@@drumjod If someone has a lisp, it’s a handicap . Making fun of that is like making fun of someone in a wheelchair. I accept your apology , but I hope this makes you more conscious of other’s struggles.
@@drumjod One would think someone who struggled with a lisp would be a bit more understanding towards others, then. As someone who literally cannot hear the right or wrong sounds I make, it’s not exactly something I can just fix. I too have had speech therapy, and while it did help, I’ll never be able to have flawless speech. Look, I appreciate you taking the time to apologize, thanks for that, and I’m glad you you were able to fix your lisp. :)
@@WilliamFaucher As someone who has two kiddos on the spectrum I understand your struggles, but if its any consultation for dealing with these insesitve !@#$%'s the way you speak is the reason I seek out your tutorials, your so concise and detail-oriented, not like other who tell you "do this, do that, and boom your done" Im able to come away with a wealth of knowledge and an understanding of why, why this works and how to troubleshoot if if doesn't. 15 years in the game (alias wavefront) and your still bringing me to school, keep up the amazing work my friend, and Thank you, sir for all that you have done :)
Man, I've been a 3D archviz artist for close to 10 years, and after hearing about UE5 and Lumen, I've started experimenting and wow... I believe when UE5 comes out with all the bells and whistles, offline renderers like Vray/Corona/Arnold etc are going to be shaking in their boots. In addition to UE5 being free, they have these amazing free Megascan assets that you'd have to spend 20 dollars for a group of rocks previously, you can now get for free. I feel like traditional 3D artists will start to flock to UE5 in the coming years, I know I am. :) Thanks for the videos, they really clear things up, and your content is amazing. Keep it up!
They will shake, as a dev that started with game engines first before using renderer software, I never really understood why they exist in the first place.
@@krzysztofbogdanowicz4543 Exactly, I am in the same position! For Archviz I've seen clients commenting, "Wow, I really feel this interior coming alive being able to move around in it!" And this is running in real time, not even rendered in the movie render queue and modified in post... the quality of the images are basically exactly the same ( to the client, anyway ) as the offline renderers. Not to mention UE4 and 5 have some absolutely outstanding cinematic additions so you can essentially do most of the same things as Corona/Vray.. plus.. ITS FREE! No more paying 2000+ dollars per year for 3ds Max and vray licenses. It's kind of a no brainer at this point. haha
@@sacebi7831 I disagree in some ways. There are many big time Hollywood vfx studios that are moving to using unreal for their feature film length cinematics; The Mandalorian, Rogue One, Planet of the Apes to name a few films. All of these are BIG time CGI users for the films. I agree with you in the past game engines haven't been high quality enough to achieve perfect ray tracing like offline renderers, and perhaps are still on top for the moment, but who knows in a few years, or especially if UE5 knocks it out of the park. I also disagree with it being faster and more efficient, because if you don't have a really amazing set of computers, rendering a single image in Vray can take 3 hours, if you're trying to make an animation, you absolutely need a render farm ( like Disney does ) to do it efficiently. In unreal engine you pop an RTX 3090 in one computer and you can render out high resolution images in seconds, make short films that are pretty high quality in much less time compared to offline renderers. They all have their upsides and downsides, but a lot of clients can't even tell the difference, nor do they care. They just want a finished product that is up to their standard, which is generally not that absurdly crazy high. I feel UE5 even in it's early access satisfies a good portion of people looking for archviz renders.
You're very good at this William, finding all the information and presenting it in a clear and understandable way. Thank you for saving me so much valuable time.
You explain incredibly, even if I’m not English, I can understand you even without subtitles, and in a clear and concise way. Thank you for your contribution to this community!
Love your videos. Total newbie here. I'm bashing my head against the wall with flickering shadows, weird artifacts and other stuff. I'd love it if you updated this tutorial covering 5.4. Thanks again. You're the man.
I can't express how much I appreciate your videos. I have a masters in film (nothing to brag about) and I come to you for lighting. I specialize in directing and writing. I taught myself Unreal during the pandemic and have come so far because of your words of wisdom. Again thanks so much.
This was super useful! Thank you so much! And yes, I absolutely despised baked lighting and all the weird shadow artefacts that came with it! Lumen came and saved us! I hope it gets more and more optimised.
