Hi there, I'm a game art bachelor's student a couple months from graduating, is there any way I can help you and learn from you? I am building and using unreal but have yet to master it, let me know!!
Probably already know this but I noticed there's a light mixer window now for all the normal lights you would add to a scene. A photographer's dream! Amazing quick tutorial. Thanks :)
Just Wow. I was waiting for something like this to come with 4.26. I cannot beleive the amount of speed i just got with this very simple tool tip. My Art director will be pleased.
William, I am just starting out in Unreal. Trying to tackle an aircraft showroom of all things. Any videos you may have that give a beginner a good head start on scene set up (from nothing) would be great. As a beginner I find annoying little details that I feel silly not knowing how to alter/fix. Thanks, and great work!
hey man Ive just started learning UE couple of weeks ago and I found your tutorials today - Ive got to say that they are great and I wanna thank you so much - keep doing it your work is so much helpful for us - thank you again!
just got into ue4 today and your videos have helped alot. I would love to see a run through of setting up a level for best quality rendering for VFX pipe. (render settings, light type, fog & atmosphere ) Theres so many hidden options in UE4, I always feel like I'm missing something. If u'd like to use a character / creature asset in this demo. ( model + maps painted in substance ) I'm happy to send it to you.
@@WilliamFaucher thank 'you'! I like the way you explain things with a VFX pipeline in mind. I've been a houdini / maya users for about a decade now, so your videos click with me. I'm thinking a video titled 'Unreal Engine for Houdini / Maya lookdev artists' would be awesome.
Thanks for the kind words! Yeah It's been only a month now, I'm still getting the hang of making one video a week, it's taken more discipline than I expected ahahah
hello willian! Thank you very much for the video, now I'm finally going to have the courage to migrate to version 4.26 ... I stopped at 4.24 and gave up, because I couldn't keep up with the fast changes, and personally I didn't have much time to study. If you allow me a personal criticism, I don't speak your language, I use subtitles converted to Portuguese, because I'm Brazilian, I try to understand what you say, but I would like to ask you not to speak so fast, so that my bad English can be used in a beginner way ... :) ... Continue with videos like this ... they are helping me a lot ... Would we have future tutorials on how to light an indoor scene using version 4.26? .. Thank you very much!
Your videos are extremely helpful. Would you consider making an exterior visualization lighting/rendering tutorial? The few that are online are either not up to standard or difficult to follow.
I like when every step of a tutorial gives a completely different result ...I was so hyped to use these tools, I guess I could stick with old sky assets, but this system seems easier to use and to be honest I wasn't able to use the old assets lol Anyway thanks a lot for sharing !
Cheers man! Yeah I love how easy and accessible all this is! Even as someone who has used Unreal for over a decade, I love how quick it is to set up lights now.
Really thank you for the instruction - even today! I have a quick question, wondering how to save the multiple positions of the directional light? E.g. I have three camera to do three still renderings for architecture visualization. I hope to have three different directional light settings (with different sunlight direction, intensity and brightness). Could you give me some advice? sorry I have been searched through internet but cannot get an answer, except GPT said duplicate 3 directional light..
Awesome content, quick and easy to follow. For some reason Ctrl+L doesn't work for me. I see the gizmo, but the light is like stuck in the initial position and doesn't follow the cursor.
That's weird! I seem to remember having a similar issue but I cannot remember why it happened. If I remember I'll let you know. Either way it's kind of gimmicky, I rarely use it. It 's better and more accurate to just grab the directional light and rotate it!
