Correction at 12:15 ; Point lights (by default) have "Use Inverse Square Falloff" Enabled. Uncheck this to gain access to the "Light Falloff Exponent" and adjust (which is how it's shown in the video). You can see the settings effect @ 16:46
Great, easy approachable content. Especially for a UE4 rookie, as myself. Calm voice, good diction and speaking speed made this tutorial very pleasant and easily understandable even for non-native speaker. Looking forward to diving into your other tutorials.
By far one the most skilled 3D tutors on RUclips on par with Arrimus3D. You deserve way more credit and recognition which I'm sure you'll achieve in due time. Could you possible do a video devoted to the importance/principles of UV's and how to take different approaches into Unwrapping for Arch Viz and Games, ready for import on UE4 for light map baking ect. And lastly rookie mistakes people do when approaching UV's and how to rectify that.
I guess im asking randomly but does anyone know of a way to get back into an Instagram account?? I somehow lost my password. I would appreciate any assistance you can give me
@Forest Louie I really appreciate your reply. I got to the site on google and Im in the hacking process atm. Looks like it's gonna take a while so I will reply here later with my results.
This is a huge help! I follow all of your videos as I want to be a light artist myself but my school doesn't really offer more information about light so we have to search on the internet ourselves. By just following your tutorials I already solved so many issues that teachers or students just didn't know how to solve. You should try to go around schools to give lectures and make more people exited about this!
Ryan Manning = the guy who deserves way more subscribers and views!!! so glad i found your channel, such good information! Thank you for sharing your smarts!
Amazing class. At first glance I confess I got intimidated by the 30 mins video duration thinking there could be way too much information for me at the moment. Glad I just hopped in after a tiny moment of hesitation haha. Though I didn't really understand how to use that cube you brought from the engine content. Plus, could give us some insights on what are well lit and optimized scenes? What we should aim for when lighting a scene and what not, etc.
Thank you for your videos, I have known how to do these things but actually going in-depth to know why it is that they do the things they do is exactly what I needed.
High Production Value, Concise and straight to the point. What more could you ask for in a tutorial. Keep up the good work. You are helping a lot in transitioning from VRay to Unreal!
This was the best tut I found on the subject. Exactly what I needed and what I was looking for. Thanks for this awesome content! I just had a bit of trouble of understanding as a beginner how you use that color cube so I wanna ask. You meant blown out as in the white being overexposed, right?
I think to change the light unit from lux, drop the arrow at the bottom of the light menu. In the new details, there will be a measurement option. You can also type "unit" in the search bar to bring up all properties with that word in the name. "Intensity Units" is the full option. I'm in UE5 and I think it only gives me Lumens, candelas or "unitless".
hi, nice, video. I have a problem with these lights when i use sunsky blueprint in the archiviz template, the lights are very low and i dont know how to resolve this.
Thanks. This was super useful. Back when I was messing around with Blender, and it's (now defunct, and far inferior) game engine, I had worked out a way to apply lights with no shadow, but negative intensity, to make a kind of fast-processing cartoonish-but-3D fake AO around objects, baking the effect for stationary objects, and generating it on the fly for things that move. To my alarm, I've found that Unreal does not allow for negative intensity. Is there another way to create such an effect? Or maybe a way to circumvent the limitation (preferably in Blueprints, but I'll take what I can get.) I would love to experiment with some negative point-lights. (c:
Hi Ryan, I have a question - if you have a large map where there's open and closed areas within a building ( such as rooms with big windows) , would you light up the scene with directional light or only with point lights spot lights etc?
It depends on what effect you're wanting to achieve. Either approach would work, albeit, going the point light route would give you finer control over where the light does/doesn't appear. You could still use the directional light and set it to static to bake the lighting. Using a directional light set to movable will give you contact shadows from the character and assets...hence why having at least one Directional Light and One Skylight in your scene is advisable.
How many candelas is a 40 Wat lightbulb? or how many lumens.. I have a scene with lots of downlights, how many lumens should I use? say if the bulbs where 35 WAT each.. If I try to set any kind of real world values I get lots of artifacts and overexposure.
Hey! can i have 2 direct lights one makes shadows for static meshes and the other makes shadows for movable objects. I want to do it because in VR dynamic shadows are bad
sir i have a question , i am afraid of add light to my game because i heard it is expensive for games . here is my anxiety : i want to add 3 point light to 1 building and at the town , there are 15 of them . lights cannot be baked because of night-daytime stuff . all buildings have low poly and low texture but i don't know how much lights affect the game . what should i do ? is it just okay to add those light or ?
You should look into Lighting Scenarios...you can dynamically load different lighting setups while in game. These setups can be 100% baked to give you the runtime performance you need.
@@ThatRyanManning i coudn't explain my question enough because of my english i bealive , sorry for this but let me ask it again . What if i have to put movable light inside of characters' fire ability and it will be go to target with light and this light will light the area where to go . There will be different situations with every spell cast . One will be in the forest ,one will be inside of cave . Question is : how can i bake this movable light for every sutiations? If i can't , is it expensive to use inside of game ? and 2- how can i turn static lights on if they are baked already ? I have to turn off all towns' lights when sun rises . I baked one static light on my test world but i coudnt find how to shut it down :D it stays there and always on .
