So I’ll first say all static lights have the same costs because the data is just the light map, so the resolution is the defining consideration. Now real-time point lights are more expensive. Than spotlights when shadow casting. Just imagine a point light is actually 6 shadow casting spotlights ( one pointing down, up, left, right, front, and back. ) you cover a lot more area for it to have to compute the shadows. While a spotlight you can control what area it hits giving you better performance is the idea.
I find lighting to be a real bitch to setup in my levels, especially if I ditch the directional sun light and go all point / spot for an in door level. What kind of intentsity can you use on a point / spot light.. Did I see some lights on 80,000 intensity and 50.000? Im always unsure how powerful i can go before its an issue most of my lights are 2-8k with like 300-3k range can I jack that way up or did I see the numbers wrong in the video? I also have no post processing cause I dont know wtf to do with it is there some post settings that should always be used that are simple?
All very good questions. I can make a follow up video that will answer your questions a bit more. First this scene had the lighting units of unit less. This was the old way ue4 did the intensity. Now the engine defaults to candelas. Basically a measure of intensity in a single direction. I tend to use lumens as it’s the total energy of the light and you can find some charts that explain common lumen values. The next thing is the post process volume can and will give you more control. The most important first step is understanding the auto exposure settings. This will let more or less light into the camera just like how your eye works. This can make it hard to calibrate. I set it to manual exposure to help fix the exposure so I can calibrate the image. Then reintroduce adaptive exposure based on the projects needs.
Also if you have any scene you want me to take a look at you can always zip them up and I can give you some notes in a video format. Let me know if I can help. Cheers.
@@Drawcall ya I noticed out of no where my directional light in one of my levels went from an intensity value to lumens, assuming lux is short for lummens as thats what I see in the details currently for my directional light.. I am new to unreal and mainly focused on the coding / mechanical side of games but I do have a first level done that Ive used terrible lighting and no post processing.. For some reason if I stay still the lighting looks good but then soon as I move or pop a particle affect for a skill it basically sucks up all the lights around my character and it seems quite dark. Most of my stuff looks pretty decent from a stationary perspective but it goes dark on me during play. I appreciate the offer on looking over my scene but it is not yet ready for other human eyes but perhaps one day ^^ I will def subscribe and watch any more tutorials you do covering lighting / post processing honestly anything I kind of watch unreal tutorials constantly as I work on my first "game"..
es complicado lograr un buen resultado a un bajo coste de recursos, sobretodo para mi, mi proyecto es procedural y a gran escala, tengo que usar luz direccional con cascade shadows dinamicas y tambien quiero lograr un buen resultado visual, es un infierno lograrlo, pero no voy tan mal, logré que con mi rx470 vaya a 50fps con una densidad de foliage alta y visualmente se ve genial
Vignette and bloom not needed?? This is more like how a programmer thinks and not an artist, those effects are the standard basic of the most basic ones, you should have them on, as artists you should use every tool at your disposal to make the scene look the best especially with those basic low cost tools, yeah maybe you won't notice it but your brain will notice the polish that went into every hour you spent on making the scene look better.
This is crap engine sad but true, after one year battle to make game look good and optimized I delete this junk and change engine. I must start learing new one but not regret
This lighting tutorial is priceless! Thanks, man!
Thank you! It would be helpful to know some good ways to monitor performance so you can quantify how much you're improving things.
Thank you!
Hello! Great video! I just have a question, are point lights more expensive than spotlights?
So I’ll first say all static lights have the same costs because the data is just the light map, so the resolution is the defining consideration.
Now real-time point lights are more expensive. Than spotlights when shadow casting. Just imagine a point light is actually 6 shadow casting spotlights ( one pointing down, up, left, right, front, and back. ) you cover a lot more area for it to have to compute the shadows. While a spotlight you can control what area it hits giving you better performance is the idea.
@@Drawcall thanks for the insight! :)
I find lighting to be a real bitch to setup in my levels, especially if I ditch the directional sun light and go all point / spot for an in door level. What kind of intentsity can you use on a point / spot light.. Did I see some lights on 80,000 intensity and 50.000? Im always unsure how powerful i can go before its an issue most of my lights are 2-8k with like 300-3k range can I jack that way up or did I see the numbers wrong in the video? I also have no post processing cause I dont know wtf to do with it is there some post settings that should always be used that are simple?
All very good questions. I can make a follow up video that will answer your questions a bit more. First this scene had the lighting units of unit less. This was the old way ue4 did the intensity. Now the engine defaults to candelas. Basically a measure of intensity in a single direction. I tend to use lumens as it’s the total energy of the light and you can find some charts that explain common lumen values. The next thing is the post process volume can and will give you more control. The most important first step is understanding the auto exposure settings. This will let more or less light into the camera just like how your eye works. This can make it hard to calibrate. I set it to manual exposure to help fix the exposure so I can calibrate the image. Then reintroduce adaptive exposure based on the projects needs.
Also if you have any scene you want me to take a look at you can always zip them up and I can give you some notes in a video format. Let me know if I can help. Cheers.
@@Drawcall ya I noticed out of no where my directional light in one of my levels went from an intensity value to lumens, assuming lux is short for lummens as thats what I see in the details currently for my directional light.. I am new to unreal and mainly focused on the coding / mechanical side of games but I do have a first level done that Ive used terrible lighting and no post processing.. For some reason if I stay still the lighting looks good but then soon as I move or pop a particle affect for a skill it basically sucks up all the lights around my character and it seems quite dark. Most of my stuff looks pretty decent from a stationary perspective but it goes dark on me during play. I appreciate the offer on looking over my scene but it is not yet ready for other human eyes but perhaps one day ^^ I will def subscribe and watch any more tutorials you do covering lighting / post processing honestly anything I kind of watch unreal tutorials constantly as I work on my first "game"..
es complicado lograr un buen resultado a un bajo coste de recursos, sobretodo para mi, mi proyecto es procedural y a gran escala, tengo que usar luz direccional con cascade shadows dinamicas y tambien quiero lograr un buen resultado visual, es un infierno lograrlo, pero no voy tan mal, logré que con mi rx470 vaya a 50fps con una densidad de foliage alta y visualmente se ve genial
Vignette and bloom not needed??
This is more like how a programmer thinks and not an artist, those effects are the standard basic of the most basic ones, you should have them on, as artists you should use every tool at your disposal to make the scene look the best especially with those basic low cost tools, yeah maybe you won't notice it but your brain will notice the polish that went into every hour you spent on making the scene look better.
This is crap engine sad but true, after one year battle to make game look good and optimized I delete this junk and change engine. I must start learing new one but not regret
You posted an UE4 video 3 months after this comment so I take it the other engines weren't up to your standards either. ;)