Maybe this is not the right place to mention it, but I find it great that you do these videos despite your speech handicap. I have a similar issue so I just wanted to show some respect. The content of your videos is great as well. Keep up the good work!
Anyplace is a good place to mention it! It's funny because, to me, I don't have a speech handicap, being very deaf, I can't hear it! So I just go about my business as usual. If you also have something like this, you do you! Make videos about topics you're passionate about. Don't let that stop you. There's lots of other deaf youtubers who have it worse than I do, MicBergsma for example! He's at over half a million subscribers right now. People like him are inspiring to me.
There's one other thing I noticed with lumen and UE5 from a modelling perspective. If you're going to use geometry that has external and internal lighting make sure that the geometry is closed. Back in UE4 you can just force the geometry as 2 sided. For example a wall that is only meant to be seen from the inside but catches light from the outside must have two opposing faces if it is part of a larger section. Ideally you want a wall that has closed faces on all six sides. You can get away with open geometry for example using a rock or piece of landscape on the ground.
@@sonario6489 Your reply leads me to believe that you haven't actually created any scenes with single sided geometry in either UE4 or UE5 preview or you would have understood my comment. PS I haven't tried out the full release version so things may have changed in 3 months.
@@nemysisretrogaming3771 Correct, I can't even really use either UE4 or 5. I thought I understand your comment well enough because I did some lighting tests in Blender and found that the inside of my house wasn't lit with the sun lamp as expected, but I don't know how UE treats things differently compared to Blender
@@sonario6489 In UE4 if you use a single faced model and have it lit from both sides then the light goes straight through from the side with no face creating strange effects. But there is a setting in options to force UE4 to treat it as if it was 2 sided even though it isn't. UE5 early access ignored the 2 sided option. I don't know how blender treats its lighting, but in 3DS Max you need 2 sided models for lighting to work correctly, especially for interior scenes lit from the outside. You can't really cheat your geometry like you could in UE4.
@@nemysisretrogaming3771 I'm looking for a way around this also. Single-sided meshes for structures (etc.) make editing the interior much easier, from a top-down view, and although the backfaces are trivially culled at runtime, even "trivial" culling overhead is not *zero*. I'm sure there must be an option to have two-sided shadow calculations on one-sided visual meshes, perhaps in the material, but I haven't found it yet.
Thanks for taking the time to produce this direct-to-the-point synthesis guide for us artists as you do call it - it is amazing! I gotta' love your final expression on the video man, do I feel exactly identify with you, I totally HATE fraking baking lighting! Lumen GI feels amazing in turn and thanks for the hints about the emissive as well 👊 Super useful info. I even paused a few times on the vide just to be able to make notes..
Great video as always, I have actually been staying away from Lumen because of its limitations, and why I have just kept in UE 4.27 for the Path Tracer. The results have been pretty good overall, even with the denoiser on, though the texture impact is an issue, my tests have been mostly visually stable, and would be able to be very stable if it had multi-GPU support, so I could render the scenes with more samples.
Thank you for this video! I enjoyed it a lot. I'm new to Unreal Engine, so it was great that you explained small stuff that regular users might know. Like the surfaces never being fully at 1, and that I can check the material if the asset turns black. Seeing all the Unreal Engine 5 stuff made me want to learn to use it, and your video and explanation of Lumen was easy to follow and at a pace I liked.
I'm being dumb and nitpicky but "raytracing" can do the whole clear coat thing really well. We're just talking seconds per frame rather than frames per second. Having something like this in REAL-TIME is really what makes this so amazing. Like I said though I'm just playing semantics at this point. I get that you meant ray-tracing really can't do this at the moment in real time. Thank you also for taking the time to watch the full event and sharing the info that most of us would be interested in!
Does it? My understanding is that with clearcoat, you can get two spec highlights, but not dual reflections with raytracing. I could be wrong since I haven’t tested it out, I’m going by what Epic said in their livestream. Happy to be proven wrong tho!
@@WilliamFaucher Honestly you would probably know more about the actual technical side of things and I definitely didn't watch the livestream and I would put money on it that the Epic devs know more than I do. haha My pretty limited understanding was that ray-tracing is just simply simulating light paths. So if you're using a rendering engine like Cycles in Blender it just depends on how many samples you throw at your GPU. But there's probably way more to this that is way over my head.
