The reason why you need the light blockers outside your room is because how the Mesh Distance Fields work. Basically, if the wall mesh is exposed to light on one side, then also the other side would still be lit even if it's in an otherwise closed dark room. So you should create a wall for the interior of your room and one for the exterior. Also, you can add invisible light blockers that would be visible in the Lumen Scene debug mode but invisible in the scene. Just look for "hidden" and select "influence Lumen lighting when hidden". Then also select Hidden in Game so it it won't be visible! Don't forget to turn collisions off or you might wonder why your character is not hitting the visible wall properly.
noob question, why doesn't creating a wall automatically handle this in unreal engine? Seems like a nice quality of life improvement? Or is it that unreal doesn't know if it's a wall or a table or a cloth or a transparent texture?
@@DivjotSingh Lumen tries its best, but your options are to crank up the quality or to do the more performance friendly option and try to over compensate and reinforce the walls. Light leaks are pretty common regardless of lighting method.
What if it's part of explorable open world and you can see walls when going outside? Is there an option to render these walls invinsible visually, but still catching the light?
Tbh what you see in the beginning with Lumen is exactly how the scene would look in real life: Not much light is coming in. What you did is an unrealistic scene, like they often do in movies. If one looks closely one can see the entrance is actually a huge light that would never happen like this in real life.
I imagine these videos take a while to make/edit etc... that being said they are always a joy to watch. I would love to see more in the future, heck if you ever have a lighting course on gumroad...
William, I'm really happy to see you increasingly involved in sponsored videos. You absolutely deserve this recognition, and I have no doubt that you will bring immense value to the brands you partner with. Your content is consistently outstanding!
@@user-lz5vh9bb5w While I personally do not require these advertisements, I believe they serve as a beneficial source of revenue for RUclipsrs who produce quality content. This financial support can be an incentive for them to continue creating more engaging material, which I wholeheartedly support. During sponsored advertising, I often utilize the x2 playback option, as I find it quite manageable to invest an additional 30 seconds if it contributes to the content creator's work. Moreover, this advertisement is well-targeted, which alleviates any concerns I might have.
@@user-lz5vh9bb5w I mean if these ads help him continue to create great content like this for "free", I have no problem with them at all. I honestly hope they keep coming
Great video, Will! Thanks for that! Not going to lie though, I was hoping for more use out of Path Tracer. I would love to see it being used more in your videos, as I don't see a lot of love for it in general, nor do I see a whole lot of development support for it. It's a quintessential tool for those of us using Unreal for more traditional Visual Effects, but there's numerous, sometimes nearly-dealbreaking, limitations (like the one about it not supporting Nanite Displacement) and I would love to hear workarounds, tips, console commands, and processes that creatives who are more vetted use in their everyday workflows. Anyways, thanks again! Hope to see more Path Tracer in the future! 🙏
hi good to see you back i am just refreshing my youtube home page over and over every week to see if there is a new tutorial on your channel love your work and attituded thank you so much
Than you very much, I have a really hard time understanding how to set up and scene, not to mention how to light it up, so all your videos (which have been recommanded to me on social media), are really helpul. I'm gonna download the project, rewatch the video, and follow along to have a better grasp at what you explained.
Wow man, you are not just a RUclipsr that shares content or do “tutorials”, you are a teacher Man. Thank you very much Will, I learned a LOT from you, God bless you
Once again William for the win and great tutorial. You helped me in my career in a major way. Your Tutorials are so impactful to many people. In my case you have helped shape my career. Thank you.
My first project using Unreal is a reconstruction of a 4th century Roman bath. I had assumed that, like a path tracer, I could illuminate the interior using only the sun and skybox. Nope. For someone used to the relative simplicity of path traced renderers, working with Lumen GI can be a frustrating process. Thanks for the help!
gotta love those boosts on "diffuse" and "bounced lights" i sorely miss since corona...also the reflection boost in red shift.. this physical accuracy thing should be an option not a rule :)
Thanks a lot, Willian! Your videos not only very informative for me, but sometimes give unexpectable answers to questions that have remained unanswered for a long time :)
whoa whoa whoa. incredible. Thank you very much for this analysis of lighting maybe you could do a breakdown of this scene on how to create such a cool environment? analysis of materials, decals, puddles?
