Using Nanite & Lumin to build environments - Unreal Engine 5

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good afternoon ladies and gentlemen vertus here and welcome to my live stream first and foremost i just wanted to make sure that everyone can hear me and they can hear what i'm saying before we do start going on with this course or this class or live stream whatever it is that you want to call it so having said that just go ahead and give me a little thumbs up there in the chat and then we'll get started so without further ado let's just sort of wait out for that let's see who can be the first one to two okay there we go so we got our first thumbs up people can hear us loud and clear let's go ahead and dive into unreal engine 4. unreal engine 5 even i know that it's going to get a little bit of taking it's going to take a little bit to get used to actually saying unreal engine 5 instead of unreal engine 4 there so i'm really really excited to get into this so for those of you that haven't seen unreal engine 5 already this this is the interface this is what it looks like and a lot of you are going to be very familiar with this because a lot of the features probably about 99 of them are going to be exactly the same as unreal engine 4. really exciting so pretty much anyone can pick this up at this point so that's something that is really really awesome so let's talk a little bit about what we're going to be doing in this live stream in this live stream we are going to be taking unreal engine 5 and we are going to be building our very own environment and we're going to be making the most of some of the mega scans assets that we've got available to us we're going to be making the most of some lumen lighting we're going to be taking and looking at some nanite geometry as well to really give ourselves something that is going to look absolutely awesome so without further ado let's go ahead and take a look at this so the very first thing that then that i'm gonna do is i'm just gonna go ahead and create myself a brand new level so i'm going to go up to file new level and i'm going to create a new level in the exact same way that i would do as if i was doing it in unreal engine 4 suite so having said that let's go ahead and get a little bit of inspiration for our scene now what i want to do is something a little bit similar to to what you guys have seen in the thumbnail for this which is a bit of a forest environment and there were some creatures and and that kind of stuff and it was also a bit of a night time scene and that's exactly what we're going to be doing so having said that before we start adding any assets in let's do a very quick lighting test to see exactly what it is that lumin can do so having said that i'm just going to take my ground here and i am just going to expand this so it is a little bit bigger just like that so a little bit bigger that way a little bit bigger that way awesome with that being done i can now start taking my light source wherever that might be and i'm just going to turn the intensity of this down to something like 0.5 to make this a little bit darker what i'm then gonna do is i'm gonna go in and i'm gonna search for my post-processing volume if i haven't got one already what i can do is i can go up to the top here and just create one and notice all of the create stuff is all now in this little drop down menu instead of having that whole panel there that you should just frankly get in your way so i'm going to go down to create volumes and then i am going to look for my post processing volume and don't forget you can also search and type in here as well so volumes post process and then just choose the option that we want there awesome then going to make this nice and big and the way i'm going to do this is by searching for my setting and that's the wrong volume there so i'm going to go to create post process volume so post post process so if you can't see it just make sure you add it myself right now i have got a really really big microphone in the way here uh so i'm actually just going to add that in there awesome and now i'm going to set this to infinite extent so it hits everything what i am going to do is first things first i'm going to turn my auto exposure off because frankly i just do not want it to be adjusting the lighting i need to see exactly what it is that i am working with over here awesome with that being done let's go ahead and make sure we enable our lumen so we're going to type in lumen into the settings here we're going to set our method to lumen and then we're also going to turn on our lumen global illumination and our indirect lighting color awesome and then we're also going to enable the settings pretty much all of these different settings here that we've got available to us with that being done let's go ahead and take a look at seeing exactly what it is that uh that looming can do so what i'm going to do is just right click in my content browser here and i'm just going to very quickly create a material and give this the name emissive now once that's opened up i can bring this onto my scene and i'm just going to add a little bit of of brightness to this material so that we can see what lumen is going to do so i'm going to set this value to something like 50 and then 5 and five so we've got a nice bright red light here if i then go through and create myself a shape of the type sphere here i'm going to apply