Unreal Engine 4 Tutorial - Lighting - Interior Basics

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[Music] hi everyone and welcome to the start of a brand new series covering lighting now lighting is a weird topic because it's gonna vary game to game and person to person so what will be aiming to do it over these next series of videos it's showing the basics leading up to more advanced stuff but covering things in more general terms covering what the settings do how they affect the lighting inside your world so then you know how to manipulate the settings to match what you want to do and now a lot of it is trial and error so don't worry if you don't get straightaway it's just mail finding the figures that work best to what your style is so in this video we're going to start things off by looking at how do we do illumination inside of an interior scene so of course invite what setup and we'll be using this over this next series of video so we've got an exterior scene an enclosed interior scene and an interior scene with a portal in this case of window so we're using this scene the dark room here to show you how to illuminate it using indirect lighting so let's go look in there now and immediately you can see how lighting is slowly getting brighter the longer we stay in it is it because of auto exposure auto exposure is the tool that mimics what your eyeball does in real life you probably have none experienced before when you go into a dark room immediately you can't see nothing but after a amount of time your eyeball slowly adjust to the darkness in the room and you'll be able to see this is what that is replicating so what we're gonna do is a bit show you how to turn it off and also to adjust the preview of your scene so you can get more it helps you work towards your lighting a lot better so if you want to turn it off completely and you go to edit project settings you just search for auto exposure and you'll find it's a tick box you just unti it okay so if I go there now you can see the room doesn't get brighter okay it just stays like this next if we a level option so if we go back and turn it back on you and then you can see it working again but if I go to my lit option at top here and change it down the bottom to exposure hunt it game settings and then you've got this preview setting here and this allows you to set the exposure of the camera so one basically it's not really exposed at all then you can over expose it and under expose it okay so you can see how you can affect lightness and brightness and if I go outside you'll notice it's even more okay so overexposure or under exposure but we'll take game settings and I'm going to turn auto exposure off you you okay so now we've got dark scene now you do see a little bit of bleeding of light coming from the outside we'll cover that in a lot more detail in the next episode we talk about light Maps but for now don't worry too much about this as we're just focusing entirely on light up this scene in the interior so let's crack on with this now to light this scene we can typically going to use what we call spot lights so if I go to one light section in our actors window here you see spotlight you want to drag that into your world and place it where you want your life to be now normally in an interior scene you'll have a light source which would be like a light bulb or a lamp or some like that and you'll place these light sources here to match where the mesh those Misha's are and you place a map orientate them and size them based on the actual mesh we don't have meshes in here we just have an empty space it doesn't matter in here like so now the spotlight has several options the main thing we're going to do here to maximize the lighting of our powder room is we go down to a details panel and change the outer cone angle to as high as it can be so it goes out flat pretty much almost along the whole entire space next we're going to tweak the inner cone angle and the inner cone angle will give us more of that spotlight feeling so these are the numbers that you just tweak as you wish so we've got that there and let's just move that aside here and I'm gonna leave that as is I'm eventually put another one in here but when you leave it as just one for now whilst we show you some other stuff now immediately you can see I have to rebuild the lighting this is because this is my default set as a stationary light actor now especially like that means they bakes the lighting into the scene but you can still change the color and some other minor settings as well in runtime what is generally best is Moshe light should be static static ones are free to use they're not going to add any extra computational power not change anything no lag it's not gonna do anything like that cuz it's all baked before the game is compiled in runtime or and or not running a month I'm sorry so by all means you gave us many static light as you want stationary lights you do have some limitations and moveable lights you definitely have limitations on it so we'll make this one static and then I want to rebuild the lighting now what happens when you rebuild lighting to rebuild you go to build options and built lighting only you may want to make sure your lighting quality here is set to preview while you're working on it and it's got built lighting only so what is building lighting so the way it does it is what we call baking so waste doing is taking a look looking at the light and shadows and baking those shadows and highlights into the texture so that build data is then stored and saved so it can be called up when it's rendering the scene out that's why it's free to use because you're baking it into the actual texture so now you can see the light has lit some of the space of the room up fine okay so we've got a bit of a light source here bouncing around a little bit here and so forth but it's not really bouncing around much that's because indirect lighting hasn't been increased or improved upon so with it selected if I go down to bottom in its light settings you'll see indirect lighting intensity and by default is set to one we can increase its value and you'll see the light bounce around a bit more most notably you're noticing a lot more in the ceiling so assuming that makes very much pitchblack if we change the indirect lighting here to three for example and then click build lighting again it's important notes were that with the bill writing it can take a long time if you've got low objects so be wary of that so now like math like the light mass has said indirect lighting she was bounced around so now you got more illumination on these walls and you should get some more in the ceiling if not gonna thin crisp it more yeah you can see a bit of the color I see a bit more of the dark bill notes come up on your screen but it's there but if we increase that value of gangue we can go up to like eight for example and build lighting again we should start seeing more of that color bouncing around now what indirect intensity here does is it changes the bouncing of the light intensity but then actually affect the actual light inside the cone a direct light at all okay it just affects the how how bright the bounces are and now you can see clearly the ceiling is now fully lit you can see the actual color compared to this floor it's the same thing same object so it should match it and you can see it working there okay so there we have the simple elimination of the scene now I say you can normally have multiple these inside the room so let's drag in a while I'm gonna hold down alt and then shift to move the camera along with it to the other side of the room and again we're going to build the lighting to show the room in all its glory so now we've got an interior room set up and is now bouncing right around for that indirect lighting illumination so that's pretty much it there are other things we can do a post processing but we'll do another video and but for now that will do for this video if you like this video and you want to see more hello the patron comm 4 / primary where your support can help me out greatly and if we in return you get us to those videos before anyone else access to this cord and many other benefits such as project files and voting privileges on future content thank you again for watching my video and if you haven't yet subscribed to the channel make sure hear that subscribe button and leave a comment below in the box if you want to see what aboutwhat vhe want to see in the future I'm always interested to see what people would like to see coming out on my channel so thanks again and I'll see you next time bye bye [Music]
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Channel: Ryan Laley
Views: 18,887
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Length: 9min 32sec (572 seconds)
Published: Thu Aug 06 2020
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