There is no need to use the light probe marker, it is only there to have additional finer control over light probe placement. By default the light probes apply to the whole map and you can choose to have them either evenly distributed across the entire canvas or distributed across all areas of the canvas that have placed objects. This is shown in the official forge lighting tutorial video. th-cam.com/video/uyKLrBs6GDM/w-d-xo.html
Reflections have been my biggest enemy. I'm trying to build a bunker, but it's kind of hard to make it dark and gloomy when the ground reflects sunlight, not even shining on it. Hell, some objects don't even have shadows or lighting on them either, they now just glow, and I don't mean the glowing texture, I mean it's literally a glowing object with no texture change
Forge is so amazing but man that really sucks that we can only use 1 light probe for the baked lighting. I mean I totally get it, it's super intensive stuff and we will have to do with regular lighting but still. Maybe I'm being a bit spoiled with all the awesome stuff we just got haha
At the moment the best way is to use the water FX in outdoor locations. Hope we can get some sort of FX volume objects that can allow us to bound FX such as rain to a certain zone, though
Point lights will unfortunately always shine through. There's two things you can change to manually limit them: Their range, and turning OBB (Bounding Box) to ON and manually setting the light's range in each direction. The OBB setting helps a lot if you want a long range point light to light up an entire room while also being set up close to a wall, ceiling or floor without actually shining through those closer surfaces by limiting its range in the direction you want to prevent specifically.
Yea i've just been busy working on my own game and other projects. I plan sometime in the future making content on how to translate Forge knowledge into unreal 5.
So the map I made is too big to have accurate colors and also I used too much metallic objects (forerunner blocks). Is there any way to just turn up the ambient lighting and I can just go around and change the color of the walls and not worry about any of this janky bullshit?
I can confirm simple generic lights placed about 2-3 player heights above the ceiling of a room + Paint Thick walls with the color you want the room and Concrete Raw floors looks fantastic. Much better than reflective surfaces and colored lighting
I baked my lighting on a map and it ruined the map. I also cannot go back to any other versions they all have the bad lighting. I also tried the trick in this video and can’t fix it. Any help from anyone?
I’m s there a way to remove or disable a lighting build? I did it on my map but I don’t like how it made it look and I reverted to an older save but it’s still there
Your understanding of probe volumes is misinformed. Firstly, they do not "bake" lighting. The probes capture rasterized image captures of the level to apply static diffuse bounce lighting. They're only impact is for bounce lighting and sky occlusion, which has limited impact of pure metal surfaces. You can set the bounds of the probe volume to be manually set, encapsulate any geometry you have placed in the level, or the full bounds of the level. You can also change the spacing on the probe volume to get more accurate bounce lighting information with denser probes. You just have to make sure your probe count is within the set budget. Your explanation of the impact of the probes would be more easily understood by using the debug option to visualize the probes. You can see the bounce color contribution on the probes themselves. Don't forget that they also apply sky lighting as well based on sky visibility per probe.
While I agree the term bake might not be exact. When you say " The probes capture rasterized image captures of the level to apply static diffuse bounce lighting" what is that if not "baking". that is almost exactly what the light probes do but instead of being captured on a 360 image its captured on a "uv map like" texture that belongs to the hit object and "baked" to the surface. Im using the term baked to mean (maybe incorrectly) that the information was preprocessed before being actually rendered. I feel like the visuals around 15:45 explain my point. Now that I think about it BAKED is the correct term. Unless the reflection volumes are realtime? i don't believe they are since you need to "build"(bake) them. While not halo, I believe they work very similar look at how unity handles there reflection probes docs.unity3d.com/Manual/class-ReflectionProbe.html --- docs.unity3d.com/Manual/RefProbeTypes.html Edit if i said that the reflection volumes "Bake the lighting" i clearly misspoke. I could have structured this reply better.