this to my sphere and then notice as i bring this down to the ground we're actually receiving light on the ground from my emissive material and that is just one of the many things that lumen is going to be able to do for us that's super super exciting and if i was to go into this material and turn this value up to something even higher like 250 and then apply these changes and go back in notice just how much of an effect it is gonna have on our scene here and with some really nice nighttime scenes or dark scenes we're gonna be able to see that we can essentially allow we can essentially allow unreal engine to light itself we don't have to start adding point lights and rectangle lights because our emissives can actually do that so if we have like a bulb material we could have the bulb illuminate the scene if we've got lights and they're bright we can now make that do that kind of stuff as well awesome that's really nice so that's a nice little feature there of lumen you've also got some indirect indirect lighting stuff as well which we're going to take a look at very soon but for now i just wanted to show you exactly what it is that lumen is able to do for our scenes awesome let's take a look at where we're going to be getting our our assets from and all of this is going to be from the mega scans library so what i'm going to do is i'm actually going to go over to my content and i'm going to go down to qixel bridge quicksilver bridge is essentially our way to bridge that gap between mega scans assets and bring them into unreal engine 5. instead of having to download them and import them and and do all of that kind of stuff now we can actually just open up that qixel bridge interface and we can start accessing it all directly now notice it might take a moment or two for this to load up sometimes with the new features of unreal engine because they're quite new they're not entirely optimized just yet so give this a couple of seconds and it will it will get going so in the meantime while this is loading up let's go ahead and take a look at answering some of the questions that we've got going on in the comments here so one question is is it enabled by default i assume that that is relating to lumen unfortunately lumen is not something that is going to be enabled by default you need to go into your post processing volume like i just showed you to turn that on and start using that that's a nice little question there also um if you want to download unreal engine 5 i can see that that is a question that is popping up a lot as well um go over to your epic games launcher there is an ue5 tab jump into that download it and have some fun but for now our qixel bridge is open and honestly this is one of my favorite additions to unreal engine so let's take a look and see what we can do inside of this quicksort bridge so we can do some very interesting things we can go in and we can search for content so if we go for this little web icon here we can then go to 3d assets or 3d plants surfaces decals imperfections we can grab all of these and all of these are available to us for free which is really awesome so having said that what i'm going to do is i'm going to go to uh i can go to my assets and search for individual assets from like our nature collection for example and i can take things like rocks or boulders and i can start grabbing these and bringing them into our scene which is really really interesting if i go to the home tab what i can also see is we've also got a few other options that we can take a look in here for such as collections which allow us to find groups of assets and actors and stuff that we can use uh we can even grab things like like this for example where we've got all of these rock formations and scenes that all work from here which is really really nice we can even go in and we can start searching for materials if that's something that we wanted to do as well so let's start working with some assets and get and get started with building our scene so we could go for a forest environment or we could go for a rock environment it's entirely up to you uh so what do you guys want to see i'll let you guys make the decision do i make something like the unreal engine 5 tech demo or do i make something in the forest with some very moody lighting what what do you guys think let me know in the comments and the more comments for for either of those options i'll make those ones i'll make that but just know that we have got lots of different assets here that we can use so uh either one of those is going to be just fine so let me know what you guys think forest okay the first answer there is forest second answer is forest forest forest forest okay awesome i think that is that is gonna be that is gonna be everything so in terms of that then let's go ahead and start making our forest the first thing that i'm going to do then is just go ahead and find myself a nice little surface that we can use for the salt that the the forest ground so what i want is some like nice mossy uh grass or something like that so i can go through all of these collections here or of surfaces and i can go down until i find something like ground or or moss and let's just go ahead and use this moss stuff and it might be that i want to use this as my texture so what i'm going to do is just very quickly sign into this so that i can that i can use this so i'm just going to sign in two seconds there uh quick question