Step 1: pick a theme, look at references,make a moodboard(PURE Ref to keep them all in as a board) take a paper draw the idea you have in mind only using shapes and figure out composition of your scene. Likee oooh I wanna make a GoT inspired scene with a man prepping himself to fight a huge dragon. Step2 unreal engine: Use environment light mixer to create basic lighting. Use cubes and other primitive shapes from place actors tab, to whitebox/greybox the composition u laid out in pen and paper until u reach something u like. Now add a camera to your scene, switch to cinecamera actor, move the camera around until your composition fits the camera. Lock it by right clicking it so it doesn't move when u roam around the scene. Now, instead of jumping into texturing, light out your scene, make a post process volume from place actors u need to search it. Literally play around with settings until u find something good. I recommend starting off with lumen only ABSOLUTELY no raytracing you'll be learning and slow load times will be hassle and do +20 DMG to your will go work. Step3: texturing P.S: Don't download at the highest texture details or NANITE. it's gonna blow up the quality and moving around the scene will be slow. Use, quixel mixer, megascans, and bridge. I'd recommend looking at unreal engine + mixer in RUclips search Step4: Details Now you're gonna jump into the most fun part making your environment more lived in, use decals from bridge to damage, or add steet graffiti etc into your scene. Use small rocks , flying birds, fog cards. And that's it you're done, good job 🎉
So similar to vray when i first used it. Interior rendering request a rectange vray light in the window even though there was vray sun and HDRI in the scene.
This is great, William! My EHF volumetric light floods the scene completely and if i increase the 'volume scattering intensity', this affects the whole scene, not only the 'beam' of light. In Path Tracing it works as it should, weird.
Nice tips. Most things I already used for my interiors scene. Set up get much more complicated when you have a scene where you need both inside and outise and connot think about them separately but as a whole. Thanks William !
Thanks, lots of good help here. Still frustrating with UE that were at 5.3 now and you still have to put giant fake walls around your real walls just so light doesn't bleed through completely closed in sections. Come on Unreal fix your bugs.
Hey William, will you make a video on how you setup a fresh laptop/ desktop for your work, with unreal engine and other 3d work? It would mean a lot to me!
@@WilliamFaucher Oh sorry for that, I just meant, I've heard and seen many people having separate drives for cache, projects and etc. I'm quite new so I wasn't sure what to do to reduce storage clutter, or how to manage it at least.
Another fantastic video! This is unrelated but do you know how to make MH hair simulations not flicker in the MRQ? This one has stumped my team for the last few weeks.
"Cast Ray Traced Shadowns" It is not possible to click and change this function because it is disabled saying that it is defined by the project settings, but I don't know where to change it. can you help me?
Hi William thanks for the video. Not sure if you’ve covered this before but how can we get rid of the flicker happening in puddle reflections seen in the end of your video here. I’ve noticed many unreal renders have this and i have had this too. Is this something that can be remedied? Thanks again!
Fantastic! :) About flickering in water or high reflective surfaces. Seems it only occurs when using a normal map? Is there a work around or is this just limitations? I notice you have some flicker in the floor tiles where the skylight reflects, but its faaar from as massive as i get. I've tried to work with lumen reflection settings but that does not seem to do the trick. Was wondering if you have any idea how about that :)
Here is something you might be able to help with. Why am I seeing flickering in the glass bottles I have on a shelf when rendering? None of the lights are moving and nothing in the scene is moving. However, there are little light reflections that are bouncing around in the render. Any ideas? I have searched everywhere I can think of.
Any tips for dealing with those lovely blurry reflections on your floor? and how to eliminate noise from artificial lights. Anything around 0.2 roughness seems to cause issues?
Another brilliant and useful video for architects - thank you. I've always been confused by displacement in unreal. Do Megascan materials have it and does it work with boxy geometry or do you have to subdivide it? I want that effect you have on the arches, but with concrete!
