Unreal 4 Lighting Academy - Session 3.1

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  • เผยแพร่เมื่อ 5 ก.ย. 2024
  • Follow me @ / tillederdon
    If you like this content, please consider supporting me on Patreon: / daedalus51
    or with a donation via: paypal.me/Daedalus51
    This time around, we will have a look at a more archviz focused project.
    Many thanks to Silohx for providing the scene!
    Here are the links mentioned during the video:
    forums.unreale...
    forums.unreale...)
    www.slideshare...
    More information about the Unreal 4 Lighting Academy can be found here: forums.unreale...)

ความคิดเห็น • 115

  • @51Daedalus
    @51Daedalus  7 ปีที่แล้ว +19

    Hey guys, I am really sorry, but I have some sad news to share! :( My PC just died this weekend and I haven't been able to fix it so far. I still have all the data, which is great, but unfortunately I can't afford to buy a new rig of similar quality right now. This means that I have absolutely no idea when I will be able to continue with this session :( Please stay tuned as I hope to have a solution quite soon...but also, money doesn't fall from the sky so it could take a while. I wish you all a great time and I hope to be back for you soon! Thanks for all the likes and support so far!
    -Daedalus out!^^

    • @davidjohansson8816
      @davidjohansson8816 7 ปีที่แล้ว +5

      You could start a Patreon or something. I would happily contribute.

    • @rorschachphoenix
      @rorschachphoenix 7 ปีที่แล้ว

      What about a repair service? It does not cost that much to let someone else check what is wrong with the PC.

    • @51Daedalus
      @51Daedalus  7 ปีที่แล้ว +1

      Well...2 Things I should mention: The PC is pretty good and upgraded several times, but initially it's about 6 years old (although it has a GTX 980 and 32gb ram) and The repair service just called....they can't fix it. They don't get the Hardware anymore :( The second thing is, that I would need a permission from work to actually make a Patreon, so that's not a simple and fast process. But anyways...Iam on it as much as I can to be back for you guys! :)

    • @51Daedalus
      @51Daedalus  7 ปีที่แล้ว

      hehe...that could actually work^^ right now, it's a Asus p8z68 deluxe gen3 which has LGA 1155 socket and I have a i7 2600k on it with 32gb ddr3 memory. So I guess that would fit? :D

    • @51Daedalus
      @51Daedalus  7 ปีที่แล้ว +1

      I have the Corsair Vanguard 1600MHz CL9. Well...the Problem is...the repair guys said they couldnt find out if its the board or the CPU :D So I am in this situation where I kinda need to change one of them or both but dont know which one^^

  • @Lhorkan
    @Lhorkan 7 ปีที่แล้ว +3

    Once again filled with useful tips, especially since I mostly use UE for archviz related work myself. Thanks for your time and effort!

  • @HDico2013
    @HDico2013 7 ปีที่แล้ว +2

    I've watched all your videos so far and it has been a total BLAST! Your work and techniques have thought me SO MUCH for which I'd like to say THANK YOU, Daedalus! ArchViz has been my absolute nemesis so far and I am, to this day, struggling with my latest ArchViz project. Although I'm doing ArchViz for VR and high-res lightmaps could be a bit of a push, this video has been an absolute life saver so far and I cannot wait for the next one. Hope it comes soon.
    Cheers and keep on the amazing work!

    • @51Daedalus
      @51Daedalus  7 ปีที่แล้ว +2

      Thanks man...I am working on it! My PC is game again so it shouldnt take too long :D

  • @victorgallet3174
    @victorgallet3174 7 ปีที่แล้ว +3

    Awesome !!! So cool to see you back. Thanks for always dedicate us more of your precious time :)

  • @Alohamora_13
    @Alohamora_13 7 ปีที่แล้ว +1

    Hey 51Daedulus, thanks a lot for taking the effort to create and share all these cool videos. This lighting academy is a huge learning avenue and is really a great headsup for budding artists. I also truly admire the way you put forth your feedback so constructively! Keep inspiring us!