there about whether or not you can use uh marketplace assets yes you can you can use unreal engine for marketplace assets on here the plugins they don't work but the assets for the most part uh the majority of them are going to work for you okay so i'm just trying to sign in here just having a little bit of difficulty two seconds always happens on the live streams so let's go ahead and do this so sign in with google or facebook it doesn't really matter which one does it so sign in with epic games here we go let's take a look at this i'm just signing in now awesome and two factor because this is all nice and secure let's take a little look and go over to my email and and the reason why we do have to sign in here is uh quixot has that they have their own sort of stuff um so you do need to log in with that awesome so now that i've just signed in there notice i've now got a big green download button so i'm going to go ahead and download this give this a couple of seconds and i'm going to press add and once i've done that boom it's in my project just like that really straight forwards and what i could do is go over to my landscape mode and i could create a landscape and what i'm going to do is just for now i'm just going to apply this moss this moss to it so to do that i'm just going to drag and drop it on there just like that if that doesn't work you're going to have to select your landscape go down choose your landscape material and just go ahead and drop your moss in just like that for now this this is going to be okay for me so what i'm going to do then is just sort of take a look at some forest environments take a look at the shape just try and find myself some some references to how i should make my environment look like so i'm going to take a look at some forest environments here um and what i could do is i could sort of have some some water there which is quite nice so i'm actually going to try and replicate that so i'm going to take a shot here i'm going to have my trees i'm going to have some water and i'm going to have some sloping landscapes there so going into this what i'm going to do then is just go in and i am just going to erode into my landscape i'm going to turn my brush size down nice and low and they have moved a couple of things in here so i'm just looking for my brush size just down there and i'm gonna keep going here and now with that being done i'm just gonna slowly erode into that landscape there so what you i should end up with is something that's gonna look like this that's that's quite nice and i can start having my water coming out of that if i want to make that a little bit smoother then by all means i can do that too it's very hardly noticeable but it's definitely going to be there having said that what i'm now gonna do is actually just switch to my detail lighting so i can see this a little bit better and then going to take my sculpting and i'm actually just going to sculpt this side up a little bit and to do that i'm going to turn my brush size up a little bit here and just sculpt and just sculpt it up and make sure i turn my tool strength down as well because that was just way way too much so so let's just start off over here and there we are and now we've got sort of some of that sloping stuff going on there which is quite nice so with that being done the next thing that i'm going to need to add to my scene then is going to be a little bit of water so let's do that and and with that we can use unreal engines and unreal engine 4's water tools so to do that i'm going to have to go to edit plugins and i'm going to have to search for my water make sure that this is enabled what i might have to do is restart the engine so i'm going to go ahead and save that and save that there give this a couple of seconds and we are going to be able to open this up again uh so i am i am also reading the the chats here so if we get some really good questions um then i will be going through these um the reason i'm talking the way that i am because i want you guys to be able to learn from this as well so i'm treating it just like any other sort of class that i am teaching okay let's take a look at some of these other questions here while this is all opened let's see okay so i can see a lot of people here asking how to uh how to install unreal engine 5 which is quite interesting just make sure you head over to the epic games launcher and i can show you what that looks like actually and if you go over to the unreal engine 5 tab here we can then go ahead and press the big download early access button and that is going to download unreal engine 5 for yourself uh so a couple of people are asking what hardware am i running i am currently running a windows machine of course i've got an rtx 3060 and then in terms of ram i've got 32 gigabytes of ram my processor is a fred ripper 1950x so i believe i've got 16 physical calls i believe or i'm not too sure on that one actually let me sort of check out on that check that one check that one out but my specs i'll put them up on the screen so over here yes 16 cores but i've got 32 threads in total i've got 32 gigs of ram and then i'm also using a an rtx 3060 in this so um the the processor is you know it's it's about sort of two three years old now so it's not the very best but the graphics card is going to be very important opening up my level here now what i can do is i can actually start creating my water so let's go to