@@dragoneelyuu Gotcha. Using moveable lights isn't necessarily "bad". You just need to use them in moderation. You should use a balance of static/stationary and a few movable lights. Performance-wise, this shouldn't be bad. Pay attention to your performance indicators to keep things in check.
sorry for asking topics about out of video but i was looking for days and couldn't find :( if you want to answer my questions sir , here is questions : 1-) I search Lighting Scenarios and found level thing to change my baked static lights on buildings but how it work while game is running ? 2-) is it the only way to change lightmaps ? i want my house's light on when it is night , off when sun rises . if building ruin while night and lights on , light also should be gone .
i am in trouble here, i have created a custom terrain in maya and mudbox for my game, it has 70000 tris and is custom uv'ed, the lights are not working on the mesh (direction light is working as it is supposed to, skylight has no effect unless set to movable), the default meshes are capturing indirect light as usual but the terrain does not, the shadows are too dark(nothing but black is visible when looking directly into it), auto exposure doesn't help either, please help me, i must be missing something, *and the mesh is using 5 way heightlerp blend vertex painting material,* my deadlines are coming up fast
Correction at 12:15 ; Point lights (by default) have "Use Inverse Square Falloff" Enabled. Uncheck this to gain access to the "Light Falloff Exponent" and adjust (which is how it's shown in the video). You can see the settings effect @ 16:46
Great, easy approachable content. Especially for a UE4 rookie, as myself. Calm voice, good diction and speaking speed made this tutorial very pleasant and easily understandable even for non-native speaker. Looking forward to diving into your other tutorials.
By far one the most skilled 3D tutors on RUclips on par with Arrimus3D. You deserve way more credit and recognition which I'm sure you'll achieve in due time. Could you possible do a video devoted to the importance/principles of UV's and how to take different approaches into Unwrapping for Arch Viz and Games, ready for import on UE4 for light map baking ect. And lastly rookie mistakes people do when approaching UV's and how to rectify that.
I guess im asking randomly but does anyone know of a way to get back into an Instagram account??
I somehow lost my password. I would appreciate any assistance you can give me
@Simon Kody instablaster ;)
@Forest Louie I really appreciate your reply. I got to the site on google and Im in the hacking process atm.
Looks like it's gonna take a while so I will reply here later with my results.
@Forest Louie it did the trick and I now got access to my account again. Im so happy!
Thanks so much you really help me out :D
@Simon Kody Glad I could help =)
This is a huge help! I follow all of your videos as I want to be a light artist myself but my school doesn't really offer more information about light so we have to search on the internet ourselves. By just following your tutorials I already solved so many issues that teachers or students just didn't know how to solve. You should try to go around schools to give lectures and make more people exited about this!
Ryan, You're tutorials are professional!
~Thanks for the effort you put into these. I'm new to Unreal, and really enjoy watching your channel!
Ryan Manning = the guy who deserves way more subscribers and views!!! so glad i found your channel, such good information! Thank you for sharing your smarts!
Useful and clearly presented information. Didn't know about the inverse square falloff, that's going to come in handy!
Thank you!
man i love your vids...no bs and u go into detail im gonna go on a spree and watch all your ue4 vids
Amazing class. At first glance I confess I got intimidated by the 30 mins video duration thinking there could be way too much information for me at the moment. Glad I just hopped in after a tiny moment of hesitation haha.
Though I didn't really understand how to use that cube you brought from the engine content.
Plus, could give us some insights on what are well lit and optimized scenes? What we should aim for when lighting a scene and what not, etc.
Just found your channel. Your videos are great Ryan, very well done. I'm enjoying going through them all!
Thanks for your support! Glad they help.
Just started learning UE and this video is SO helpful, thank you!
Thank you for your videos, I have known how to do these things but actually going in-depth to know why it is that they do the things they do is exactly what I needed.
High Production Value, Concise and straight to the point. What more could you ask for in a tutorial. Keep up the good work. You are helping a lot in transitioning from VRay to Unreal!
4k AND great content?! Black unicorn?! VERY comprehensive tutorial, my friend!
You're really great, Ryan! I've learned a lot of lighting skills from this video:)
Ryan the man. Super helpful intro
thank you bro
This is super useful and professional in approach. Why so few views on this video?
great tutorial, Thanks for the help!
Your videos helped me improve my lighting. Thanks.
Really useful information!
This was the best tut I found on the subject. Exactly what I needed and what I was looking for.
Thanks for this awesome content!
I just had a bit of trouble of understanding as a beginner how you use that color cube so I wanna ask. You meant blown out as in the white being overexposed, right?
appreciate your time and effort sharing knowledge... very helpful for someone trying to learn unreal
Amazing channel! very useful and clear your tutorials
I think to change the light unit from lux, drop the arrow at the bottom of the light menu. In the new details, there will be a measurement option. You can also type "unit" in the search bar to bring up all properties with that word in the name. "Intensity Units" is the full option. I'm in UE5 and I think it only gives me Lumens, candelas or "unitless".