I could really use a video that is for beginners. It's taken me a half an hour just to do the steps through the 4 minute mark. Then at 4:05, you show disabling the lighting, but I can't find this at all. I found how to open Levels, but I can't find out how all those lighting levels appear, even after searching. I'm going to have to bail on this video, as I simply can't move forward with the lighting still on. Got any suggestions for a simpler video? (I've got over 20 years in theatrical lighting as a background, so it's not what lighting is needed to make it look crazy good, it's how to make UE5 do what I already know how to do IRL.)
Great William!!!!!!. O Yeah.. nice: lightning, color, composition... One question... Why you did not use instead a rectangular light a portal light actor to concentrate the sky and light source from the entrance door?
No. I only use hardware raytracing on the lights that need it in this video, because hardware raytracing has a lot of side effects that aren't always good when combined with Lumen. :)
@@WilliamFaucher maybe it is specific for your project. I made a bedroom and to achieve the same shadoes as path tracing mode i had to enable rt shadows in the project settings. Without it it looks weird, like there is no shadows at all 😀. Ok there are shadows but not the little ones, like screen space shadows would be. Anyway, thanks for the video. And please make more videos on unreal engine.
This was an absolutely stunning eye opener to things I did not understand with the lighting systems of Unreal Engine. Such an amazing learning experience as well as a look at my next potential laptop. Haha! Thanks William! You rock as always.
Thanks a lot William, really awesome !! Just a question because I'm having issues with rendering sometimes, as you can see there is light/reflections flickering in Lumen ! How can I fix it in rendering ? Would really appreciate you if you can help me about it. 🙌
You can attenuate this issues changing the lumen configuration in post process volume in "Lumen Global Illumination" and "Advanced". Another tip is always put more lights in the scene if this problem occurs.
Hi William, thanks so much for another great tutorial. I have one question for you please. I have two projects in version 5.1 and I would like to convert them and continue either in version 5.2 or straight away in 5.3. Could you please advise me which is better? Thank you. Kristof
The reason why you need the light blockers outside your room is because how the Mesh Distance Fields work. Basically, if the wall mesh is exposed to light on one side, then also the other side would still be lit even if it's in an otherwise closed dark room.
So you should create a wall for the interior of your room and one for the exterior.
Also, you can add invisible light blockers that would be visible in the Lumen Scene debug mode but invisible in the scene. Just look for "hidden" and select "influence Lumen lighting when hidden". Then also select Hidden in Game so it it won't be visible!
Don't forget to turn collisions off or you might wonder why your character is not hitting the visible wall properly.
noob question, why doesn't creating a wall automatically handle this in unreal engine? Seems like a nice quality of life improvement? Or is it that unreal doesn't know if it's a wall or a table or a cloth or a transparent texture?
@@DivjotSingh Lumen tries its best, but your options are to crank up the quality or to do the more performance friendly option and try to over compensate and reinforce the walls. Light leaks are pretty common regardless of lighting method.
Can I use one plane as the interior wall and another plane as the exterior wall? Or does the wall have to have thickness?
@@pietlebrun5943 Use boxes or solid airtight geometry. Planes don't work well.
What if it's part of explorable open world and you can see walls when going outside? Is there an option to render these walls invinsible visually, but still catching the light?
Your videos on Unreal lighting is pure gold. Thank you again !
That light bleeding tip! man thanks!
Tbh what you see in the beginning with Lumen is exactly how the scene would look in real life: Not much light is coming in. What you did is an unrealistic scene, like they often do in movies. If one looks closely one can see the entrance is actually a huge light that would never happen like this in real life.
I imagine these videos take a while to make/edit etc... that being said they are always a joy to watch. I would love to see more in the future, heck if you ever have a lighting course on gumroad...
its not about the simple setting, ITS ABOUT THE ESXPLANATION!! LOVE IT WILL
William, I'm really happy to see you increasingly involved in sponsored videos. You absolutely deserve this recognition, and I have no doubt that you will bring immense value to the brands you partner with. Your content is consistently outstanding!
You're happy to see more ads that can't be automatically blocked? Weird take but okay.
@@user-lz5vh9bb5w While I personally do not require these advertisements, I believe they serve as a beneficial source of revenue for RUclipsrs who produce quality content. This financial support can be an incentive for them to continue creating more engaging material, which I wholeheartedly support. During sponsored advertising, I often utilize the x2 playback option, as I find it quite manageable to invest an additional 30 seconds if it contributes to the content creator's work. Moreover, this advertisement is well-targeted, which alleviates any concerns I might have.