create here and then if i search for water so water let's see if anything pops up nope so i'm just trying to see where we can find this let's open up this place actors panel a bit like what we had before and see if we can find that water if not what i might just have to do is just just make it the good old-fashioned way so let's go to all classes and search for water okay awesome and water river is the one that i'm after so i'm just going to go ahead and drag and drop this into my scene here it's going to compile the shaders which is going to take a moment so don't worry about that sort of too much i can see that up in the top left hand corner there which is going to take just a minute so what i can do for now just go into my detail lighting here and i can start moving around some of these points and it's been a little while since i've used all of this water stuff so let's see if i can still sort of click on these points here and then i can just sort of drag them around so i'm actually just going to move this over here and i've just got to find my landscape so let's take a look at this our landscape is all the way over here maybe we should have made the river first before we before we started doing uh before we started doing the landscape because then we can see but it's all a learning experience isn't it so i guess we're just gonna have to wait for for that to compile a little bit while that's compiling the shaders let's just go ahead and start getting some trees then so i'm going to open up qixel bridge and i'm going to search for trees so let's go ahead and see what i can find so search for trees and we are going to be going into the 3d asset section here and obviously we are going to be going into the nature section and then the tree section and then we have got our trunks here we've got some fallen trees they don't really have trees that have got leaves on it just because they don't scan very well but what we can do is we can start sort of getting a few different variations like this uh or this in into our scene also what we can use is the marketplace we can use the unreal engine for marketplace and start adding assets into here so we could see if there is any free trees or forest packs available to us so let's just sort of go to free uh let's just go to free permanently free let's see if there's anything in here that might have what we need city park environment collection oh this looks nice let's go ahead and see if we can add this to our project i know you can sort of create a project with them sometimes no okay that's not gonna work that's not ideal um there will be some free stuff that we can use in here okay so for now what we'll do then we'll just start taking some of these dead dead trees that we've got here and sort of make it look like a bit of a dead environment so let's take this one here i am going to take my prune tree i'm going to download it and then i'm just simply going to add this in a second and i'm going to start bringing it into the scene using the foliage tool so there you go go ahead and press add awesome that's been added okay let's open up our foliage tool and then what i'm going to do is simply just drag and drop my foliage in so take that add the foliage type in here and then i'm just gonna add a couple of these trees in notice that is way way too dense right now so i'm actually gonna take this brush that i've got i'm gonna take my paint density and i'm just gonna turn it down a little bit and notice as i added those in there that the light from this actor that i've got here is actually sort of looking very very smooth which i thought was quite a nice little touch awesome so we've got some trees in there uh they're looking very very repetitive at the moment so i'm actually gonna press ctrl z a couple of times and i'm going to click on this and i'm going to work on the scaling and set this to go from something like zero that's from 1 to 1.3 and then my z offset i'm going to know that's placement i don't want that there should be a random rotation setting that that i'm going to be able to have so we could take a look at this and some of these settings they have got a little bit different here which is which is quite interesting so random your is that the one that i'm after i think that it is it is randomizing these now that's perfect okay so let's just sort of take my little ledge that i've got there and just put some trees either side and i'm gonna have the grass going through it and of course i've also got to get this to sort of go round here all the way around to the side because we need to sort of have like a limit to the bounds of my little trees that we've got over here in the middle here we're going to have our we're going to have our our information going through this uh when i say information i just mean the river i can see the trees they are still not randomized enough so i'm actually gonna make this uh make the randomization go all the way up to one to two instead and then turn my paint density down to 0.5 instead not 0.5 0.05 is the one that i meant there it's going to paint those on and i'm gonna paint those on and just make sure i've got enough room here for my uh for my landscape and my river awesome and it's gonna follow this round and we are gonna be using fog and other stuff to sort of limit the distance of of what you can really start to see in this scene with that done let's go back over to our landscape here and just