@@noiamhippyman OH, ,yeah in Blender, it's proper raytracing. In Unreal things are a bit different. Only some features are raytraced, the only fully raytraced scenario is by using Unreal's Pathtracer (super confusing terminology). Blender Cycles is a pathtracer too. It uses raytracing, but not all features are raytraced in Unreal natively. It's... yeah. Confusing.
Very interesting video, thanks for taking the time to make it! Just a side note > I could not find the "lumen scene" in: show > visualize > Lumen scene. Instead (in my version) it was in: View mode > Lumen > Lumen scene. Hopefully that saves someone 20 seconds ;) (obviously that's not an error on your part. Most likely it's a minor update)!
Another amazing video, William. You continue to give and give to the community and it is so much appreciated! This video as well as the CaptureReality video really make me curious to learn more about Subsurface Scattering and Subsurface profile and how to use them with the megascans assets. Maybe an idea for a future video? ;)
You are always. Always give us top level insight, great structured video on important topics. Thank you very very much. I can only imagine how many time, tests and knowledge you did put into this video. I will use all practices you mentioned here, will add them to my notebook of useful hints, settings and commands. I really love that UE5 becoming a really simple tool where you need to know less and less unusual things to get great results faster. The hybrid Lumen + Raytracing thing is really a future. I struggled a bit with UE5 before because sometimes you just meet with the thing and you spend hours trying to solve things which are not in Epic Docs. I think this all will much help.
hey William, Just noticed your now on the official Unreal training portal doing what you do best on the render Que! Congradulations Hope to see more of you there too! and maybe even hired for Webinars in the future! Coming from an automotive Visualization background, you nailed alot of the concerns i had about the upcoming UE5.
Super awesome and insightful, love your quick tip breakdown vids man, just converted over my UE4 scene to try out in Preview 2 (Ue5) and this video explained A LOT of why my scene's looking terrible! Cheers
Interesting video ... and it might give me some clues. But at the same time I have to try your tips and suggestions first and re-evaluate further from there. All I know for now is that in the editor and when "play frrom here" sometimes thins didn't look that nice/balanaced. But sheesh, I'm just a beginner with UE5 trying to figure out my stuff yet, step by step.
I had to do a lighting test for a big studio last week. It was an interior scene of +3M polygons, ALL MERGED in one single mesh. I could not do it in UE4 since it would have been impossible to generate Lightmap UVs, and didn't want to go back to Vray or Octane, so I gave UE5 a try. And actually it handled pretty nicely the single mesh of 3M polygons. The Lumen buffer was full black but still it gave me a decent Global Illumination. I had to add some old school ambient lights there and there to compensate the lack of GI, but overall it worked. Also one thing I wanted to say about emissive shaders. They work nicely BUT I don't know how the emitted light decays with the distance. On my lighting test, I've put some emissive boards at a relatively low intensity, but still they emitted a fair amount of light over 7 ~ 10 meters, which was really annoying in my case. Having said that, UE5 and Lumens are really impressive. It's definetely something I would use more and more in the upcoming months.
Oh for sure it can definitely work in many cases, like I've stated in the video, you CAN get good results. Splitting the meshes is simply what epic recommends. Emissive lighting doesn't extend very far, this has been stated in their livestream a few times, and it's why they don't recommend using them to replace actual lights. Lumen still needs some work but holy cow it's real good
One thing that nobody mentions about lumen is it's not really real-time GI, and It's especially appartent when you want to make club lightings with a lot of flashing/fast color changing emissive materials and lights. adding on top of that that emissive materials just are noisy in GI, and these reasons make it a bummer for Scifi Neon Light Environments 😪😪😯😯
Well, to be fair Epic clearly states that emissive materials are not meant to replace actual lights. I made an entire section about that in this video. And... I mean we can nitpick all we want but lumen is GI... in realtime, so... it's realtime GI. Sure, in your specific use case, lumen isn't the best tool for the job Is lumen perfect? Of course not. But it's the best new system we've seen in recent years. It WILL improve though, I have full confidence in the devs at Epic. :)
Absolutely love your content. You do an excellent job explaining the dense topics in a concise way. I was wondering if you have any videos on AO and DFAO in Lumen? It's something I've been having trouble with
@@WilliamFaucher welp, I think that is an explanation in and of itself, haha. I see you have a skill share link, do you have in depth courses there or somewhere else?
