Mastering Cinematic Lighting Techniques in Unreal Engine 5

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
Hello there! Today, I am explaining my cinematic   lighting and techniques in Unreal  Engine for one of my projects.  I am here to guide you through these  Unreal Engine lighting methods. I am Mohammad Solei, the  creative director, 3D artist,   and founder of Solei Animation. I will share my  creative journey through this YouTube channel,   offering tips and insights. Please  subscribe and like for more content. For one of my projects, I  needed a forest background. I used the 'Electric Dreams' environment from the   Unreal Engine marketplace  to streamline the process. This project includes a level  called 'Electric Dreams,   PCG Forest.' PCG stands for  Procedural Content Generation,   allowing easy modifications to create a  unique forest setting by altering parameters. In this project, I wanted to utilize  sublevels for each lighting scenario. Although this feature was initially disabled,   I enabled it by copying everything from  the outliner into a new, empty level. However, I noticed the landscape didn't transfer,   so I generated a new landscape and  applied the material from the original. We'll start by cleaning up the outliner. Once set up, we'll find a  location, create a camera,   and, if you like, animate  it using a level sequencer. I have already selected a  view and animated the camera. I've created various sublevels and  assigned them to the main level,   using each for a different lighting scenario. We'll examine three levels of lighting: L1 (Main Lighting),  L2 (Cinematic Touch), and L3 (Action and Characters). Initially, we'll remove all  existing lighting and start   from scratch with Sublevel  Lighting Version 1 selected. We'll begin with basic lighting using the  Environment Light Mixer to create skylights,   atmospheric lights, volumetric clouds,   and more. This foundational system  in Unreal Engine is quite powerful. Before adjusting our lighting, addressing the  exposure settings across all setups is crucial. Unreal Engine defaults to  automatic exposure control,   which adjusts brightness based on location  lighting. This means if you go somewhere   brighter, it will reduce exposure; in a  darker place, it will increase exposure. However, we'll deactivate this feature using a  post-process volume for precise lighting control. Be sure to add the A Post Process Volume to  the main level so it affects all the sublevels. After putting the Post Process Volume, you notice  that it comes with boundaries; however, on its   detail, type U.N.B, and we set it to 'Infinite  Extent Unbound' to affect the entire scene. On the exposure section, activate  metering mode and exposure compensation,   then set minimum and maximum exposure levels to  zero for consistent exposure across the scene. Unreal Engine also includes built-in tone mapping,   which we'll deactivate for more  control over lighting and color. This is done in the color grading  section of the Post Process Volume,   under 'Miscellaneous.' We'll turn off a Blue  Correction, Expand Gamut, & Tone Curve Amount. This preparation allows for using external  color correction software or Look-Up Tables   for final color grading. However, we can turn  it back on when we are happy with our lighting. Let's turn off all the lights  and then turn them back on one   by one to explain the parameters of each. The first is the directional light, which  is crucial as it imitates the sun. To   adjust its direction, press Control  + L on your keyboard, click anywhere   in the scene while holding the right-click  button, and position the light as you like. In the details section of the directional light,   the most important parameters  are intensity and light color. After that, the source angle is significant  as it determines the size of the light source,   such as the sun. Smaller sources  result in sharper shadows,   while larger sources create softer shadows,  which is important for different scenarios. Another essential setting in directional  light is indirect light intensity,   which controls the secondary bounce of  light. It indicates how many times light   bounces between objects, brightening  darker areas with more bounces. Moving on to the sky atmosphere, in its details,   you can adjust various  parameters to simulate a sky. Skylight is also crucial, combining all  elements in the scene and projecting   them back, unifying the lighting. The key parameter in Skylight is   the intensity scale, which determines  the brightness of the projected image. Increasing it brightens the scene.  Real-time capture ensures that   changes in location or direction  work seamlessly together. However,   you can also use another image source, like  an HDR, by deactivating real-time capture. The next item is the exponential height fog.  Important parameters here include fog intensity,   fog height falloff, and fog scattering  color, which affect the fog's appearance.  Start distance determines how  far you start seeing the fog.  