    • @51Daedalus
      @51Daedalus  7 ปีที่แล้ว +1

      Thank you a ton! :)

  • @scottcanavan2863
    @scottcanavan2863 7 ปีที่แล้ว +1

    Great video as usual mate. Them tease images are awesome.. always amazes me how a basic scene can be made to look 100x better with proper lighting

  • @infinitesimotel
    @infinitesimotel 6 ปีที่แล้ว

    I know what you mean about universal agreed standards, it is called ISO, it extends across all media such as photography, programming languages, chemicals etc. It has different names but it is essentially an agreed standard across all media so that everyone has a reference that is universally compatible and realistically practical. Excellent video series BTW mein bruder.

  • @AndrewDowell
    @AndrewDowell 6 ปีที่แล้ว

    9 months behind but I'm finally catching up. Fantastic work dude, I can't wait to watch them all!

  • @danielcastilla
    @danielcastilla 7 ปีที่แล้ว +1

    Oh my god! What a wonderful video!! Looking forward to watch the next one!! Thank you so much for this!

  • @Zigan18
    @Zigan18 7 ปีที่แล้ว +6

    Wierd, I was just looking through your channel thinking, damnit! I hope Daedalus uploads another video... It's been a month! *panic* .... 45 minutes later... o_o
    Thank you!

  • @alephgates7519
    @alephgates7519 5 ปีที่แล้ว +1

    So so glad I found your channel. Thank you. This is so helpful.

  • @silohx3510
    @silohx3510 7 ปีที่แล้ว +2

    Thank you so much for this first video! I've learnt so much already!

  • @dzmitryyafimau7647
    @dzmitryyafimau7647 4 ปีที่แล้ว

    Really like your videos. Quick note: if I understand math correctly 368 has nothing to do with the power of two. I saw that number before and was confused at first but now I can simply assume that this is a matter of some sort of unverified typo. And an interesting part is that I scrolled through the comments and didn't find a single mentioning of it. 256+128=384, however, 512+256=768, I think this is the source of a problem, good day to you sir ;-)

  • @ALPINE0077
    @ALPINE0077 7 ปีที่แล้ว +2

    Man your movies are amazings!!
    When will be next part? :D
    I cant wait !

  • @edlinx
    @edlinx 7 ปีที่แล้ว

    Thank you so much! I learn new things every time I watch your videos!

  • @hunterx9991
    @hunterx9991 7 ปีที่แล้ว

    I want to say thank you so much for your clips, very informative and educative!

  • @daraburke
    @daraburke 7 ปีที่แล้ว

    great stuff, looking forward to see more of this project. Thanks for doing these videos.

  • @MikeSkinner2412
    @MikeSkinner2412 7 ปีที่แล้ว

    Part 2 please :) watched this twice now! Good stuff mate

  • @Yo0te
    @Yo0te 7 ปีที่แล้ว +3

    yeah a new Session! :D thanks for making this!

  • @nov3000
    @nov3000 7 ปีที่แล้ว +3

    thank you for this new session

  • @Well384
    @Well384 6 ปีที่แล้ว

    You're a genius, thank you so much. Create a natural lights is so amazing.

  • @hyrith
    @hyrith 7 ปีที่แล้ว +2

    Was looking forward to your new vid :)

  • @Mukhtar_SH
    @Mukhtar_SH 3 ปีที่แล้ว

    comeing from 2021 and this really helpfull ..... thanks Alot

  • @JamesKellyWickerman123
    @JamesKellyWickerman123 6 ปีที่แล้ว

    I know I'm late but you don't have to scale a volume like that (1:43:00,) you can use the BSP editing tools to edit a volume like it's a BSP cube :)

    • @51Daedalus
      @51Daedalus  6 ปีที่แล้ว

      You are not late :D In fact....many people said this BUT no one tried it :D Its wrong and it doesnt work for reflection captures....only for volumes :) Or have you tried it on a box reflection capture and it worked? If so, pls teach me Masta!^^

  • @jonathonivall2792
    @jonathonivall2792 6 ปีที่แล้ว +2

    Am I missing a step? Once you have the custom HDRI skybox in the scene, directional lights will no longer work. Help anyone?

    • @manu3dart
      @manu3dart 3 ปีที่แล้ว

      I am having the same issue, did you manage to find a solution for this?

  • @ezioluetici3675
    @ezioluetici3675 7 ปีที่แล้ว +1

    A big thanks for doing this!

