest night scene, cool. Thanks. If not Patreon, then discord channel maybe?
I'm exploring my options at the moment, actually! Trying to see which service would be best to try. I'm considering Patreon, Discord, even TH-cam Memberships. I'm open to suggestions/thoughts, however!
@@WilliamFaucher I actually like all of them, discord is good for feedback and community, so have that and then either Patreon or TH-cam for revenue. Btw, have you played with nvidia Omni verse yet for rendering? Been using the unreal connector and maya connector today and great quality renders, real-time and path traced. It’s awesome.
thank you man, a great video everytime
Thanks Carlos! I appreciate it!
@@WilliamFaucher i had similar problems in this work before your advice. Keep going
th-cam.com/video/qEt46a-81y8/w-d-xo.html
You sir, are a god sent.
I hope they fix this soon so I can use both in games without impact the performance so much.
I'm sure it will be resolved sooner than later!
Thank you for the video, I learned a lot from it! I really need to get a better video card at some point. My 1080ti technically can do raytracing, but at...less than stellar performances.
Yeah it reallly helps to have raytracing, but I understand not everyone has RTX cards! Fortunately you can get very nice results without RTX though! Look at Pascale Scionti's work, lots of it doesnt use raytracing ;)
@@WilliamFaucher Thanks for the pointer, I'll take a look at it!
Actually Nvidia's unreal engine (that's available on their github) supports ray traced lights + volumetric shadowing on the same RT light, although it's not taking softness into account for the volumetric fog.
Yeah I heard! But since nobody is using Nvidias custom build for productions, I don't believe I should be using that, or be recommending it to others. At least not when it comes to making videos targeted towards helping users :)
@@WilliamFaucher normally I would agree for projects that require complex & heavy coding, although for gfx artists who only seek nice visuals (or "just" making a single still or linear movie) I think it could work quite a few times (I personally really love those small RT optimizations that the nvidia build posesses, seems pretty stable on my projects).
Although I totally agree with you in terms of using only vanilla Unreal tools to help others! :) The trick is pretty clever btw, keep up the good work William!
I thought the hack would be allot worse. But its fairly simple. Now the animation problem. Maybe link and or parent both. Copy animation coordinates by hand. Dynamic lights.
The animation problem?
Another hit vid!
Haha thank you!
Great tutorial, thanks!!
One question or request... can you make a video, or a break down, of creating a realistic scene.. not just light but assets as well?
Hmm that's not a bad idea! Assets are pretty time consuming in general, Megascans is HUGELY beneficial for stuff like this. I think asset creation would be a topic of its own if i ever do something like that!
@@WilliamFaucher Fair enough, and I understand. Just as an idea, like the scene in this video, even one Megascans asset placement/material edit, and then rest and lights ... a breakdown could do as a start.
Also, thanks for the reply, I appreciate the fact you reply your fans. Glad I subbed :)
Damn, I thought you where Duncan Trussell for a second there
Hahah I can see the resemblance!
Great!! Thanks!!
You're welcome!
Love it~ Thank you~
Thank YOU for watching!
Ray tracing plus foliage tutorial please?
Great suggestion, thanks!
This video is very informative! (like all your other :P ) Although, There's one topic I'd love to see you cover as I couldn't find many tutorials or content on that. Can you cover 'Levels' tab in any future video? I know what levels do in general, level/data streaming and all but I've seen people use it to store all the variants of their level in one scene. Suppose if I made a daytime scene and a nighttime scene, Instead of selecting and opening these two different levels from the content browser every time, I've seen people save that level to their level tab and then just show/hide it with just a click. They also store various elements of their level on their scene in these levels, like all the foliage in one, background elements in one, just like the layers in PS. I don't know if I'm missing anything here so I wanted you to cover this topic, if possible.
Much love
THanks!
Yeah the levels tab is super useful! Basically it allows multiple people to work on separate aspects of a level at the same time. One person can work on lighting, another can work on environment, another can work on set dressing, etc etc. You basically already understand the gist of what the level streaming does already! :) But I can cover it sometime sure!