@@user-lz5vh9bb5w I mean if these ads help him continue to create great content like this for "free", I have no problem with them at all. I honestly hope they keep coming
@@user-lz5vh9bb5w It's the money he earns that motivates him to make more videos
Great video, Will! Thanks for that! Not going to lie though, I was hoping for more use out of Path Tracer. I would love to see it being used more in your videos, as I don't see a lot of love for it in general, nor do I see a whole lot of development support for it. It's a quintessential tool for those of us using Unreal for more traditional Visual Effects, but there's numerous, sometimes nearly-dealbreaking, limitations (like the one about it not supporting Nanite Displacement) and I would love to hear workarounds, tips, console commands, and processes that creatives who are more vetted use in their everyday workflows. Anyways, thanks again! Hope to see more Path Tracer in the future! 🙏
Good to see a new vid! The render looks awesome as usual!
i gotta agree with that!
hi
good to see you back
i am just refreshing my youtube home page over and over every week to see if there is a new tutorial on your channel
love your work and attituded
thank you so much
Great tip about Lumen Albedo Boost. If I'm not mistaken, you can turn meshes to 2-sided in order to prevent light leakage.
Than you very much, I have a really hard time understanding how to set up and scene, not to mention how to light it up, so all your videos (which have been recommanded to me on social media), are really helpul. I'm gonna download the project, rewatch the video, and follow along to have a better grasp at what you explained.
THIS is the lighting tutorial I've been waiting for. Thank you.
Thanks so much! Appreciate it!
I desperately needed a video like this... thank you!
I could almost see Henry drinking a potion. Awesome choice of thumbnail. Way, way beyond eye candy.
Wow man, you are not just a RUclipsr that shares content or do “tutorials”, you are a teacher Man. Thank you very much Will, I learned a LOT from you, God bless you
Wow ! Excellent as usual ! Thanks William ! Cheers and congrats !
Great tutorial, I was struggling with some interior scene lighting and you just gave me the solution!
Once again William for the win and great tutorial. You helped me in my career in a major way. Your Tutorials are so impactful to many people. In my case you have helped shape my career. Thank you.
My first project using Unreal is a reconstruction of a 4th century Roman bath. I had assumed that, like a path tracer, I could illuminate the interior using only the sun and skybox. Nope. For someone used to the relative simplicity of path traced renderers, working with Lumen GI can be a frustrating process. Thanks for the help!
That rect light aaaaasome!
Looks incredible. Very informative. Thanks
You Faucher, you did it again.
gotta love those boosts on "diffuse" and "bounced lights" i sorely miss since corona...also the reflection boost in red shift.. this physical accuracy thing should be an option not a rule :)
very cool William! Your videos are showing remarkable improvement with each new upload!
its been a couple of years learning with you, and I can just say
TE AMO Will!
Handsome + Brilliant + Knowledge + Generous + Treasure = William Faucher 🙏 Lots of Respect !!!
Thanks a lot, Willian! Your videos not only very informative for me, but sometimes give unexpectable answers to questions that have remained unanswered for a long time :)
Pure gold man
Thanks q for teaching us
whoa whoa whoa. incredible.
Thank you very much for this analysis of lighting
maybe you could do a breakdown of this scene on how to create such a cool environment? analysis of materials, decals, puddles?
Step 1: pick a theme, look at references,make a moodboard(PURE Ref to keep them all in as a board) take a paper draw the idea you have in mind only using shapes and figure out composition of your scene. Likee oooh I wanna make a GoT inspired scene with a man prepping himself to fight a huge dragon.
Step2 unreal engine:
Use environment light mixer to create basic lighting.
Use cubes and other primitive shapes from place actors tab, to whitebox/greybox the composition u laid out in pen and paper until u reach something u like.
Now add a camera to your scene, switch to cinecamera actor, move the camera around until your composition fits the camera. Lock it by right clicking it so it doesn't move when u roam around the scene.
Now, instead of jumping into texturing, light out your scene, make a post process volume from place actors u need to search it. Literally play around with settings until u find something good. I recommend starting off with lumen only ABSOLUTELY no raytracing you'll be learning and slow load times will be hassle and do +20 DMG to your will go work.