One thing I can really recommend is putting together your own actor encompassing sky, atmosphere etc etc. Then you can hide a lot of complexity, make things easy to tweak, have presets etc. it’s also. really easy then to drop it into your level. Epics sun sky actor is really good tho so might be a good idea just to interface with that
@@WilliamFaucher Well, say you're working on a movie, game whatever. You're probably going to be using a lot, if not the same lighting setup in all your levels. If you make an actor that sets the settings you use, and expose the things you want to tweak (say direct light intensity, fog etc) as instance variables. Then you can drop that into any level and easily recreate the same light environment. You can even use inheritance to have some base lighting and override it for certain scenarios. You can also start build up a library of lighting scenarios you can reuse between projects. Can even put PostProcessing and other configuration in there. Saves a lot of time setting up new scenes/level, and if you need to change something later you can just change it in that actor. Guess you could use sublevels, but this seems simpler. SunSky and Environment mixer are good, but a little bit of the kitchen sink :) Better hide the complexity and boil it down to what one uses. Better to have a instance variable pointing to an SunSky actor and do all the light orchestrating from your own actor.
Ah I see! That's a clever idea. What I've done in the past is simply have a lighting level, that then gets streamed into whatever other level I happen to be working on. Only the lights and whatever is in the lighting level gets referenced in. It's just another way (among many) to do what you just described. Whatever works best for you, there definitely isn't a right or wrong answer here. Thanks for the tip! Always nice to see how others approach different challenges. :)
Thank you so much for this nice tutorial! Very very helpful! Can you say please- did you use Megascans to create this example scene? And Can you put link which assets you did use?
Thanks so much for this video! It's a really great tool to have! Wish I came across this earlier! Thank you! Would it be possible to make one about how to disable the playable blueprint in the level to render the sequence? Whenever I try to render game kicks in and all my characters disappear...
Hi. Great stuff. Just as per your request at the end of the vid.. I'm always getting the feeling that my renders still feel unrealistic in terms of lighting and quite gamey. Just wondering maybe you could break down the 'Rebirth' tutorial and how they got that look. Feels like they skip over a lot of stuff with pre made setting etc? Cheers
Hi William I m a new subscriber of your channel and I like this type of great content. Direct, simply and useful. Hope you upload continues series talking about Light setting in UE4. I ve a question for you: I all ready made a current project in 4.25 ver. If i update to 4.26 I put in risk my Proyect?
Hey there! Thank you so much for your kind words! I'm glad to hear you like my content! Definitely more lighting stuff in the works :) What I recommend doing is trying out 4.26, with a copy of your project. After downloading 4.26, open your 4.25 project, and a message will ask you what you want to do. You have the option to simply "upgrade", or work on a copy. Working on a copy means you keep your 4.25 project safe in case something doesn't work well in 4.26. That way you can try 4.26 without fear! You can go back to the 4.25 project any time. Does this make any sense? Cheers!
Excellent channel William, very informative and very well edited content! There is something I want to know and I don't know if you covered it in a previous video but I often find myself wanting to make custom unreal scenes presets. Lets say one for exterior environment (with ELM set up as well as all the good Command lines already set up), one for a studio etc... And it would be cool to just create a project from those custom presets and everything is good to go from the start. :)
Thank you! That's also something I would really like to have. Right now what i usually do is have several level presets. One level per type of lighting. Then I use that as a base, open the level, and save-as something new, and go from there. It's a real pain. Another alternative would be level streaming, but then you'd be overwriting/editing that base lighting preset so to speak. Presets would be lovely. I THINK there are plugins on the marketplace for this though!
@@WilliamFaucher I'll have a look thank you! Another alternative may be to create a project per template and then you just have to right click and "clone project" if you want to create a scene based on it. So its a fresh new file. But it is not very convenient as well...
This helped alot thanks!! Just started playing with this. My question is on the volumetric clouds and how to setup different looks for it with the best quality settings, struggling to art direct the clouds
Cheers man! Yeah I have a Volumetric Clouds video on the way. What you need to do is adjust the material instance that is on the Volumetric Cloud actor itself!
This is dope! Is this still going to still be relevant against Lumen in UE5? Or perhaps as a supplementary tool? I imagine Lumen would take up most of the heavy lifting, right?
thanks 4 making it easier...now it feels organized rather than cluttered here & there oh what more to set..hmm wheres that setting... see, UE shud make all the workflows well organized like this mix light feature, maybe u could make tutorial how to organize prometheanAi assets browser pehaps?