Another great video where you sifted for the 'gold' nuggets for us so we do not have to. I too loath light map building. Going apply the info you presented here to a few troublesome projects.
Hey, William, thank you for another great video! Can you suggest console commands for movie render q in UE5? Which one from UE4 to use, which are useless (i suppose all that for raytracing?), which new to add for a better picture? Thank you once again for your tips and all that work you do for the ue-community!
Thanks for digesting this. I do not have the time to watch 2-hour livestreams from Epic, that stuff is NOT a replacement for good documentation, which is sadly lacking. You make the next best thing.
Hi William, I have a question regarding lumen flickering and popping. Im using UE 5.1.1. I have a simple product studio scene, black environment, 1 directional light and 3 rect lights for fill and rim. Im orbiting the camera around the object. What Im seeing is apparent popping in the lumen lighting, (though Im not entirely sure if its popping/flickering the shadows tbh). The thing is, this only comes up when I try to render in the sequencer - live in the viewport it looks awesome, no issues. But my sequencer rendered output always has this weird popping which is reminiscent of final gathering problems with mental ray from back in the day. Any thoughts on why this is happening? in particular since it only seems to be an issue when using the sequencer and movie render que.... ?
The first 1,000 people to use this link will get a 1 month free trial of Skillshare: skl.sh/williamfaucher12211
@@drumjod Really? You’re going to make fun of a deaf guy ? Pretty sad buddy.
@@drumjod If someone has a lisp, it’s a handicap . Making fun of that is like making fun of someone in a wheelchair. I accept your apology , but I hope this makes you more conscious of other’s struggles.
@@drumjod One would think someone who struggled with a lisp would be a bit more understanding towards others, then. As someone who literally cannot hear the right or wrong sounds I make, it’s not exactly something I can just fix. I too have had speech therapy, and while it did help, I’ll never be able to have flawless speech. Look, I appreciate you taking the time to apologize, thanks for that, and I’m glad you you were able to fix your lisp. :)
seems broken...does not work
@@WilliamFaucher As someone who has two kiddos on the spectrum I understand your struggles, but if its any consultation for dealing with these insesitve !@#$%'s the way you speak is the reason I seek out your tutorials, your so concise and detail-oriented, not like other who tell you "do this, do that, and boom your done" Im able to come away with a wealth of knowledge and an understanding of why, why this works and how to troubleshoot if if doesn't. 15 years in the game (alias wavefront) and your still bringing me to school, keep up the amazing work my friend, and Thank you, sir for all that you have done :)
Man, I've been a 3D archviz artist for close to 10 years, and after hearing about UE5 and Lumen, I've started experimenting and wow... I believe when UE5 comes out with all the bells and whistles, offline renderers like Vray/Corona/Arnold etc are going to be shaking in their boots. In addition to UE5 being free, they have these amazing free Megascan assets that you'd have to spend 20 dollars for a group of rocks previously, you can now get for free. I feel like traditional 3D artists will start to flock to UE5 in the coming years, I know I am. :) Thanks for the videos, they really clear things up, and your content is amazing. Keep it up!
They will shake, as a dev that started with game engines first before using renderer software, I never really understood why they exist in the first place.
I am " 3dsmax Corona man". After showing to customers some interiors made in Unreal play mode I see there is no step back to static renderings.
@@krzysztofbogdanowicz4543 Exactly, I am in the same position! For Archviz I've seen clients commenting, "Wow, I really feel this interior coming alive being able to move around in it!" And this is running in real time, not even rendered in the movie render queue and modified in post... the quality of the images are basically exactly the same ( to the client, anyway ) as the offline renderers. Not to mention UE4 and 5 have some absolutely outstanding cinematic additions so you can essentially do most of the same things as Corona/Vray.. plus.. ITS FREE! No more paying 2000+ dollars per year for 3ds Max and vray licenses. It's kind of a no brainer at this point. haha
@@sacebi7831 thanks for the explanation! Looking into Blender 3.0 currently and it's also amazing.
@@sacebi7831 I disagree in some ways. There are many big time Hollywood vfx studios that are moving to using unreal for their feature film length cinematics; The Mandalorian, Rogue One, Planet of the Apes to name a few films. All of these are BIG time CGI users for the films. I agree with you in the past game engines haven't been high quality enough to achieve perfect ray tracing like offline renderers, and perhaps are still on top for the moment, but who knows in a few years, or especially if UE5 knocks it out of the park.