Step3: texturing
P.S: Don't download at the highest texture details or NANITE. it's gonna blow up the quality and moving around the scene will be slow.
Use, quixel mixer, megascans, and bridge.
I'd recommend looking at unreal engine + mixer in RUclips search
Step4: Details
Now you're gonna jump into the most fun part making your environment more lived in, use decals from bridge to damage, or add steet graffiti etc into your scene.
Use small rocks , flying birds, fog cards.
And that's it you're done, good job 🎉
So similar to vray when i first used it. Interior rendering request a rectange vray light in the window even though there was vray sun and HDRI in the scene.
A great video and a very cool scene. Thanks for this.
Awesome tutorial. Thank you
Very cool, been using ALLLLL your suggestion, games online multiplayer looking realistic with 120 fps, thank you so much sire!
You're the best man thank you so much for sharing you work 👍
Fantastic video. Thank you.
Great video. Thanks!
Very informative as always, thank you!
Awesome work!
This is great, William! My EHF volumetric light floods the scene completely and if i increase the 'volume scattering intensity', this affects the whole scene, not only the 'beam' of light. In Path Tracing it works as it should, weird.
Thanks William!
это просто гениально!
Oh my GOD this is really useful!!
Nice tips. Most things I already used for my interiors scene. Set up get much more complicated when you have a scene where you need both inside and outise and connot think about them separately but as a whole. Thanks William !
Amazing tutorials - Thank you!:)
Looks great 🍻
Long time no see the legend is back ❤
Thanks a lot, It would be very helpful if you make a video on glass material in UE5. thanks
GREAT VIDEO!!! :) BTW: we can not save the video to a playlist :(
Thanks, lots of good help here. Still frustrating with UE that were at 5.3 now and you still have to put giant fake walls around your real walls just so light doesn't bleed through completely closed in sections. Come on Unreal fix your bugs.
Awesome video as always William! Thank you for all the tips & tricks.
OMG,this is so helpful
Great video, thank you.
Thank you! Helped me a lot. 💡
Nice video! Thanks, bud!
Amazing!!! I will start with this channel same like MR3D-Dev, I hope i can learn from you both for my future longplay movie.
Hugs from Toledo, Spain.
What a legend 🙏🏻 as usual very informative and interesting topics, keep sharing ur Magic ❤️
Hey William, will you make a video on how you setup a fresh laptop/ desktop for your work, with unreal engine and other 3d work? It would mean a lot to me!
Not sure I understand your question! I boot the laptop, install unreal and Im good to go ☺️
@@WilliamFaucher Oh sorry for that, I just meant, I've heard and seen many people having separate drives for cache, projects and etc. I'm quite new so I wasn't sure what to do to reduce storage clutter, or how to manage it at least.
Thank you, that's a big help. how did you make the fire?
What a legend!
Congrats on thee video, good to know that a laptop can handle UE5 so well.
From this video I realized that we might actually live in a simulation
You're doing gods work brother....
THANKS YOU... I now know its okay to cheat.... And that light blockers dont make me a bad designer..... THANK YOU
For getting more light in shadows, have you tried modifying the filmic tone mapper tone curve settings in post process?
Nope, because when I render I disable the tonemapper anyway
this mad real-thank you bro-god bless
excellent as usual William 👏 jam packed with great tips! I might try to do something with this scene, thanks for sharing ! 🙏
Another fantastic video! This is unrelated but do you know how to make MH hair simulations not flicker in the MRQ? This one has stumped my team for the last few weeks.
good and useful information
Thanks for the video!
William we love you
let's gooooooo
pure gold
"Cast Ray Traced Shadowns" It is not possible to click and change this function because it is disabled saying that it is defined by the project settings, but I don't know where to change it. can you help me?
Open your project settings, and search for «Hardware raytracing» :)
Hi William thanks for the video. Not sure if you’ve covered this before but how can we get rid of the flicker happening in puddle reflections seen in the end of your video here.
I’ve noticed many unreal renders have this and i have had this too. Is this something that can be remedied?
Thanks again!