Hey william , Noob question, I see you rotating the directional light and the sun automaticly following, which is quite nice. I have to press update all the time on the skysphere, is there a live update thing for that or do i have to make a blueprint for that?
@@WilliamFaucher it is already set to real time capture. The skylight works like it should. It's the actual sun from the skysphere that stays stationary unless i click refresh material. While yours moves linked to the directional light.
✅ @William Faucher, Great great video and thanks for sharing. I'm new to Unreal so this is going to help my work flow into the future, great value + I love that your tutorials are straight to the point. ✔✔
Very nice William... thanks! one thing NOT related to lights at all... but as to do with terrain and landscape...do you have any tip on how to convert a mesh to a landscape? say u have a terrain mesh MODELED in blender or max.. and you want use that as basis in ue4 but using the landscape feature...i haven't been able to do that.
Hi there! You can easily convert landscape to a mesh, but a mesh to a landscape isn'st possible as far as I know. The quickest way would be to bring your mesh into a free terrain editing software like Gaea, then export as a heightmap. Terrain in Unreal only supports heightmap data. It's kind of a shame but it is what it is!
@@WilliamFaucher Yeah thats the same answer i keep getting... too bad indeed :(... The thing about exporting to a height map and re-import that to ue4 I fear it might take a bit of guesswork to match the displacement with the proper heights value no? a bit like hit and miss.
@@FX_AnimationStudios It is definitely a lot of guesswork to get it perfectly. But there is most likely a scientific way of doing it. I'm sure there is a way to get things matching up but it is beyond my knowledge at this point. That said, is there a reason why you NEED the landscape? Is the geo model not ok to use as is?
@@WilliamFaucher Yeah in my case (and I believe for Archviz guys also would be beneficial) I have a WHOLE city with road sidewalks modeled in max and it has different elevations... would be nice to be able to convert it to a landscape and use all the goodies Landscape tools has to offer... there is a tool in the marketplace that SUPPOSEDLY converts..but its expensive ($70 or so) and by a few reviews i read..it doesnt work THAT well...
@@FX_AnimationStudios Oof yeah. For specific parts like roads and such, I would 100% stick with geo. But, I would create a landscape and sculpt it to roughly match the geo where necessary. Otherwise Landscape doesn't have TOO many advantages over geo. You can still use displacement and blend materials easily with meshes with vertex painting. The key advantages with landscape include being able to sculpt it, use landscape materials to scatter trees and such procedurally. And better LOD control. But that's about it I think?
Great stuff. Appreciate the videos related to cinematic stuff. May I ask if you can add existing directional lights, clouds ( I am using Ultra Dynamic Sky), etc without creating these from scratch? Thank you
It SHOULD pick up existing Directional Lights, Skylight, Sky Atmosphere and Volumetric clouds, but if you've got some custom made things, I don't think this tool will show them. I could be wrong though!
Hey dude. Something that has driven me CRAZY with UE4.26, and still in 5.0, is my foliage has "dancing" shadows, and dark spots underneath. I believe this has something to do with distance fields, but in UE5, you have to have them on in order to use Lumen. Have you ever experienced this, or have any suggestions on how to fix it?
If you put an environmental light in a dmx class actor will it show up here? For virtual production It would be amazing if there was a simple way to assign dmx/artnet/sACN channels to any lighting object parameter and offload much of that workflow on the day to the lighting console programmer.
That's a very good question, I'm not sure actually! I haven't played around with DMX class actors before. I'm quite uncertain if it will show up. Worth trying out though! So far this manager is still a bit barebones, and you can't really choose which lights can show up. I wish you could assign lights to it.
Thanks for this, and all the other great tutorials. Question: I lit my scene following your Exterior Lighting livestream - all dynamic lighting. I got to 0:49 in this present video where you delete all the lights. I delete all my lights but there is still light in the scene. Any idea why? It shouldn't be necessary to rebuild the lights, as they're dynamic - but I tried this anyhow. No change.