  • @The9PointStar
    @The9PointStar 7 ปีที่แล้ว

    Your tutorials are amazing man, thank you so much for share your knowledge

  • @HelderP1337
    @HelderP1337 7 ปีที่แล้ว +3

    These videos are amazing, thanks.

    • @51Daedalus
      @51Daedalus  7 ปีที่แล้ว +1

      Helder Pinto Thank you so much Helder! :)

  • @wolfsblessing
    @wolfsblessing 6 ปีที่แล้ว

    Thanks for all this man, it's freaking awesome! You just got your self another subscriber. I don't sub. to many, actually I am subbed to only few and now to you cus very very well deserved. Hope your PC is fixed or got a new one. Thanks again for these posts.

  • @johnroberts8088
    @johnroberts8088 6 ปีที่แล้ว +1

    Tutorial starts around 3.30

  • @Roozy_Persepolis
    @Roozy_Persepolis 6 ปีที่แล้ว

    Questions:
    1-Based on what does the engine tell you if objects have low lightmap resolution and show them in blue? What does it compare it to or how does it determine whether a surface has low lightmap res?
    2-Does the lightmap res of a wall impact the bounce lighting quality off of that wall?

    • @51Daedalus
      @51Daedalus  6 ปีที่แล้ว +1

      1. very simple! There is a config file somewhere where the texel densities are defined. So it says 64px per "this size of surface area" gets blue, 128px in the same sized are and it will be green etc. I am not 100% sure if thats exactly how Epic implemented it, but nevertheless, thats kinda how you usually do it. So fairly simple and straight forward number of pixels per defined surface area math most likely ;)
      2. as far as I know, NO. The resolution decides what fidelity gets "saved" but it has no real impact on the light bouncing behavior itself cause that calculation is disconnected from actually writing that data into the textures themselves.
      Hope this answers your questions! :)

    • @Roozy_Persepolis
      @Roozy_Persepolis 6 ปีที่แล้ว

      2 more things:
      1-Can I recommend you set up a Patreon account so we can support you? I would personally love to pledge to support you, even if its small amount.
      2- I have sort of a request, can you give me your email address so I can ask you something there?

    • @51Daedalus
      @51Daedalus  6 ปีที่แล้ว

      1. I am working on something like Patreon but it takes time and is not super easy from a legal perspective since I am employed at DICE/EA. So yeah...pls stay tuned until I have more information on that :)
      2. Pls just drop me a PM here or via the Unreal Forums. I generally dont give out my email adress....sorry ;) You can also message me via Artstation if you prefer :)

  • @tamasszarvas4424
    @tamasszarvas4424 6 ปีที่แล้ว

    Really good video series, it helped me a lot! Thank you very much!

  • @TerletskyiVS
    @TerletskyiVS 6 ปีที่แล้ว

    Man you make a really amazing and useful stuff. Thank you a lot.

  • @EarthisaCylinder
    @EarthisaCylinder 5 ปีที่แล้ว

    Hi, nice vid btw. Can anyone explain why there is always a Material conflict prompt coming up when reimporting meshes? I didn't changed any materials at all and this message is driving me nuts because its not a accept all buttons, you have to go them through one by one which is kinda annoying

  • @cowholy3031
    @cowholy3031 7 ปีที่แล้ว +1

    thank you for your update

  • @dulldr
    @dulldr 6 ปีที่แล้ว

    At Detail panel , you just change light mass res at Build setting and Static Mesh setting . I can't find (Static mesh setting) .I am using UE 4.2.
    Hlaing Min

    • @51Daedalus
      @51Daedalus  6 ปีที่แล้ว

      you have to open the object in the object editor! ;)

  • @joseabboud2223
    @joseabboud2223 6 ปีที่แล้ว

    Hello.... I watched the whole video... very interesting... here at our studio, we developped 2 archviz with UE4, and honestly, both visualizations were analized and they could only be done using dynamic lighting... if we were to use lightmass on those 2 beasts, I think it would have been a wrong choice.... here it goes: if you have a 10 yard construction, with tons and tons of vegetation, and a huge open environment, would you agree, personally, using DFAO and dynamic lights instead of lightmass? We would like to hear or (read) your opinion... Cheers.