start sort of increasing the the sort of sizes around the edges over here so take this and just sort of make it grow a little bit because we want there to be sort of like that natural flow into the river here really really nice and what i love is just how well the foliage is responding with the landscape there which is quite nice and i can just sort of follow that around there really really nice lovely okay that is looking quite nice what we're also now going to need is a few other bits of foliage so i'm going to go back to my quicksilver bridge here and i am going to search for some rocks so search for rocks and what we've also got is some nice little mossy embankments i'm actually trying that out see what that see how that looks and i'm going to add this and see how one of these looks so give this a second mossy embankment so i'm going to have to go back to my select mode over here notice i need to scale this all the way up so i'm going to set this to something like three by three by three if this is still still too small then we could do something like uh seven by seven by seven and there we go now we're getting somewhere our embankments are looking nice and if i wanted to i can even make this bigger like 15 by 15 by 15 and and really start working on increasing this size here and sort of using this and with this now i've kind of got like trees uh coming out of my embankments which is quite nice and i'm just gonna reuse this asset that i brought in from my mega scans and and just sort of try and blend it in as best as i can here with the other assets that i've got i'm going to fill up areas like that with some rocks to add a little bit of a transition in there but for now i'm i'm actually really really happy with just how nice some of these assets are looking from from the mega stands mega scan stuff so i think that should be going around like that looking really really nice and what i'm really liking about all of this is just how nice our little light here is looking in our scene so let's take a look at our water body river let's see if we can get that set up as well so with that if we have our water let's see if we can find this water lake let's see if we can put this into into any of these so we should realistically start to see a river sometime soon let's see if we can figure out why water body index water height let's take a look um alpha blend minimum additive no priority set this is something like one maybe okay not working as well as i'd like so what i'm actually gonna do is maybe take the body island see if that gives me anything maybe it's compiling the shaders not too sure there um if not i know the ocean one generally tends to work so we can give that a go and then just sort of put that below the height of what we're doing here so compiling shaders in the top left hand corner almost done there so hopefully we should start to see some water coming into our scene and then we can start adding rocks and and all that good stuff around all of this so it should pop up any second and there we go we can see we've got our water now let's just raise this up a bit just to the level where where we can start to see it i can definitely see it in the background there and i think okay awesome cool so we got the water there so what i'm going to do now is go back to my landscape here and i can start sculpting this so i'm going to use my lovely little erosion tool here again turn my brush size down and start eroding into this and and hopefully this should start going in and showing my water which is not there let's make sure we get rid of this how deep under the scene is it so i can start to see it there ever so slightly so it might be that i need to take this water and i need to bring this up just a little bit more maybe i can't control it that way so i got to go through some of my scenes here or maybe i actually just need to take my landscape with this selected and move that down instead let's take a look at that as an option so take my landscape move it down there we go okay maybe that's a little bit too high but at least we can start to see we can begin getting our water in here which is quite nice so we know we need to take our location and we just need to start adjusting it until we get the kind of results that we're after and with that i'm i'm pretty happy there so i'm actually set with something like 5 or 10 15 20 30 because i want it to be quite low there awesome looking good so now what i'm gonna do is just keep taking this and i'm just gonna keep eroding down here to start building my little river there which is quite nice looking good what i then might want to do is take things like my sky sphere and i might want to start adjusting this to make it a bit more like uh like the night sky and hopefully it still adjusts with the directional right so if i take my directional light and turn this into a bit of a nighttime scene here nope it doesn't automatically update there so i'm gonna take my lovely little uh sky sphere and i'll adjust my sun height see if i can pull it that way so 0.1 let's see what that's going to look like 0.1 or 0.9 okay it's not wanting it but okay so let's just go ahead and do this manually so i'm just going to start changing my colors down here horizon color it's going to pull this down to like the darker side cloud color okay that's fine overall color let's just sort of bring that down to some of the darker colors there too awesome with my