OH MY GOD That's amazing, I knew about the Ctrl + L thing (which I actually play around with way too much cause it's really fun) but I had no idea there was a whole lighting manager! Also question, do you know if there's too much of a difference between using a realtime Skylight and the raytraced global illumination? I tend to use both but I'm starting to think it's overkill.
Yeah it's great! No they using both is definitely not overkill, they serve completely different purposes. Skylight gives you full control over the ambient lighting. Raytraced GI is nice, but you have no control over it. You can't adjust its intensity, and sometimes it gives really odd results. It is hard to art direct RTGI. Definitely not overkill to use both though!
this tutorial is best and i try this technique in my scene after i import all directional, sky and sky atmospher following this tutorial still there small area black just outside the scene ....how can we hide that part ? any idea please In unreal default map unreal had used one big mesh with blue looking texture in it.........can you please give some idea....
If I don’t want to hold control L to move my main directional light where can I dial in the settings manually to move it around cause it’s too sensitive for my taste ?
@@WilliamFaucher when I did it only let me rotate on one axis. The other parameters did nothing. Which I can’t recall if I had an issue before the new light atmosphere control L function was introduced in 4.26. Am I missing something?
Thank you! Well, my understanding is this: Unreal UE4 working space is implicitly assumed to be sRGB. UE4 uses sRGB linear (given you’re feeding it sRGB colour) throughout the pipeline up to the tonemapping step, at which point it uses RRT -> ODT to output the final tonemapped image. UE4 uses ACES 1.0.3 tonemapper to output the final image. Also worth noting: UE4, internally converts directly from sRGB to ACEScg as required for tonemapping purposes. Hope this helps!
@@Roystoncinemo In theory the rendered frames should be in ACEScg. But what I seem to remember doing on a previous production was rendering with the "pre-tonemap render color" (or somethign along those lines) as a render pass. Basically this strips away the tonemapper and spits out a linear render. From there, you can apply a lut get a better looking image. It's still not a super streamlined process, a lot of these tools were slapped on like duct tape, as unreal is first and foremost a games engine, and a cinematics renderer second.
@@Roystoncinemo In the movie render queue, if you add the Color Output tab, you can check Disable Tone Curve. This will spit out a fully linear image. Much easier that way.
HELP! Shortly after following this to set up my lights I've noticed that all my metallic materials are rendering super dark or pure black. I'm just using the materials from the Starter Content pack so I know they should be working just fine (and they were before I went through this process). I'm not positive this process is what broke things but I've been searching for a fix for two days now and I'm getting super frustrated. Does anyone have any idea why my metallic materials are rendering so badly? Thanks.
@@WilliamFaucher No, I've got that disabled. But I've also tried to re-enable it and it's made no difference. I've spent most of my time trying to find the problem but I think I'm going to have to just go right through the whole video again and try again. And as I said, I'm not even sure this is where my problem originated. It's just the last major thing I did prior to noticing the problem.
@@WilliamFaucher So, I rebuilt everything as far as the lighting goes with the Environment Light Mixer and it's definitely the skylight breaking things. I've found that when adding a Skylight through the ELM there are a number of details panels missing in the ELM interface, even on Normal + Advanced, that are still in the main details panel. The main one here is the Rendering panel which has a checkbox for Visible. When adding a Skylight normally by itself, this is checked ON, but when adding it through the ELM, it is OFF. But you can't know that if you're just in the ELM because the checkbox isn't there. There's a few other panels (sections?) missing as well but they are still in the main details panel if needed. Weird that they'd be omitted though.
I've been working with Unreal for years...I've learned more from you today than I ever have from any single source. Keep them coming!
Thanks so much! Happy it helped!
Hi there, I'm a game art bachelor's student a couple months from graduating, is there any way I can help you and learn from you? I am building and using unreal but have yet to master it, let me know!!
Probably already know this but I noticed there's a light mixer window now for all the normal lights you would add to a scene. A photographer's dream! Amazing quick tutorial. Thanks :)
Really thank you. I've searched all around the internet for a week and this video was the only one that Really helped me.