Now that Im rereading your comment. What you are saying is actively confusing. Referring to probe volumes when there is not item of that name. There are only "Light Probe Marker" and "Reflection Volume". Though I understand now what you mean. I believe within the video as a whole explain exactly what you are saying but with some less precise language. The "Light Probe Marker(s)" them self don't bake the lighting, the light building system does but uses the light probes as a way of "defining resolution". The outcome of this light bake process DOES bake the lighting as you can see around 17:40. What you are arguing is purely semantics and I believe we both have the same understanding. This video is to try and explain the lighting system to people that don't have experience with 3d rendering engines. Since a lot of people have only ever forged before I want to try and explain as simple as possible. Anyone who wants to read more on how this system works watch this video on how it works in unity th-cam.com/video/_E0JXOZDTKA/w-d-xo.html Ill try and be more precise with my language, I'm going to consider writing scripts/bullet points to be more clear instead of just doing it live. If you would like to talk more on this @me on in the discord channel discord.derrikcreates.com/
@@derrikcreates Let me start off first by saying that I appreciate you putting in the time and effort to make tutorial videos like this to help the community. I am in no way trying to be adversarial with my comments, so I hope you don't take any of this the wrong way, and I apologize if my wording has caused confusion. My goal is only to provide information and correct on a few points in your video that might not be an accurate description of how these systems work in this engine. I'm also extremely aware that some 3d rendering terms can get picked up and used as buzz-words by players who may not have a full context of what the terms actually mean. Baked Lighting is one such term that I've seen thrown around a lot in regards to Forge, and it leads to misinformation and expectations about what can and can't be done with forge lighting tools. The systems being leveraged in this iteration of forge are as close to the real-deal dev tools for an engine as they have ever been. Its important that information about how to use them be accurate and correctly understood by people who wish to use these tools seriously. You seem to have a good grasp of how Baked Lighting works, the lighting information is captured and stored on a UV texture called a light map. This is how lighting was handled in Halo 5, but it is not correct to say that the lighting in Infinite is baked, and could give the wrong impression to other people who may have a similar understanding of baked lighting. The light probes you build in Infinite's forge contribute to Indirect Diffuse Bounce Lighting Only. They do not bake down direct lighting information or shadows onto light maps. The probe information is not dynamic, but the static bounce information from them is applied dynamically to whatever geometry is nearby. You reference Unity documentation, but the Slipspace engine does not work like Unity and the probes you are building are closer to Nvidia's DDGI probes which are outlined in this presentation deck. developer.download.nvidia.com/video/gputechconf/gtc/2019/presentation/s9900-irradiance-fields-rtx-diffuse-global-illumination-for-local-and-cloud-graphics.pdf I'd recommend giving this a read-through as it does a good job of explaining the way the probe system works. The reflection probes are handled in a completely different way, but it is pretty common throughout most game engines. This is somewhat similar to Unity and the documentation you linked. The reflection probes in Slip space are closest to the Custom reflection probe type in Unity. Unity simplifies the generation process for these reflection probes by including their image capture during the light baking process, but technically they are a separate calculation and not actually part of traditional "baked" lighting. There is some interaction between the reflection probe volumes you use in Forge and the light probe volumes, but probably not in the ways you expect (Things like calculated sky occlusion which works to mask the global reflection contribution to areas without sky visibility for example). When you build reflections you are generating a bitmap capture for both a global reflection (which will be applied across the entire level) as well as image captures for locally placed reflection volumes which override the global reflection. "What you are saying is actively confusing. Referring to probe volumes when there is not item of that name." Apologies if my terminology is not consistent with how its labeled in the forge menus. I'm familiar with the tools and systems, but not with the user facing labeling. " This video is to try and explain the lighting system to people that don't have experience with 3d rendering engines." Again, I appreciate your efforts and understand what you're trying to do. Personally I find it is easier to teach someone about something in simple terms if you have a clear understanding of the full complexity of a subject. My only goal is to hopefully provide more information to further your understanding of these tools so you can make more videos like this and help educate the forge community so everyone can make awesome creations!
@@HofstaA51 i used the reflection volumes to get dark rooms. i like infinites llighting for outside but got pretty annoyed until i figured out how to make rooms dark.
Color spread should be default 0. It looks like ass 90% of the time at default 30%... AND; it defaults back to 30% in gameplay anyway, so maps don't look right even if you set it to 0% in forge!
THANK YOU! This really lights up my path to becoming better at forge
I see what you did there lol
Peoples learning basics on TH-cam 😂😂😂
This could be demonstrated better by turning the metallic modifier on in the material settings. That'll give you more of a mirror effect.
There is no need to use the light probe marker, it is only there to have additional finer control over light probe placement. By default the light probes apply to the whole map and you can choose to have them either evenly distributed across the entire canvas or distributed across all areas of the canvas that have placed objects. This is shown in the official forge lighting tutorial video. th-cam.com/video/uyKLrBs6GDM/w-d-xo.html
Yesssssss, thank you!
Reflections have been my biggest enemy. I'm trying to build a bunker, but it's kind of hard to make it dark and gloomy when the ground reflects sunlight, not even shining on it. Hell, some objects don't even have shadows or lighting on them either, they now just glow, and I don't mean the glowing texture, I mean it's literally a glowing object with no texture change
Super late Ik but sometimes that scratches and grime. Try setting them to low or nothing
Fix to remove the darklighting bug , exit the map from forge, play the map in custom games then go back into forge it should fix it
You can quick fix it in forge by duplicating a roll of duct tape
Bro 😭 you saved me so much pain and time this shi worked
Thanks for sharing this dude!