I also disagree with it being faster and more efficient, because if you don't have a really amazing set of computers, rendering a single image in Vray can take 3 hours, if you're trying to make an animation, you absolutely need a render farm ( like Disney does ) to do it efficiently. In unreal engine you pop an RTX 3090 in one computer and you can render out high resolution images in seconds, make short films that are pretty high quality in much less time compared to offline renderers.
They all have their upsides and downsides, but a lot of clients can't even tell the difference, nor do they care. They just want a finished product that is up to their standard, which is generally not that absurdly crazy high. I feel UE5 even in it's early access satisfies a good portion of people looking for archviz renders.
You're very good at this William, finding all the information and presenting it in a clear and understandable way. Thank you for saving me so much valuable time.
A new video from 'The Fauche'? I'm here for this...
Hahha thank you!
You should really make this video again with Unreal Engine 5.2. They have fixed/updated a ton of the things you address in this video.
Hey, could you pls specify a bit? Very interested
You explain incredibly, even if I’m not English, I can understand you even without subtitles, and in a clear and concise way.
Thank you for your contribution to this community!
Love your videos. Total newbie here. I'm bashing my head against the wall with flickering shadows, weird artifacts and other stuff. I'd love it if you updated this tutorial covering 5.4. Thanks again. You're the man.
Thank you William for all of this high quality information very clean and well presented. I enjoy all of your videos a lot.
Cheers thanks for watching!
I can't express how much I appreciate your videos. I have a masters in film (nothing to brag about) and I come to you for lighting. I specialize in directing and writing. I taught myself Unreal during the pandemic and have come so far because of your words of wisdom. Again thanks so much.
This was super useful! Thank you so much! And yes, I absolutely despised baked lighting and all the weird shadow artefacts that came with it! Lumen came and saved us! I hope it gets more and more optimised.
Maybe this is not the right place to mention it, but I find it great that you do these videos despite your speech handicap. I have a similar issue so I just wanted to show some respect. The content of your videos is great as well. Keep up the good work!
Anyplace is a good place to mention it! It's funny because, to me, I don't have a speech handicap, being very deaf, I can't hear it! So I just go about my business as usual. If you also have something like this, you do you! Make videos about topics you're passionate about. Don't let that stop you.
There's lots of other deaf youtubers who have it worse than I do, MicBergsma for example! He's at over half a million subscribers right now. People like him are inspiring to me.
Thanks a lot. Official Unreal videos are too long often. I don't have 2 or 3 hours to watch them. Your "short" videos are really useful.
Your RUclips channel the most important for the Unreal Engine learning
My man bringing some super important tips right before I start blocking out the environment, thanks for reading my mind and happy holidays
There's one other thing I noticed with lumen and UE5 from a modelling perspective. If you're going to use geometry that has external and internal lighting make sure that the geometry is closed. Back in UE4 you can just force the geometry as 2 sided. For example a wall that is only meant to be seen from the inside but catches light from the outside must have two opposing faces if it is part of a larger section. Ideally you want a wall that has closed faces on all six sides. You can get away with open geometry for example using a rock or piece of landscape on the ground.
TLDR I think: Your models will actually be lit like how light actually works in real life, so you don't need to make 2 separate faces
@@sonario6489 Your reply leads me to believe that you haven't actually created any scenes with single sided geometry in either UE4 or UE5 preview or you would have understood my comment. PS I haven't tried out the full release version so things may have changed in 3 months.
@@nemysisretrogaming3771 Correct, I can't even really use either UE4 or 5. I thought I understand your comment well enough because I did some lighting tests in Blender and found that the inside of my house wasn't lit with the sun lamp as expected, but I don't know how UE treats things differently compared to Blender
@@sonario6489 In UE4 if you use a single faced model and have it lit from both sides then the light goes straight through from the side with no face creating strange effects. But there is a setting in options to force UE4 to treat it as if it was 2 sided even though it isn't. UE5 early access ignored the 2 sided option.
I don't know how blender treats its lighting, but in 3DS Max you need 2 sided models for lighting to work correctly, especially for interior scenes lit from the outside. You can't really cheat your geometry like you could in UE4.