Thanks for being fast and compact in your tutorials!
You're very welcome!
Just Wow. I was waiting for something like this to come with 4.26. I cannot beleive the amount of speed i just got with this very simple tool tip. My Art director will be pleased.
Cheers! Hope it helps! It's a pretty handy tool :)
@@WilliamFaucher with the new and improved Landmass system including the Water tool added to 4.26 it is a bliss to the eye.
Thanks, William. Always helpful.
Big thanks William. Didnt know there is such a cool new feature. :)
Neither did I until just a few days ago! Thanks for watching!
William, I am just starting out in Unreal. Trying to tackle an aircraft showroom of all things. Any videos you may have that give a beginner a good head start on scene set up (from nothing) would be great. As a beginner I find annoying little details that I feel silly not knowing how to alter/fix. Thanks, and great work!
Directo al punto!! gracias!!!
Nice info William. Thanks. Will have to try that tomorrow!
Cheers man! Good luck!
Wow I had no idea this existed until this video! Thanks!
Cheers! I had no idea myself until very recently!
It's very helpful. I'm a very new learner of unreal. and your videos are amazing! thanks a lot.
Cheers man! Thanks for the kind words!
@@WilliamFaucher Thank YOU man!!
hey man Ive just started learning UE couple of weeks ago and I found your tutorials today - Ive got to say that they are great and I wanna thank you so much - keep doing it your work is so much helpful for us - thank you again!
Thanks William.
Thanks for all your great helpful videos. Straight to the point and words from a professional, much appreciated!
Thank you! Pleasure is mine!!
Thx. Made managing easier!
This is great! Thank you so much for sharing this. Love your channel!
The pleasure is 100% mine! Thanks for watching and keep up the great work!
thanks for your sharing!!!its really helpful!!!😄
Wow. Never knew this existed! Makes it much easier.
Thanks.
Cheers! Glad it helped!
best ue4 videos period!!!!!!!!
Dude you are lift saver I have been looking for something like this for a very long time
Very useful, thanks!
I'll be waiting for spotlight tutorials next.
Thanks for sharing your knowledge.
The pleasure is mine!
Can you specify what you mean by spotlight tutorials?
@@WilliamFaucher l means a dimmer and clear indoor light.
Thank you for this tutorial!
Cheers!
keep it up dude. Seriously great vid, learned tons, and saved me a lot of headaches I was already having 10 minutes into lighting.
Thank you! I will! Best of luck with your lighting!
Hey william Never stop.
Thanks, Peter! I won't!
just got into ue4 today and your videos have helped alot. I would love to see a run through of setting up a level for best quality rendering for VFX pipe. (render settings, light type, fog & atmosphere ) Theres so many hidden options in UE4, I always feel like I'm missing something.
If u'd like to use a character / creature asset in this demo. ( model + maps painted in substance ) I'm happy to send it to you.
Great suggestion! I’ll definitely be considering this moving forward. Thank you!
@@WilliamFaucher thank 'you'! I like the way you explain things with a VFX pipeline in mind. I've been a houdini / maya users for about a decade now, so your videos click with me.
I'm thinking a video titled 'Unreal Engine for Houdini / Maya lookdev artists' would be awesome.
Thanks so much! That’s another great idea!
Hi William! Just wanted to say your content is really neat, I can't believe you just started your channel. Keep doing this, you got it! :)
Thanks for the kind words! Yeah It's been only a month now, I'm still getting the hang of making one video a week, it's taken more discipline than I expected ahahah
@@WilliamFaucher Yeah, it's always like that haha. I'll try to share as much as I can your work.
@@arthurtasquin4426 Thank you so much! I really appreciate it a lot :) You're the best!
Thank you So much thats really Helpful
Cheers man! Happy to help!
Great Video thanks dude!
You’re very welcome! Thanks for writing!!
Wow amazing tutorial, THANK YOU!
Thanks so much!
Another great tip. Thanks.
Thanks for watching!
Thank You, William 🍻
Cheers!