  • @jasperdrop6474
    @jasperdrop6474 6 ปีที่แล้ว

    Can't thank you enough for this video. I just watched half of it and already got tons of tips on how to improve my work. I'm a beginner and up till now all i came across where tips that only increased my bake time (increase lightmap resolutions, decrease static lighting level scale,. etc) without necessarily increasing the quality. With your tips i actually decreased my bake times while increasing the quality :):) Can't wait to go over your other video's. Just one question where can i find a good explanation on the relationship between the lightmap resolution colors i see and the lightmaps i have created? I mean, now i see meshes that are mostly green but still have a few red areas (mostly beveled edges). Does this mean that i gave these edges to much space in my lightmap? Thanks again for all your effort !!

  • @iKyroja
    @iKyroja 7 ปีที่แล้ว

    Richtig interessante und informative Videos. habe mich eigentlich nicht groß damit beschäftigt gehabt aber das hat mich jetzt dafür gut vorbereitet. Wann kommt mehr? Und werden evtl. auch andere "Academy" Videos kommen? Und ich habe mal eine persönliche Frage, wie war es bei DICE(?) zu arbeiten und was war dein Job dort?
    Und die UE Version 4.16 ist draußen, gibt es schon was neues?

  • @technicalmind8541
    @technicalmind8541 7 ปีที่แล้ว

    Thank you very much sir for this video.

  • @Tiranozauras
    @Tiranozauras 7 ปีที่แล้ว

    I'm not exactly expert on lighting, but isn't "Diffuse boost" in World Setting achieving similar results as Multibounce Skylight? At least looking from screenshots couldn't help but think that this is what diffuse boost supposed to give?

  • @andyweng3113
    @andyweng3113 7 ปีที่แล้ว

    Really cool~ Thanks for your sharing

  • @carlgoranheintz3914
    @carlgoranheintz3914 7 ปีที่แล้ว

    Question, I am doing quicker renders as an architect (I usually only work until I can show an idea rather than a topnotch realistic result), do you think it would be worth it for me with an older computer and then when/if I start charging people, I could invest 2000-3000€ into a better rig or do you think a more standard computer (3,5 ghz quadcore, 16 gb ram, 1gb graphic, ssd) still can produce something worth my while? I am learning Ue4 now but it would suck if I invest time in learning then when I add more and more detail, it becomes slow and unworkable.

  • @infestedivy
    @infestedivy 7 ปีที่แล้ว

    Thank you, you are the best!

  • @EarthisaCylinder
    @EarthisaCylinder 5 ปีที่แล้ว

    The Skydome workflow doesn't work for me on Unreal 4.21. [SM5] (Node TextureSample) Coercion failed: MaterialFloat2 Local1 = (Local0 * Material.ScalarExpressions[0].x);
    : float2 -> float3

    • @51Daedalus
      @51Daedalus  5 ปีที่แล้ว

      Are you using an HDR instead of an EXR?

    • @EarthisaCylinder
      @EarthisaCylinder 5 ปีที่แล้ว

      @@51Daedalus No I am using a HDR with Linear Colorspace

    • @51Daedalus
      @51Daedalus  5 ปีที่แล้ว

      @@EarthisaCylinder try using an EXR instead! It thinks your HDR is a cubemap, hence the error :)

    • @EarthisaCylinder
      @EarthisaCylinder 5 ปีที่แล้ว

      @@51Daedalus Thx, i'll give it a try. You are doing great. I am not very familiar with your playlist on youtube and not sure if your Videos are up to date. What really matters for beginners like me is. How meshes, especially Exterior Walls suppose to be build in a manner to prevent light leaking and black corners. Basically the common issues which causing headaches. Thats what lacking here on TH-cam I have to say. And BTW greetings from Austria ;)

  • @johnline
    @johnline 6 ปีที่แล้ว

    anyone know where to find 'NumSkyLightingBounces'? i look in baselightmass.ini and its not there, nor is it in editor

  • @MatiasSukanec
    @MatiasSukanec 6 ปีที่แล้ว

    Im sorry about my english. The lightmass tip (.exe), 10 bounces, it is working yet? Or updates fixed it and i havent to do it? Thx!