Damn that's a super fine print on a Full HD monitor
This was super helpful thank you!!!!
The tutorial in itself was such a blessing but im really having an urge to ask if those overlapping pie charts are venn diagrams?
thank you for uploading in 4k
This is excellent, thank you :)
Thank u! This video helped me out a lot.
your video is amazing thank you so much for upload
hi, nice, video.
I have a problem with these lights when i use sunsky blueprint in the archiviz template, the lights are very low and i dont know how to resolve this.
Underrated af
U earned a sub
Great lighting tutorial... Thanks
Thanks. This was super useful.
Back when I was messing around with Blender, and it's (now defunct, and far inferior) game engine, I had worked out a way to apply lights with no shadow, but negative intensity, to make a kind of fast-processing cartoonish-but-3D fake AO around objects, baking the effect for stationary objects, and generating it on the fly for things that move.
To my alarm, I've found that Unreal does not allow for negative intensity.
Is there another way to create such an effect? Or maybe a way to circumvent the limitation (preferably in Blueprints, but I'll take what I can get.)
I would love to experiment with some negative point-lights. (c:
Hi Ryan, I have a question - if you have a large map where there's open and closed areas within a building ( such as rooms with big windows) , would you light up the scene with directional light or only with point lights spot lights etc?
It depends on what effect you're wanting to achieve. Either approach would work, albeit, going the point light route would give you finer control over where the light does/doesn't appear. You could still use the directional light and set it to static to bake the lighting. Using a directional light set to movable will give you contact shadows from the character and assets...hence why having at least one Directional Light and One Skylight in your scene is advisable.
@@ThatRyanManning Thank you very much!
i would suggest using rect light to achieve a bit bright area from the window.
How many candelas is a 40 Wat lightbulb? or how many lumens.. I have a scene with lots of downlights, how many lumens should I use? say if the bulbs where 35 WAT each.. If I try to set any kind of real world values I get lots of artifacts and overexposure.
Great tutorial! And where can i find Sm_color celibrator? i cant find it on gg.
This tutorial It's amazing Ryan! My congrats.
Hey! can i have 2 direct lights one makes shadows for static meshes and the other makes shadows for movable objects. I want to do it because in VR dynamic shadows are bad
Static light = baked (non dynamic), Stationary = dynamic shadows for movable objects only.
@@ThatRyanManning can i have dc call with you
Anybody know the video he's referring to at 5:28
ruclips.net/video/dQ8bqHUg5To/видео.html This one!
Great content!
Hey can i use only emissive materials as light sources?
Yup! In UE4 this works as static lighting. In UE5 be careful of oversizing the light emitting volume otherwise you could get artifacting.
Thank you so mush. You realy good speacer.
directional lights at project settings for global light units ..
sir i have a question , i am afraid of add light to my game because i heard it is expensive for games . here is my anxiety :
i want to add 3 point light to 1 building and at the town , there are 15 of them . lights cannot be baked because of night-daytime stuff . all buildings have low poly and low texture but i don't know how much lights affect the game . what should i do ? is it just okay to add those light or ?
You should look into Lighting Scenarios...you can dynamically load different lighting setups while in game. These setups can be 100% baked to give you the runtime performance you need.
@@ThatRyanManning i coudn't explain my question enough because of my english i bealive , sorry for this but let me ask it again . What if i have to put movable light inside of characters' fire ability and it will be go to target with light and this light will light the area where to go . There will be different situations with every spell cast . One will be in the forest ,one will be inside of cave . Question is : how can i bake this movable light for every sutiations? If i can't , is it expensive to use inside of game ? and
2- how can i turn static lights on if they are baked already ? I have to turn off all towns' lights when sun rises . I baked one static light on my test world but i coudnt find how to shut it down :D it stays there and always on .
@@dragoneelyuu Gotcha. Using moveable lights isn't necessarily "bad". You just need to use them in moderation. You should use a balance of static/stationary and a few movable lights. Performance-wise, this shouldn't be bad. Pay attention to your performance indicators to keep things in check.
@@ThatRyanManning thanks so much !
sorry for asking topics about out of video but i was looking for days and couldn't find :(
if you want to answer my questions sir , here is questions :
1-) I search Lighting Scenarios and found level thing to change my baked static lights on buildings but how it work while game is running ?
2-) is it the only way to change lightmaps ?
i want my house's light on when it is night , off when sun rises . if building ruin while night and lights on , light also should be gone .
Ty
i am in trouble here, i have created a custom terrain in maya and mudbox for my game, it has 70000 tris and is custom uv'ed, the lights are not working on the mesh (direction light is working as it is supposed to, skylight has no effect unless set to movable), the default meshes are capturing indirect light as usual but the terrain does not, the shadows are too dark(nothing but black is visible when looking directly into it), auto exposure doesn't help either, please help me, i must be missing something, *and the mesh is using 5 way heightlerp blend vertex painting material,* my deadlines are coming up fast
V E N N D I A G R A M ❤❤❤
OHH baby jesus, OHH baby jesus... what is this beauty... helo me plz.... ohh baby jesus.....
great video!!!.
Everything is just soooooo smalll.. can't read anything