@@WilliamFaucher Thanks a lot for sharing some more information on it! :D
Thank you William
Thanks for this and for all your other videos! Question for you: Is there a way to create meshes that block light but are invisible? i.e. Meshes that act solely as light blockers?
You can! But there's caveats when raytracing is concerned. If you disable raytraced shadows on a light, you can use any object as a light blocked by enabling the "Hidden shadow" checkbox. And checking "hidden in game" as well.
This does not work with Raytraced Shadows last I checked, though!
@@WilliamFaucher Aww man! Thanks for the info! Super helpful and really appreciate it! :)
Dude! You're amazing!
Thank you!
amazing thank you
Thank YOU sir! :) Appreciate you taking the time to write!
I got this to work in UE5.2 using Ultra Dynamic Sky as the volumetric fog and fog light and a directional light for the ray traced shadows, really weird, everything works fine in the viewport, even when I reload the project but when I render it seems that it's still casting the lumen dynamic shadows on my water (which is blocky with huge squares on it which also looks much brighter), basically it looks different form the viewport and I've no idea why, it's like it's getting the directional light properties mixed up or something or the water body is getting it's lighting value mixed up.. damn shame as I really thought I'd solved it.
what about OCIO workflow unreal engine to after effect? There are no info about it on youtube, but its very special needs for cinematic view
Excellent suggestion, thank you!
Hi, William! Thanks for the tutorial!
The only thing to mention is that I've got a bit different behavior of the lights on my side (using 4.27.1). In order to get the godrays to appear I had to set the foglight intensity a bit higher than the sunlight. Like, the sunlight at 2.0 and the foglight is at 2.001 And with that, i have much more light from the foglight source affecting my scene that i need. Basically is 50% :)
I wonder if i've missed something or that is how the UE is currently handling the lights..?
Best!
Yeah there seems to be some changed functionality in 4.27, this hack no longer works unfortunately, it's a real bummer.
Hi, I have the same issue. Thought it was me doing something wrong in 4.27.1 .Didyou ever figure out a way to get it to work properly? Thanks.
I figured out, that you can achieve quite good results in 4.27, when you leave sunlight with volumetric scattering intensity 4 or more instead of setting it to 0. Then you are able to use foglight with very little light power, and god rays will work. For example in my actual interior scene I have sunlight with intensity 15 and volumetric scattering intensity 20. Foglight - 0.05 intensity and volumetric scattering at 1 (this value seems to not impact the scene any more).
hi,Wiiiam Faucher,I think it is unnecessary to use two directional lights,the only thing you need to do is turn on lightShafts Occlusion of Directional light.Hoping this would help you.
Hi there! Not quite, Light Shafts are screen-space, which means if your source of light is off-screen, you won't see the light shafts anymore. Volumetric fog is different, regardless of where the camera is looking, you will always see the godrays. ;)
I am sorry ,you are right,thank you for your guidance
Amazing tutorial as always William ! I replicated this in my Arch Viz project and it looks amazing. The only problem i have now is that because of the exponential height fog, the HDR I have displayed to the user outside gets faded. Any solution where I can implement the light shafts but also have a clear hdri to view from the windows?
You can use the cutoff distance on the fog so that anything beyond a certain range no longer has fog.
@@WilliamFaucher thank you so much William !!
Oh fantastic! I'm so glad I read this comment, I was trying to find something to this effect, now I know it exists I'll check the exponential height fog!
Thank you again William!
really cool fix dude. i wouldn't have thought of that. but having 2 directional lights is a bit problematic. i'm using the latest ue5 and it's still a problem. i love raytraced shadows, so i guess i'll have to choose between swanky shadows or a godray.
Hah thanks! Yeah this fix broke in 4.27 and onwards unfortunately :(
Hello , William i hope it find you will
i had a problem when i approached this in UE5.3 cause when i try to get a correct light shafts by using raytracing the ray of shafts it going to look like a poster in top the whole world it dose not hit the ground it continue until reach the camera frame i hope you got the point , so it dose not correctly at all so i decide to find solution and i find you in that video but the case here is different cause i try this hack in UE 5.3 and it pop up this massage on the screen
((( multiple directional lights are competing to be the single one used for forward shading ,etc ... please adjust their forward shading priority as a fallback , the main directional light will be selected based on overall brightness . )))
and it turn of one of the light dependently on what is the one has more intensity light so any new solution for UE 5.3 please or new video for how setup this coreactly inside 5.3
hello William
first thanks for your support
how can I make shadow catch I mean render shadow on transparent without ground
Excellent ! Thanks !