@@nemysisretrogaming3771 I'm looking for a way around this also. Single-sided meshes for structures (etc.) make editing the interior much easier, from a top-down view, and although the backfaces are trivially culled at runtime, even "trivial" culling overhead is not *zero*. I'm sure there must be an option to have two-sided shadow calculations on one-sided visual meshes, perhaps in the material, but I haven't found it yet.
Thank you William, This is the best RUclips channel I've ever seen. I wish you luck, success, and happiness.
I have so much respect for you for using video chapters to let me skip the sponsor!
Thanks for taking the time to produce this direct-to-the-point synthesis guide for us artists as you do call it - it is amazing! I gotta' love your final expression on the video man, do I feel exactly identify with you, I totally HATE fraking baking lighting! Lumen GI feels amazing in turn and thanks for the hints about the emissive as well 👊 Super useful info. I even paused a few times on the vide just to be able to make notes..
Thank you! Just keep in mind a few things have changed in 5.0 as this video was made last year!
Love your channel William! lots of good stuff here, always come here for advice!
Great video!
Btw, Lumen Scene is now located under Lit > Lumen > Lumen Scene
Great video as always,
I have actually been staying away from Lumen because of its limitations, and why I have just kept in UE 4.27 for the Path Tracer. The results have been pretty good overall, even with the denoiser on, though the texture impact is an issue, my tests have been mostly visually stable, and would be able to be very stable if it had multi-GPU support, so I could render the scenes with more samples.
My man has a quantum pc for a brain 🤯
So much helpful information!
You're too kind man
It's like 3 legged powerful horse.
My guy laying the smack down with life saving info. Thanks man
Thank you for this video! I enjoyed it a lot. I'm new to Unreal Engine, so it was great that you explained small stuff that regular users might know. Like the surfaces never being fully at 1, and that I can check the material if the asset turns black.
Seeing all the Unreal Engine 5 stuff made me want to learn to use it, and your video and explanation of Lumen was easy to follow and at a pace I liked.
Another great video! Your videos are so easy to watch, thanks for providing such great content William, have a good day buddy!
Thank you for staying on top of this William, your videos are a godsend.
Thanks, William for digging the information out!
I'm being dumb and nitpicky but "raytracing" can do the whole clear coat thing really well. We're just talking seconds per frame rather than frames per second. Having something like this in REAL-TIME is really what makes this so amazing. Like I said though I'm just playing semantics at this point. I get that you meant ray-tracing really can't do this at the moment in real time.
Thank you also for taking the time to watch the full event and sharing the info that most of us would be interested in!
Does it? My understanding is that with clearcoat, you can get two spec highlights, but not dual reflections with raytracing. I could be wrong since I haven’t tested it out, I’m going by what Epic said in their livestream. Happy to be proven wrong tho!
@@WilliamFaucher Honestly you would probably know more about the actual technical side of things and I definitely didn't watch the livestream and I would put money on it that the Epic devs know more than I do. haha
My pretty limited understanding was that ray-tracing is just simply simulating light paths. So if you're using a rendering engine like Cycles in Blender it just depends on how many samples you throw at your GPU. But there's probably way more to this that is way over my head.
@@noiamhippyman OH, ,yeah in Blender, it's proper raytracing. In Unreal things are a bit different. Only some features are raytraced, the only fully raytraced scenario is by using Unreal's Pathtracer (super confusing terminology). Blender Cycles is a pathtracer too. It uses raytracing, but not all features are raytraced in Unreal natively. It's... yeah. Confusing.
Very interesting video, thanks for taking the time to make it! Just a side note > I could not find the "lumen scene" in: show > visualize > Lumen scene. Instead (in my version) it was in: View mode > Lumen > Lumen scene. Hopefully that saves someone 20 seconds ;) (obviously that's not an error on your part. Most likely it's a minor update)!
Hi! Yes this video was recorded in UE5 Early Access, and they changed things around in 5.0 :)
@@WilliamFaucher Would it be feasible to either add a text overlay at that point in the video, or include this update in the description?
Another amazing video, William. You continue to give and give to the community and it is so much appreciated! This video as well as the CaptureReality video really make me curious to learn more about Subsurface Scattering and Subsurface profile and how to use them with the megascans assets. Maybe an idea for a future video? ;)
Very informative thanks my man 🤙🏿
Amazing video as usual William, you have greatly improved my work over the past year. Thank you so much for the time you put into these vidoes.