Awesome going to try this later
Forge is so amazing but man that really sucks that we can only use 1 light probe for the baked lighting. I mean I totally get it, it's super intensive stuff and we will have to do with regular lighting but still. Maybe I'm being a bit spoiled with all the awesome stuff we just got haha
Absolute gigachad for making that bot
Thank you for this!
Is there a way to have rain in one part of the map and not the other?
Like indoors vs outdoors. If there is, can you make a tutorial on it?
I'm not sure if this is possible, but I need this so much
At the moment the best way is to use the water FX in outdoor locations. Hope we can get some sort of FX volume objects that can allow us to bound FX such as rain to a certain zone, though
Thank you so much
...will this help with stopping my lights (point) from shining through my forge pieces? 😶
You can change the distance that the light travels. It's not a perfect solution, but it's helped me out a ton when I've encountered that issue.
@@Beibok this fixed the issue, thabk you!
@@psyents_8150 You're welcome!
Point lights will unfortunately always shine through. There's two things you can change to manually limit them: Their range, and turning OBB (Bounding Box) to ON and manually setting the light's range in each direction. The OBB setting helps a lot if you want a long range point light to light up an entire room while also being set up close to a wall, ceiling or floor without actually shining through those closer surfaces by limiting its range in the direction you want to prevent specifically.
@@Drayken Thanks for this, it really helped me out 👍
Can we make white cube a reoccurring character, he’s a fan favourite.
Hey haven't seen any posts in a while I was wondering if everything was alright?
Yea i've just been busy working on my own game and other projects. I plan sometime in the future making content on how to translate Forge knowledge into unreal 5.
@@derrikcreates glad to see your still out up a kicken
So the map I made is too big to have accurate colors and also I used too much metallic objects (forerunner blocks).
Is there any way to just turn up the ambient lighting and I can just go around and change the color of the walls and not worry about any of this janky bullshit?
I can confirm simple generic lights placed about 2-3 player heights above the ceiling of a room + Paint Thick walls with the color you want the room and Concrete Raw floors looks fantastic. Much better than reflective surfaces and colored lighting
I baked my lighting on a map and it ruined the map. I also cannot go back to any other versions they all have the bad lighting. I also tried the trick in this video and can’t fix it. Any help from anyone?
I’m s there a way to remove or disable a lighting build? I did it on my map but I don’t like how it made it look and I reverted to an older save but it’s still there
Hello, is there a way to un-bake your lighting? It applied to all my versions of my map and the original lighting was so much better
Your understanding of probe volumes is misinformed.
Firstly, they do not "bake" lighting. The probes capture rasterized image captures of the level to apply static diffuse bounce lighting. They're only impact is for bounce lighting and sky occlusion, which has limited impact of pure metal surfaces.
You can set the bounds of the probe volume to be manually set, encapsulate any geometry you have placed in the level, or the full bounds of the level. You can also change the spacing on the probe volume to get more accurate bounce lighting information with denser probes. You just have to make sure your probe count is within the set budget.
Your explanation of the impact of the probes would be more easily understood by using the debug option to visualize the probes. You can see the bounce color contribution on the probes themselves. Don't forget that they also apply sky lighting as well based on sky visibility per probe.
While I agree the term bake might not be exact. When you say " The probes capture rasterized image captures of the level to apply static diffuse bounce lighting" what is that if not "baking". that is almost exactly what the light probes do but instead of being captured on a 360 image its captured on a "uv map like" texture that belongs to the hit object and "baked" to the surface. Im using the term baked to mean (maybe incorrectly) that the information was preprocessed before being actually rendered. I feel like the visuals around 15:45 explain my point. Now that I think about it BAKED is the correct term. Unless the reflection volumes are realtime? i don't believe they are since you need to "build"(bake) them. While not halo, I believe they work very similar look at how unity handles there reflection probes docs.unity3d.com/Manual/class-ReflectionProbe.html --- docs.unity3d.com/Manual/RefProbeTypes.html
Edit if i said that the reflection volumes "Bake the lighting" i clearly misspoke. I could have structured this reply better.