light source i might turn that off see how that looks no okay i'm gonna have 0.1 there i'm just trying to bring this towards like the nighttime kind of thing uh there but hopefully i mean i know this isn't a scene that looks good i'm trying to show you just how similar unreal engine is to unreal engine 5 as to what you used to win on real engine 4. what i'm going to do start taking some more assets into here to make this look a little bit nicer so oh forest terrain i wonder how that works let's go ahead and add one of those in sorry i'm getting distracted there with with all of the nice little assets that we've got available to us so 3d assets and nature and rocks and we're going to be going for mossy rocks and we're going to be adding in stuff like this mossy boulders and i'm just gonna add that in okay what does our landscapes look like our forest landscape look like okay looks like that okay not not ideal anyway so mossy rocks what i'm gonna do is take these rocks and i'm actually gonna set this to something like free by free by free make this nice and big here and i'm just gonna start placing these down my embankment but i don't want to be doing this one by one so what i'm actually gonna do is i'm gonna go over to my foliage mode and i'm gonna put this in there i'm going to deselect my trees and i can just start painting on my rocks and notice it's going to start compiling the shaders there as you do that so don't worry sort of too much uh if they're too small which i can see they are there select our rock i'm gonna select this rock and i'm gonna set my scaling to something like five to ten so i can have some big big old boulder boys and then again brush size make this nice and small so i got a little bit more control there and now we've got some nice big mossy boulders might be a little bit too much on the big side there so let's change this to something like 3.5 and boom looking good so what we're going to do is keep adjusting this until we find a value that we like so i'm gonna go two to four and there we go we can start adding in a few little decorative assets there um just to sort of make this little valley of ours look a little bit more realistic if you want to get rid of some of those by all means go ahead and do so so i'm just going to add some of these little boulders all the way down the edge here if there's some of these that sort of come in and they don't sort of place too well then feel free to sort of go through and and adjust that uh but for now i'm sort of really starting the to like the way that that all of this is is looking so with that being said we've got some some assets in here we got some trees and some some big rocks and all of that good stuff let's take a look at making this look a little bit nicer now so i'm going to take my post processing volume i'm going to select this and i'm going to do just a little bit of color grading everyone loves a bit of color grading first and foremost bloom got to have some of that and then what we're also going to have is if we go down to our color grading and our white balance let's go ahead and set a temperature on this to make this a nice sort of warm little scene there then we are going to take our highlights and we're just going to sort of give this a bit of a again and with that gain we're actually going to give this because this is our highlights we're actually going to give this a bit of an orange kind of tone to it to make it feel like it's a little bit like night time with my mid tones i might actually make this a little bit blue like this to add a little bit of contrast i know this isn't the most realistic scene or or sort of like the most beautiful but again i just want to show you how similar all of this is to unreal engine 4. so we've used lumen and we can see that we've got our lovely little sphere here which is going to glow and it's going to go through our trees there which is quite nice we've also used mega scans now let's take a look at some nanites so going over to my qixel bridge any one of these assets like this boulder or i could even find something like industrial um or let's take a look at some nature stuff actually and let's take a look at a little seabed for example i could take something like that and start to see like the level of detail so i'm going to take thai beach coal yes and i'm going to set this to nanite which is going to turn it into nanite and then i'm going to make sure i open that because i think it's just closed itself there and i'm going to download that nanite and notice with this nanite it is actually going to take a little while to download because nanite files are quite big and the reason nanite files are quite big is because they they sort of really focus on on utilizing like the hard drives uh rather than sort of really focusing on like the gpu so let's take on that night and then we are just going to take a look at this in our scene and notice every time you add a piece of nanite in here it does have to wait for this to be ready because it's got to be sort of transferred over to the hard drive for it all to be used so let's uh let's actually just take this over here it's probably on the small side there so what i'm gonna do is set my scale on this over to a nice little value i'm gonna set this to something like five by five by five and i can see my nanite really start to come to life there with some pretty incredible levels of detail maybe even bigger than