Thanks a ton for this information. Your channel is a key resource which I point students towards often.
You're a rockstar William! You are my UE5 guru.
I know absolutely nothing about game-engines but you made this really interesting!
Thanks so much! Your reflections tutorial was exactly what I needed.
You are always. Always give us top level insight, great structured video on important topics. Thank you very very much. I can only imagine how many time, tests and knowledge you did put into this video. I will use all practices you mentioned here, will add them to my notebook of useful hints, settings and commands. I really love that UE5 becoming a really simple tool where you need to know less and less unusual things to get great results faster. The hybrid Lumen + Raytracing thing is really a future.
I struggled a bit with UE5 before because sometimes you just meet with the thing and you spend hours trying to solve things which are not in Epic Docs. I think this all will much help.
Thank you for the much needed simplified video... Very helpful and informative
hey William, Just noticed your now on the official Unreal training portal doing what you do best on the render Que!
Congradulations Hope to see more of you there too! and maybe even hired for Webinars in the future!
Coming from an automotive Visualization background, you nailed alot of the concerns i had about the upcoming UE5.
I am indeed! I'm glad to hear it could be of use to you, thanks for the kind words!
Thanks, man, great video. Used your skillshare link!
Cheers man! Enjoy it!
Благодарим ви!
Thank you!
@@WilliamFaucher de nada, you should really start a Patreon, I'd follow :)
Really glad i found this channel. Wealth of information, thank you.
Thank you! And welcome to the community :)
Super awesome and insightful, love your quick tip breakdown vids man, just converted over my UE4 scene to try out in Preview 2 (Ue5) and this video explained A LOT of why my scene's looking terrible!
Cheers
Really great video you did here explaining key aspects to consider when using Lumen for real-time! Great job! 👍
As always thanks for the valuable information Mr. Faucher!
Always look forward to your videos William!
Thanks Jay!
Thanks for all the useful information! My go to for Lumen
Thank you for the advice. Valuable information and very digestible
Another brand new video soon to be a classic, thanks for all the tips.
Thank you!
Interesting video ... and it might give me some clues. But at the same time I have to try your tips and suggestions first and re-evaluate further from there. All I know for now is that in the editor and when "play frrom here" sometimes thins didn't look that nice/balanaced. But sheesh, I'm just a beginner with UE5 trying to figure out my stuff yet, step by step.
I had to do a lighting test for a big studio last week. It was an interior scene of +3M polygons, ALL MERGED in one single mesh.
I could not do it in UE4 since it would have been impossible to generate Lightmap UVs, and didn't want to go back to Vray or Octane, so I gave UE5 a try.
And actually it handled pretty nicely the single mesh of 3M polygons. The Lumen buffer was full black but still it gave me a decent Global Illumination.
I had to add some old school ambient lights there and there to compensate the lack of GI, but overall it worked.
Also one thing I wanted to say about emissive shaders. They work nicely BUT I don't know how the emitted light decays with the distance. On my lighting test, I've put some emissive boards at a relatively low intensity, but still they emitted a fair amount of light over 7 ~ 10 meters, which was really annoying in my case.
Having said that, UE5 and Lumens are really impressive. It's definetely something I would use more and more in the upcoming months.
Oh for sure it can definitely work in many cases, like I've stated in the video, you CAN get good results. Splitting the meshes is simply what epic recommends.
Emissive lighting doesn't extend very far, this has been stated in their livestream a few times, and it's why they don't recommend using them to replace actual lights.
Lumen still needs some work but holy cow it's real good
Wow that's just fantastic information, thanks for that !
One thing that nobody mentions about lumen is it's not really real-time GI, and It's especially appartent when you want to make club lightings with a lot of flashing/fast color changing emissive materials and lights. adding on top of that that emissive materials just are noisy in GI, and these reasons make it a bummer for Scifi Neon Light Environments 😪😪😯😯
Well, to be fair Epic clearly states that emissive materials are not meant to replace actual lights. I made an entire section about that in this video. And... I mean we can nitpick all we want but lumen is GI... in realtime, so... it's realtime GI.