Thank YOU for watching!
I discovered that too, but didn´t thought about lowering the fog light intensity to almost zero and raising it´s inscattering, so it always messed up my lighting ^.^ Thanks for that hint :)
However, one problem remains, and that is, as with many volumes and post effects... will those godrays appear in raytraced reflections? Most of my fog scenes fell apart the moment a mirror object (shiny metal, water/ice/crystal) entered the scene :(
You know what that's a good question! I'm not sure if it shows up in raytraced reflections, it SHOULD, let me try it out and get back to you on that.
@@WilliamFaucher Yeah, it should, but whenever i try to get any fog or atmoshere reflected, it doesn´t work :( Here is a fast testvideo, i would expect the lightshaft to cause some reflections, either in the sphere or the floor or at least to have any impact.
th-cam.com/video/1qn0OI8ly7Y/w-d-xo.html
Hi William, Thank you very much for the videos. I've learnt a lot from them. I'm currently creating my first UE4 personal project. I'd like to be able to message you about that please. How can I contact you? Thank you
I have a question. I copied it, but when it's in play mode, the godray disappears. What's the reason?TT
nice light hack :)
Thank you!
I wonder how to light forest with great results. I think it can be really helpful video or topic :-)
Great idea! And I will be doing a video avout that soon so stay tuned!
Amazing
Thank you!
Hey man
Thank you for all of your amazing tutorials.
Can you Please make some tutorial on the Post Process Materials.
I am using one Post Process Occlution Material to add extra contact details on top of my Scene Texture. ( Post-Process_Material_Output_01 ),
But the problem happening with the volumetric Fog, my occlution is getting merged on top of the fog.
I tried changing the Blendable Location of the occlution PPM to Before / After tonemaping, but no luck.
Actually the reason I am using the PPM occlution material coz I have made some shader based rim light controls on my Character Master Material to get some extra fake rim light information from both side of the screen with customized controls.
The rim is brightening the base color of the Character from sides, however it is brightening the shadow portion as well, so to remove that i am using PPM OCC on top of the whole output.
Uhm....why not clicking on the lightshaft checkbox in the directional light? Am I missing something here??
Light shafts are screen-space, volumetric fog is not :) If your light source is off-screen, you won't see the light shafts, which limits you somewhat.
@@WilliamFaucher check! 😀
How do I use light shafts with path tracing? Im trying that but the shafts/godrays dont show at all
Youll need to use volumetric fog! And adjust settings accordingly. Its tricky
Hey William! Thanks for the tutorial! Do you know maybe some new valid for UE 5 workarounds like this?
You don't need the workaround, it works natively with lumen and directional lights :)
@@WilliamFaucher How? Volume light is still off when I enable raytracing shadows in directional light details. With virtual shadow maps it works yes, with raytracing shadows its still no volume light for me in UE 5.
@@Druneg oh, if you use raytracing yes, but using Lumen shadows (virtual shadow maps) solves this issue
@@WilliamFaucher yes, sure, it works with virtual shadow maps but they are not so beautiful and soft, and look a bit dull comparing to raytracing shadows :(
i have a question do volumetric shadows work with distance filed shadows on a point light
Ooh that is actually a VERY good question, I don't know the answer to that! I haven't worked with DF shadows in a while! Sorry!
@@WilliamFaucher it does not work found on a documentation
Did you find another way to make this work in ue5?
Hey William. Trying to follow along on this, but....Every time I enable Raytracing in the project settings (and then restart), my project freezes at 39% and maxes out my CPU (I have two 2080 Ti's). basically any time I try and use Raytracing at all, it just won' t load, even in a blank project. Do you know of any fixes to this? Or anyone else for that matter?? I'm running UE 4.26.2. Thanks in advance!!
Tnx
You're welcome! :)