Now that Im rereading your comment. What you are saying is actively confusing. Referring to probe volumes when there is not item of that name. There are only "Light Probe Marker" and "Reflection Volume". Though I understand now what you mean. I believe within the video as a whole explain exactly what you are saying but with some less precise language. The "Light Probe Marker(s)" them self don't bake the lighting, the light building system does but uses the light probes as a way of "defining resolution". The outcome of this light bake process DOES bake the lighting as you can see around 17:40. What you are arguing is purely semantics and I believe we both have the same understanding. This video is to try and explain the lighting system to people that don't have experience with 3d rendering engines. Since a lot of people have only ever forged before I want to try and explain as simple as possible. Anyone who wants to read more on how this system works watch this video on how it works in unity th-cam.com/video/_E0JXOZDTKA/w-d-xo.html
Ill try and be more precise with my language, I'm going to consider writing scripts/bullet points to be more clear instead of just doing it live.
If you would like to talk more on this @me on in the discord channel discord.derrikcreates.com/
@@derrikcreates Let me start off first by saying that I appreciate you putting in the time and effort to make tutorial videos like this to help the community. I am in no way trying to be adversarial with my comments, so I hope you don't take any of this the wrong way, and I apologize if my wording has caused confusion. My goal is only to provide information and correct on a few points in your video that might not be an accurate description of how these systems work in this engine.
I'm also extremely aware that some 3d rendering terms can get picked up and used as buzz-words by players who may not have a full context of what the terms actually mean. Baked Lighting is one such term that I've seen thrown around a lot in regards to Forge, and it leads to misinformation and expectations about what can and can't be done with forge lighting tools. The systems being leveraged in this iteration of forge are as close to the real-deal dev tools for an engine as they have ever been. Its important that information about how to use them be accurate and correctly understood by people who wish to use these tools seriously.
You seem to have a good grasp of how Baked Lighting works, the lighting information is captured and stored on a UV texture called a light map. This is how lighting was handled in Halo 5, but it is not correct to say that the lighting in Infinite is baked, and could give the wrong impression to other people who may have a similar understanding of baked lighting. The light probes you build in Infinite's forge contribute to Indirect Diffuse Bounce Lighting Only. They do not bake down direct lighting information or shadows onto light maps. The probe information is not dynamic, but the static bounce information from them is applied dynamically to whatever geometry is nearby.
You reference Unity documentation, but the Slipspace engine does not work like Unity and the probes you are building are closer to Nvidia's DDGI probes which are outlined in this presentation deck.
developer.download.nvidia.com/video/gputechconf/gtc/2019/presentation/s9900-irradiance-fields-rtx-diffuse-global-illumination-for-local-and-cloud-graphics.pdf
I'd recommend giving this a read-through as it does a good job of explaining the way the probe system works.
The reflection probes are handled in a completely different way, but it is pretty common throughout most game engines. This is somewhat similar to Unity and the documentation you linked. The reflection probes in Slip space are closest to the Custom reflection probe type in Unity. Unity simplifies the generation process for these reflection probes by including their image capture during the light baking process, but technically they are a separate calculation and not actually part of traditional "baked" lighting.
There is some interaction between the reflection probe volumes you use in Forge and the light probe volumes, but probably not in the ways you expect (Things like calculated sky occlusion which works to mask the global reflection contribution to areas without sky visibility for example). When you build reflections you are generating a bitmap capture for both a global reflection (which will be applied across the entire level) as well as image captures for locally placed reflection volumes which override the global reflection.
"What you are saying is actively confusing. Referring to probe volumes when there is not item of that name."
Apologies if my terminology is not consistent with how its labeled in the forge menus. I'm familiar with the tools and systems, but not with the user facing labeling.
" This video is to try and explain the lighting system to people that don't have experience with 3d rendering engines."
Again, I appreciate your efforts and understand what you're trying to do. Personally I find it is easier to teach someone about something in simple terms if you have a clear understanding of the full complexity of a subject. My only goal is to hopefully provide more information to further your understanding of these tools so you can make more videos like this and help educate the forge community so everyone can make awesome creations!
@@HofstaA51 i used the reflection volumes to get dark rooms. i like infinites llighting for outside but got pretty annoyed until i figured out how to make rooms dark.
@@yoyo21926 true, same
Weapon buy station next please
Color spread should be default 0. It looks like ass 90% of the time at default 30%... AND; it defaults back to 30% in gameplay anyway, so maps don't look right even if you set it to 0% in forge!
To make you videos better, maybe plan out what you're going to do and say before you do it.
There's nothing wrong with his video you little woman
@@HeatedJew Aside from what I just pointed out?
@@grahamhill676 Ignore me bud, I was in a bad mood. I apologise.
@HeatedJew That's alright man, hope your day is a little better now
@@grahamhill676 Yeah I got over it bud cheers mate, enjoy your day, be safe 👍