Sure, in your specific use case, lumen isn't the best tool for the job Is lumen perfect? Of course not. But it's the best new system we've seen in recent years. It WILL improve though, I have full confidence in the devs at Epic. :)
Thnx William, I'm already waiting for the 3ºupdate to this video when finally UE5 releases (6.5months have past)
Thanks a lot man! You've just fixed my reflection issues at all!!!
Great stuff as usual!
Can't wait to see what the full release of UE5 will bring
so helpful, really i'm glad to u william
Lovely recap! Thanks.
Awesome keep the good work, thanks for the info, you made want to try again this great engine!
Super helpful! Thanks!
Absolutely love your content. You do an excellent job explaining the dense topics in a concise way. I was wondering if you have any videos on AO and DFAO in Lumen? It's something I've been having trouble with
AO/DFAO isn't really a thing anymore thanks to Global Illumination :)
@@WilliamFaucher welp, I think that is an explanation in and of itself, haha. I see you have a skill share link, do you have in depth courses there or somewhere else?
@@3DWithLairdWT Not yet ;)
Your videos are the best! Love the energy
Wow, great update. I learned so much, thank you
Wow, great video. Finally discovered why my room didnt have the Lumen effect. I need rebuild it in parts!
Thanks! hope it helps your scene!
Amazing work William!
Thank you!
Another fantastic and informative video, thanks and keep them coming.
Thanks for the great Useful info dear . Best of the best of the best info in short span of time.
love ur stuff! Keep it up William!
Thank you for your wisdom Unreal wizard
Amazing tips! Thank you so much!
Another great video where you sifted for the 'gold' nuggets for us so we do not have to. I too loath light map building. Going apply the info you presented here to a few troublesome projects.
Hey William, as always your videos are great and so so helpful, THANK YOU
Once again, another fantastic video!
Thank so much for sharing the knowledge! :D
William thank you for your amazing content!
Just what I needed today, another banger
i just knew about lumen scene here and when i tried it on my project 80% was black.
Thank you so much.
Thank you as always for this William.
Thanks for watching!
William: You need to separate your objects.
Me using the extrude mesh node in Blender: *chuckles* I'm in danger.
Thank you again Sensei !
Thanks for watching!
Thanks yout!Really helps me a lot.
Hey, William, thank you for another great video! Can you suggest console commands for movie render q in UE5? Which one from UE4 to use, which are useless (i suppose all that for raytracing?), which new to add for a better picture? Thank you once again for your tips and all that work you do for the ue-community!
Always amazing info
Thank you!
thank you, your videos are insanely helpful!
Huge thanks William for such an amazing video, really appreciate your time & effort and finally must say that ending totally made my day 😂
Haha happy to help as always! Thanks for watching!
many thanks, William.
I hate this video because it makes me wanna get more into UE5. Thank you, William!!!
Thanks William for this great informations
great video as usual ! thanks a lot to explain us :)
Thanks for digesting this. I do not have the time to watch 2-hour livestreams from Epic, that stuff is NOT a replacement for good documentation, which is sadly lacking. You make the next best thing.
Great video William!!
Thank you!
3:58, as a 6900XT owner, this feels good to hear.
Thank you so much for this.
Hi William, I have a question regarding lumen flickering and popping. Im using UE 5.1.1. I have a simple product studio scene, black environment, 1 directional light and 3 rect lights for fill and rim. Im orbiting the camera around the object. What Im seeing is apparent popping in the lumen lighting, (though Im not entirely sure if its popping/flickering the shadows tbh). The thing is, this only comes up when I try to render in the sequencer - live in the viewport it looks awesome, no issues. But my sequencer rendered output always has this weird popping which is reminiscent of final gathering problems with mental ray from back in the day. Any thoughts on why this is happening? in particular since it only seems to be an issue when using the sequencer and movie render que.... ?
Same problem!
same issues here!! were you able to solve this?
would gladly love your help William!❤️❤️
Thanks man! Great tips again!
Appreciate it William 💪
You're sir are a god damned god send. THANK YOU SO SO SO MUCH!
Great Information William, Thank you
Cheers! Thanks for watching!
@@WilliamFaucher Hey William !, Is there any way, or a Tutorial about rendering volume fog with Path tracer ...
@@rohanmandke1920 Fog isn’t supported by the pathtracer at the moment unfortunately
@@WilliamFaucher ohh, Ok.. Thanks a lot William for your quick reply.
Thanks Will
Thanks for the explanation