that let's do 50 by 50 by 50. and no matter how much i scale this asset up by it is still going to look really really detailed it's going to keep its shape it's not going to look overly stretched and that's just sort of the power of nanite and you can access all of that nanite geometry using mega scans which is which is honestly just just lovely and so that's pretty much your nanite and if i go ahead and open this up and then i get nice and close in here i can see my nanite geometry um you can't see nanite geometry on the the normal sort of wireframe there but if i was to go over to like my my detail lighting i can really start to see just how sort of depthy all of this stuff is is going to be and i really do wish i had one of the demos i'm going to leave this environment here because i've shown you all the features now let's go ahead and open up um something used in night i don't think i have it but what i can show you is this which is going to be very interesting um so that that's pretty much nanai what i want to do now then just before i sort of end off the stream is actually show you just how powerful lumen is in terms of a very realistic environment and the one that i'm going to be showing you is this arc viz interior uh and all of that good stuff so give us a couple of seconds to load up and welcome to this arc vis interior now notice right now it's very dark let's see if we can get another level open i'm sure we've got one so we're currently in the real time so let's take a look at the light map and boom we've got our level here that is just being absolutely like blown away and absolutely lit up here and what i could do is i could actually sort of start taking away some of these rectangle lights that we've got here on the window that would traditionally be used to sort of light a scene and i could actually take the light source from the outside and notice that the light source is hitting walls like this and it's actually indirectly lighting up the rest of the scene here which is quite nice um i do need to sort of build my lighting um so instead of doing that what i'm actually going to do is just set my light to movable and there we are and and notice now if i take this light and i start moving it it's going to start dynamically lighting up the rest of my scene there which is quite nice that's really really awesome and if i go ahead and press play i can start walking around in this scene that is bright and it's not it hasn't really got any overly dark areas because it's actually just taking the light source that we've got outside there and just indirectly lighting the scene in the same way it would in in the real world awesome that's looking good so let's take so let no like okay cool sorry some guys were were just sort of asking about how you can sort of view some of the nanite stuff um and there is sort of ways to go into that i don't know sort of how i think people are doing it in the comments there uh but that is uh that's pretty much it so hopefully this video has been a a really good introduction of of how you can start world building inside of unreal engine 5 utilizing things like lumen and nanite and mega scans to really start bringing your scenes to life you saw earlier there when i was building my environment granted not the prettiest i was very easily able to access assets from the mega scandal library i was also able to utilize the lumen lighting to emit light from an emissive and to sort of really brighten up the scene and lastly in this demo that we've got here we can see that we have been able to really bring our scene together using uh indirect lighting traditionally this would be very dark and i'll show you what this looks like actually uh if we were to sort of just use traditional methods so if i go to my post processing volume and search for global illumination if i was to set this to something like ray traced you can see everything's just dark and that's where you normally have to compensate with something like a like a skylight to sort of bring this together even our screen space here it doesn't look that great because there just is no indirect lighting but if i set this to lumen you can see it suddenly just pops there which is uh which is really really nice so that's everything that i wanted to show you guys for the live stream thank you again for for watching i hope you've all had a really awesome day and i can't wait to show you some more dedicated unreal engine 5 content as we start to create things like quick start guides and all of that good stuff if you do have any questions about unreal engine 5 and what it can do make sure you join our discord the link for which is in the description that's discord dot gg slash vertus over there you can meet other aspiring game developers just like yourself and ask all of those awesome questions about using unreal engine 5. um you can even sort of meet a team uh meet friends and build a team to start start building your own games inside of unreal engine 5 as well but for now guys that is absolutely everything thank you again for watching stay awesome keep
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Channel: DevSquad
Views: 24,867
Rating: 4.7403975 out of 5
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Id: fHhsg1nFJuI
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Length: 46min 24sec (2784 seconds)
Published: Fri May 28 2021
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