Adjust these parameters based  on your artistic choices. Volumetric clouds are the final  element, offering cloud system options. Enable these elements to see how they interact. After setting up the lighting, you can activate  the tuning map to see the final image color. Let's go through the process  one more time, but this time,   let's exclude the volumetric clouds to  have a clear view of the sun in the sky.   I've found a great direction for the sun, and  I love seeing it behind those branches. So,   I increased the source angle, which indicates the  size of the light source, in this case, our sun. I increased the intensity scale to two to  brighten up darker areas in the Skylight details. I'm now enabling volumetric fog in exponential  height fog, which is an exciting feature.  It allows directional light and other  light sources to interact with the fog.   You can adjust the intensity to  control the level of interaction.  However, I prefer to set it  directly in our light source. If you increase it here, it affects every  light source in the scene, but adjusting   it through the light source affects only that  specific light source, which is very useful. Now, let's move on to Level  Two lighting. In Level One,   we established the main lighting. In Level  Two, we aim to enhance the cinematic touch   by adding more light sources. We've already  discussed directional light and Skylight. We'll focus on additional light sources like  point lights, spotlights, and rectangles. Here, I've added spotlights  to increase the desired effect   and make the scene more interesting. One helpful feature is the Light Mixer,   which allows you to manage active lights  efficiently. However, we already have a good   setup in our outliner. But if you don't, you  can find all your lights in the Light Mixer. It's essential to note that every added light  affects the volumetric fog. We don't want any   volumetric effects on these extra lights for  cinematic purposes. Please select all of them,   go to the details section, and set the volumetric  scattering intensity to zero to deactivate them. Once you're satisfied with the lighting,   you can use the post-process volume to bring  back the tone mapping and see the final look. Now, let's move on to the HDRI method. To use HDR, activate the HDRI  plugins from the plugins menu. It may appear black when  you place it in the scene,   so you'll need to adjust its size and location. You can also change its intensity and rotation for   different lighting effects. You can  even switch to another HDRI image. After adding HDR, you'll need to add more lights,   such as a directional light,  to enhance highlights. Adjust the HDRI intensity and add  fog as needed for Level Two lighting. Consider downloading HDRs from sources  like Poly Haven to get the best results. Ensure you download them in HDR format. A 4K  resolution should be good for our purposes. Once you've added the HDRI, make necessary  adjustments, such as changing Mip Gen   settings to No Mip Maps and adjusting maximum  texture size for optimal use of HDRI lighting. I applied the new HDRI to my scene and  changed the intensity of the lights. I see if I can decrease the intensity  of HDRI & I will have a better sky;   however, I don't get enough lighting. HDRI backdrop detail shelf: There is a  built-in skylight to increase skylight   intensity built into your HDRI,  so you get more of brighter sky Now, let's revisit the last method. In this method, as an art direct action for the  scene, I had an image I wanted to use as my sky   and be able to control the size of the stars, and  I wanted to use an HDRI to lighten up the scene. I want to adjust its scale  and the size of the stars:  I found an HDRI matching my first  image and applied it to a Skylight.   This allows me to control the  brightness of the environment. I added a sky sphere from the content browser. After scaling it up, I changed its material to   a simple material with the  two-sided option activated. I applied a texture, adjusted brightness  with a parameter, and assigned it to an   emissive color. I also changed the tiling of  the sky and made other necessary adjustments. Here's the final result. You may wonder why we didn't  cover Level Three lighting.  Level Three is dedicated to action scenes. Stay tuned for updates on my channel,   where I'll post the final work with  the main character in the middle. Please like and subscribe if you like this video.
Info
Channel: Mohammad Solei
Views: 44,156
Rating: undefined out of 5
Keywords: UnrealEngine, UE5, HDRI, 3D Art Tutorial, Unreal Engine Guide, Procedural Content Generation, Lighting in Unreal Engine, Environment Design, Cinematic Lighting, 3D Animation, Sublevel Lighting, Exposure Settings, Tone Mapping, HDRI Lighting, Volumetric Fog, Color Grading, Environment Light Mixer, Unreal Engine Training
Id: 4HasTkpCvFQ
Channel Id: undefined
Length: 13min 10sec (790 seconds)
Published: Tue Jan 30 2024
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.