  • @martinexhw
    @martinexhw 7 ปีที่แล้ว +1

    thank you very much for your tutorials man, are very useful, but i have a problem when i import my exr texture and i put the sphere with that exr and deselect in the option to "lower hemisphere is solid color" and next i building the light.... all my static meshes appear in color black, i dont know why is it, i have my uv with 256 in a second channel, with a lightmass importance volume, i try again but i can't fix it

    • @51Daedalus
      @51Daedalus  7 ปีที่แล้ว +1

      Maybe the sky visibility threshold of the skylight is too big? It doesnt capture the HDR from your sphere since either the Threshold is too big or the sphere too small. So the skylight basically looks past the sphere and only sees a black void. Try that, it should fix it!

    • @martinexhw
      @martinexhw 7 ปีที่แล้ว +1

      thank you man, you are right! the sphere was too small, i fix it and works!

    • @51Daedalus
      @51Daedalus  7 ปีที่แล้ว

      Glad it worked out for you! :)

  • @carlgoranheintz3914
    @carlgoranheintz3914 7 ปีที่แล้ว

    Is this really how you find images by opening them up in PS? Why dont you just use explorer; View : Big icons and then you can resize them to whatever size you are comfortable with. I couldnt believe my eyes when you started opening each one individually in PS for that.

    • @51Daedalus
      @51Daedalus  7 ปีที่แล้ว

      Göran Heintz not sure you noticed that those are .hdr and .exr files which don't get previewed in the explorer and my bridge was doing weird stuff ;) I am weird sometimes....but not that weird :P

  • @yafessahin1581
    @yafessahin1581 6 ปีที่แล้ว

    Is the multibounce skylight still an issue or already implemented in UE 4.19

  • @MaxEmski
    @MaxEmski 7 ปีที่แล้ว

    Thank you!

  • @wolfsblessing
    @wolfsblessing 6 ปีที่แล้ว

    Hi again. I have a question if you can reply. I have UE4.18 and I would like to ask if the lightmass '.exe' file about the multi-bounce compatibility? I mean, I tried and used the 4.16 one and it won't bake ,so, I am not sure if I am doing something wrong and if the 4.18 multi-bounce works out of the box or another way around. Any advice? Sorry for bad English.

    • @51Daedalus
      @51Daedalus  6 ปีที่แล้ว

      You dont need the modded file! 4.18 has multibounce skylighting per default :) You can also see the skylight bounces in the lightmass setting.

    • @wolfsblessing
      @wolfsblessing 6 ปีที่แล้ว

      Thanks a TON!!!! I did increase the multibounce to 10 but, you know, since I am a noob still makes me think 'maybe it is not working' :). It helps when a pro confirms and increases the confidence. Please keep up with the tutorials, they are really awesome and again, thanks a lot for the reply and help.

  • @ninomaxx2667
    @ninomaxx2667 7 ปีที่แล้ว +1

    Yeah yahoooooo !!!!

  • @tonali82
    @tonali82 7 ปีที่แล้ว +1

    Which characteristics have your PC ? As an architect should i try UNREAL ENGINE instead of VRAY? Thank you so much. Greetings from Mexico.

    • @51Daedalus
      @51Daedalus  7 ปีที่แล้ว

      I think you should definitely try out Unreal for archviz! However, my PC is quite old....so its not the best role model for an Unreal PC :D You will find tons of threads about this on the Unreal Forums and the Internet though :)

    • @knmbsst
      @knmbsst 7 ปีที่แล้ว

      Hola Ricardo, te escribo también desde México, definitivamente te recomiendo calar UE4 para archviz, está muy cabrón y la versatilidad es super amplia, actualmente nosotros estamos desarrollando recorridos virtuales en tiempo real, toma su tiempo aprender y entender ciertas cosas pero si vale la pena todo el tiempo invertido. Saludos

  • @geogchl1
    @geogchl1 7 ปีที่แล้ว

    hi, thnx for this GREAT tutorial! hope you find a solution for you PC. Cheers from sunny, hot Greece!!!