Thank you very much !!!
masterpiece of a video, man. thank you.
Thank you so much!
super helpful, thanks man
hello willian! Thank you very much for the video, now I'm finally going to have the courage to migrate to version 4.26 ... I stopped at 4.24 and gave up, because I couldn't keep up with the fast changes, and personally I didn't have much time to study. If you allow me a personal criticism, I don't speak your language, I use subtitles converted to Portuguese, because I'm Brazilian, I try to understand what you say, but I would like to ask you not to speak so fast, so that my bad English can be used in a beginner way ... :) ... Continue with videos like this ... they are helping me a lot ... Would we have future tutorials on how to light an indoor scene using version 4.26? .. Thank you very much!
Thank you! You have a very good point, I do speak fast! I'll try to speak a little bit slower next time. Good luck!
short and direct! thank you
Thank YOU for watching!
wow you really made me use unreal. and thank you for that
🙏
Super helpful. Cheers my guy!!
Thank you very much: straight to the point. :)
Cheers! Thanks for writing!
WHAAAAAAAAAAATTT!? that is soooo comfortable :D
Thanks William! Love your videos, I always discover something new!
I know right? I use this all the time now!
Thanks for the kind words! I appreciate it!
Excellent tip, I didn't know this feature. This will be SO handy for me, thanks a lot. New subscriber here 🤓👍
Welcome to the community! I hope the videos end up being helpful for you!
Your videos are extremely helpful. Would you consider making an exterior visualization lighting/rendering tutorial? The few that are online are either not up to standard or difficult to follow.
Thanks so much! That's a great suggestion, and I'm working on this topic actually! Stay tuned!
@@WilliamFaucher Thanks again!
Thanks
You’re welcome!
Very good content here William.
Thank you!
Thanks a lot for this tip !!
I like when every step of a tutorial gives a completely different result ...I was so hyped to use these tools, I guess I could stick with old sky assets, but this system seems easier to use and to be honest I wasn't able to use the old assets lol
Anyway thanks a lot for sharing !
Cheers man! Yeah I love how easy and accessible all this is! Even as someone who has used Unreal for over a decade, I love how quick it is to set up lights now.
@@WilliamFaucher Ah ah I meant it is hard to get same result as you. For some reason things behave differently on my side
@@shimmentakezo1196 are you using raytracing?
@@WilliamFaucher No, that probably explains
@@shimmentakezo1196 ahhh yes. You need raytracing to get the same results, especially shadows and skylight
Thanks man!! This will help me a lot
Happy to help! Good luck!
Really thank you for the instruction - even today!
I have a quick question, wondering how to save the multiple positions of the directional light? E.g. I have three camera to do three still renderings for architecture visualization. I hope to have three different directional light settings (with different sunlight direction, intensity and brightness). Could you give me some advice? sorry I have been searched through internet but cannot get an answer, except GPT said duplicate 3 directional light..
Thank you, this helps a lot.
Cheers!
Awesome content, quick and easy to follow.
For some reason Ctrl+L doesn't work for me. I see the gizmo, but the light is like stuck in the initial position and doesn't follow the cursor.
That's weird! I seem to remember having a similar issue but I cannot remember why it happened. If I remember I'll let you know. Either way it's kind of gimmicky, I rarely use it. It 's better and more accurate to just grab the directional light and rotate it!
@@WilliamFaucher Yeah, I would probably not use it either....it's just weird I cannot even try to XD
Awesome this was so frustrating would be great they made a mixer for the other lights
One thing I can really recommend is putting together your own actor encompassing sky, atmosphere etc etc. Then you can hide a lot of complexity, make things easy to tweak, have presets etc. it’s also. really easy then to drop it into your level. Epics sun sky actor is really good tho so might be a good idea just to interface with that
Yeah that's basically what the SunSky actor does, isn't it? Unless I am misunderstanding what you mean?