It allows RUclips videos to be liked once. If I had more rights, I would use them all. Thanks. 👍👍👍👍👍👍👍👍
AMAZING!!!!
Fantastic! :) About flickering in water or high reflective surfaces. Seems it only occurs when using a normal map? Is there a work around or is this just limitations? I notice you have some flicker in the floor tiles where the skylight reflects, but its faaar from as massive as i get. I've tried to work with lumen reflection settings but that does not seem to do the trick. Was wondering if you have any idea how about that :)
Here is something you might be able to help with. Why am I seeing flickering in the glass bottles I have on a shelf when rendering? None of the lights are moving and nothing in the scene is moving. However, there are little light reflections that are bouncing around in the render. Any ideas? I have searched everywhere I can think of.
Any tips for dealing with those lovely blurry reflections on your floor? and how to eliminate noise from artificial lights. Anything around 0.2 roughness seems to cause issues?
I can "see" your microphone sometimes))) And thank you for this tutorial!!
May I ask if you suggest using local exposure settings in the post-process volume? And what about screen space fog scattering?
I use global exposure for the most part! Screenspace fog is a separate paid plugin, which I don't feature because it isn't natively available in UE5
Another brilliant and useful video for architects - thank you. I've always been confused by displacement in unreal. Do Megascan materials have it and does it work with boxy geometry or do you have to subdivide it? I want that effect you have on the arches, but with concrete!
I could really use a video that is for beginners. It's taken me a half an hour just to do the steps through the 4 minute mark. Then at 4:05, you show disabling the lighting, but I can't find this at all. I found how to open Levels, but I can't find out how all those lighting levels appear, even after searching. I'm going to have to bail on this video, as I simply can't move forward with the lighting still on. Got any suggestions for a simpler video? (I've got over 20 years in theatrical lighting as a background, so it's not what lighting is needed to make it look crazy good, it's how to make UE5 do what I already know how to do IRL.)
I made a lighting for beginners tutorial you can check out on my channel ☺️
great video and thank you! did you use vdbs for the torch flames? cheers
Very good video
Great William!!!!!!. O Yeah.. nice: lightning, color, composition... One question... Why you did not use instead a rectangular light a portal light actor to concentrate the sky and light source from the entrance door?
I did use a rect light. But light portals aren’t a thing anymore, unless you are using baked lighting, which we are not doing here.
Finally ❤
hi. why dont you use hardware ray tracing shadows in the project settings? wouldn't it give a better result ?
No. I only use hardware raytracing on the lights that need it in this video, because hardware raytracing has a lot of side effects that aren't always good when combined with Lumen. :)
@@WilliamFaucher maybe it is specific for your project. I made a bedroom and to achieve the same shadoes as path tracing mode i had to enable rt shadows in the project settings. Without it it looks weird, like there is no shadows at all 😀. Ok there are shadows but not the little ones, like screen space shadows would be. Anyway, thanks for the video. And please make more videos on unreal engine.
This was an absolutely stunning eye opener to things I did not understand with the lighting systems of Unreal Engine. Such an amazing learning experience as well as a look at my next potential laptop. Haha! Thanks William! You rock as always.
wonderful
Thank you, William! Love your tutorials, always so informative 🤩
Thank you!!!
Thank you
Thanks a lot William, really awesome !!
Just a question because I'm having issues with rendering sometimes, as you can see there is light/reflections flickering in Lumen ! How can I fix it in rendering ?
Would really appreciate you if you can help me about it. 🙌
You can attenuate this issues changing the lumen configuration in post process volume in "Lumen Global Illumination" and "Advanced". Another tip is always put more lights in the scene if this problem occurs.
Thank you so much sir helpfull toturial
Hi William, thanks so much for another great tutorial.
I have one question for you please. I have two projects in version 5.1 and I would like to convert them and continue either in version 5.2 or straight away in 5.3.
Could you please advise me which is better? Thank you. Kristof
Don't convert, rather duplicate, change version on the new one, test everything, and once you happy stay with the newer version.
Thanks!
In the PPV under Lumen, there is a parameter for Skulight Leaking set to 0. What is that doing do help get rid of light bleeding/leaking?
awesome
why don't you use skylight leaking? I think this was meant as workaround if lumen does not get enough light from the skylight.