  • @87711jimmy
    @87711jimmy 6 ปีที่แล้ว

    Thx,really useful

  • @screechMatt
    @screechMatt 7 ปีที่แล้ว +1

    Hey Mate,
    Thanks for the video, super useful tips.
    I have one question though about the hdr image.
    Tried the same thing, importing an hdr in photoshop, saved as exr, create the material and applied that to the sphere.
    But my skylight bake is totally black.
    Even can't put that map inside the skylight.
    Is that format wrong?Do I need to convert it before saving the exr?Maybe too large resolution?
    Thanks if you can help me with that.
    Cheers,

    • @51Daedalus
      @51Daedalus  7 ปีที่แล้ว

      matthieu molina Hey man, for the skylight itself, you can only use hdr images. however, what I did was use the exr file in a material on the skydome and let the skylight capture that information...that way it works ;) Hope this helps!

    • @screechMatt
      @screechMatt 7 ปีที่แล้ว

      Hi Mate,
      Thanks for that.
      Yes I did what you've done in the video ( Thanks again), but the skylight is still black.
      Look like it doesn't capture my sphere with the exr file on it.
      I did following your video.
      Saved the hdr image as exr file.
      Created an unlit material and put that texture as a skybox into the emission of the material ( with a multiplier for the intensity), double sided also.
      Assigned that shader to the unreal editableSphere.
      0 out the translation and scaled a bit the sphere.
      I can see the map on the sphere.
      Create a skylight and nothing change in the viewport.
      In my scene I have only the editable sphere, the skylight and an object.
      Turned off the black lower hemisphere.
      Still nothing.
      Create a lightmass bake using only the skylight and the sphere with the exr map on it and the result is completely black.
      In your video look like it's working straight away.
      I guess it's coming from the HDR file.
      Don't really know yet.
      Thanks a lot for your help mate.
      Cheers ;)

    • @screechMatt
      @screechMatt 7 ปีที่แล้ว

      Hi,
      Do you think that should work straight away?

    • @51Daedalus
      @51Daedalus  7 ปีที่แล้ว

      matthieu molina Check the capture threshold for the skylight. if the sphere is too small, the skylight will not see it, so you have to either adjust the capture radius or scale the dome up. Hope this does the trick for you! :)

    • @screechMatt
      @screechMatt 7 ปีที่แล้ว +1

      Hi 51Daedalus ,
      Thanks for that.
      I will try to adjust those values until I should see something.
      Thanks again for your help.
      Take care ;)

  • @thedigitalshack
    @thedigitalshack 7 ปีที่แล้ว

    Does this lightmass system work on Unreal Engine 4.16 for MacOS. Thanks

    • @FMassart
      @FMassart 7 ปีที่แล้ว

      I have the same question about this multi-bounced sky lighting function !
      Hope to receive an answer from 51daedalus ;)

  • @carlgoranheintz3914
    @carlgoranheintz3914 7 ปีที่แล้ว

    I enjoy the videos! Perhaps talking 5 minutes about how good the materials are is a bit waste of time but thanks so much for sharing. Just wanted to comment that the materials sure looks good but so glossy!!! Would decrease that A LOT on most materials.

  • @MicroDobb
    @MicroDobb 7 ปีที่แล้ว

    super

  • @DAClarkism
    @DAClarkism 7 ปีที่แล้ว

    "This setting is of the devil" lol.

  • @PacTheOne
    @PacTheOne 6 ปีที่แล้ว

    1:43:28 You can tho (; Next to foliage the tool ♥

    • @51Daedalus
      @51Daedalus  6 ปีที่แล้ว

      I cant get it to work for reflection volumes :( Can you somehow show me how you do it? Just entering the mode does nothing to the volumes and you cant click faces and just drag them, so yeah...dunno if people misunderstand me or if I am just not able to get it to work XD

  • @Dhieen
    @Dhieen 3 ปีที่แล้ว

    your videos are very interesting but so long :'(

  • @RH3D
    @RH3D 6 ปีที่แล้ว

    I know youre speaking another language - and thats hard - but if youre basing your career around architectural visualization, I'd make sure I can say it properly... its VIZ-YOU-AH-LIZE-AY-SHUN not, "VIZZY-LIZE-AY-SHUN" ... ;)

    • @RH3D
      @RH3D 6 ปีที่แล้ว

      Also, this video is bloody awesome, my man. thankyou :P haha