@@WilliamFaucher Well, say you're working on a movie, game whatever. You're probably going to be using a lot, if not the same lighting setup in all your levels. If you make an actor that sets the settings you use, and expose the things you want to tweak (say direct light intensity, fog etc) as instance variables. Then you can drop that into any level and easily recreate the same light environment. You can even use inheritance to have some base lighting and override it for certain scenarios. You can also start build up a library of lighting scenarios you can reuse between projects. Can even put PostProcessing and other configuration in there.
Saves a lot of time setting up new scenes/level, and if you need to change something later you can just change it in that actor. Guess you could use sublevels, but this seems simpler.
SunSky and Environment mixer are good, but a little bit of the kitchen sink :) Better hide the complexity and boil it down to what one uses. Better to have a instance variable pointing to an SunSky actor and do all the light orchestrating from your own actor.
Ah I see! That's a clever idea. What I've done in the past is simply have a lighting level, that then gets streamed into whatever other level I happen to be working on. Only the lights and whatever is in the lighting level gets referenced in. It's just another way (among many) to do what you just described. Whatever works best for you, there definitely isn't a right or wrong answer here.
Thanks for the tip! Always nice to see how others approach different challenges. :)
this was so great, efficient, and informative - thank you so much!
I'm happy to help! Thanks for watching!
Long time Thanks William
The pleasure is mine!
Thanks for writing!
Wow! so Cool! Thanks!
Cheers! Enjoy!
Thank you! Subscribed!
Thanks so much! I appreciate it!
You legend. Best tips ever!!
Thanks so much Louis!
very helpful, thanks
You're very welcome! Thanks for watching!
Amazing!!!
Thanks!!
Thank you so much for this nice tutorial! Very very helpful! Can you say please- did you use Megascans to create this example scene? And Can you put link which assets you did use?
Thanks for the kind words! Yes I did! They are from the Icelandic rocks pack I believe.
nice one !!
Who the fuck unlikes free knowledge like this!
Thanks so much for this video! It's a really great tool to have! Wish I came across this earlier! Thank you!
Would it be possible to make one about how to disable the playable blueprint in the level to render the sequence? Whenever I try to render game kicks in and all my characters disappear...
THANK YOU
You're welcome! :)
You are a legend 👍
You're too kind!
Hi. Great stuff. Just as per your request at the end of the vid.. I'm always getting the feeling that my renders still feel unrealistic in terms of lighting and quite gamey. Just wondering maybe you could break down the 'Rebirth' tutorial and how they got that look. Feels like they skip over a lot of stuff with pre made setting etc? Cheers
A handsome man with a lisp just unlocked my potential. I love you.
Love you too!
Hi William I m a new subscriber of your channel and I like this type of great content. Direct, simply and useful. Hope you upload continues series talking about Light setting in UE4. I ve a question for you: I all ready made a current project in 4.25 ver. If i update to 4.26 I put in risk my Proyect?
Hey there! Thank you so much for your kind words! I'm glad to hear you like my content! Definitely more lighting stuff in the works :)
What I recommend doing is trying out 4.26, with a copy of your project. After downloading 4.26, open your 4.25 project, and a message will ask you what you want to do. You have the option to simply "upgrade", or work on a copy. Working on a copy means you keep your 4.25 project safe in case something doesn't work well in 4.26.
That way you can try 4.26 without fear! You can go back to the 4.25 project any time. Does this make any sense?
Cheers!
Thank you :) 👍
You're very welcome!
Insane! So handy!
Yeah I use this all the time now, so nice to have everything in one place
Deffo! I'm on a project that has 6 different environment lighting scenarios, so this will come in handy. Thanks for this! 👍
@@oxygencube I feel you there! I just wish we could save lighting presets and choose from a list
@@WilliamFaucher yes! Also to add height fog in there, it has such an effect on lighting in environments
Excellent channel William, very informative and very well edited content! There is something I want to know and I don't know if you covered it in a previous video but I often find myself wanting to make custom unreal scenes presets. Lets say one for exterior environment (with ELM set up as well as all the good Command lines already set up), one for a studio etc... And it would be cool to just create a project from those custom presets and everything is good to go from the start. :)
Thank you!
That's also something I would really like to have. Right now what i usually do is have several level presets. One level per type of lighting.
Then I use that as a base, open the level, and save-as something new, and go from there. It's a real pain. Another alternative would be level streaming, but then you'd be overwriting/editing that base lighting preset so to speak.
Presets would be lovely. I THINK there are plugins on the marketplace for this though!
@@WilliamFaucher I'll have a look thank you! Another alternative may be to create a project per template and then you just have to right click and "clone project" if you want to create a scene based on it. So its a fresh new file. But it is not very convenient as well...
This helped alot thanks!! Just started playing with this. My question is on the volumetric clouds and how to setup different looks for it with the best quality settings, struggling to art direct the clouds
Cheers man!
Yeah I have a Volumetric Clouds video on the way. What you need to do is adjust the material instance that is on the Volumetric Cloud actor itself!
@@WilliamFaucher will mess around with the material actor in the meantime and be on the look out for your next video thanks
Thank you, So much Really helped me.
Thank YOU! Happy it helped!
This is dope! Is this still going to still be relevant against Lumen in UE5? Or perhaps as a supplementary tool? I imagine Lumen would take up most of the heavy lifting, right?
Oh yeah Lumen is really just the way things are lit, that doesn't change how this tool works! :)
thanks 4 making it easier...now it feels organized rather than cluttered here & there oh what more to set..hmm wheres that setting... see, UE shud make all the workflows well organized like this mix light feature, maybe u could make tutorial how to organize prometheanAi assets browser pehaps?
Yeah exactly! I wish we could choose and organize things this way with any setting in Unreal, but oh well!
Hey william , Noob question, I see you rotating the directional light and the sun automaticly following, which is quite nice. I have to press update all the time on the skysphere, is there a live update thing for that or do i have to make a blueprint for that?
You need to set the skylight to realtime capture
@@WilliamFaucher it is already set to real time capture. The skylight works like it should. It's the actual sun from the skysphere that stays stationary unless i click refresh material. While yours moves linked to the directional light.
✅ @William Faucher, Great great video and thanks for sharing. I'm new to Unreal so this is going to help my work flow into the future, great value + I love that your tutorials are straight to the point. ✔✔
Hey there! Thanks so much , I really appreciate it!
Very nice William... thanks! one thing NOT related to lights at all... but as to do with terrain and landscape...do you have any tip on how to convert a mesh to a landscape? say u have a terrain mesh MODELED in blender or max.. and you want use that as basis in ue4 but using the landscape feature...i haven't been able to do that.
Hi there! You can easily convert landscape to a mesh, but a mesh to a landscape isn'st possible as far as I know.
The quickest way would be to bring your mesh into a free terrain editing software like Gaea, then export as a heightmap.
Terrain in Unreal only supports heightmap data. It's kind of a shame but it is what it is!
@@WilliamFaucher Yeah thats the same answer i keep getting... too bad indeed :(... The thing about exporting to a height map and re-import that to ue4 I fear it might take a bit of guesswork to match the displacement with the proper heights value no? a bit like hit and miss.
@@FX_AnimationStudios It is definitely a lot of guesswork to get it perfectly. But there is most likely a scientific way of doing it. I'm sure there is a way to get things matching up but it is beyond my knowledge at this point.
That said, is there a reason why you NEED the landscape? Is the geo model not ok to use as is?
@@WilliamFaucher Yeah in my case (and I believe for Archviz guys also would be beneficial) I have a WHOLE city with road sidewalks modeled in max and it has different elevations... would be nice to be able to convert it to a landscape and use all the goodies Landscape tools has to offer... there is a tool in the marketplace that SUPPOSEDLY converts..but its expensive ($70 or so) and by a few reviews i read..it doesnt work THAT well...
@@FX_AnimationStudios Oof yeah. For specific parts like roads and such, I would 100% stick with geo. But, I would create a landscape and sculpt it to roughly match the geo where necessary.
Otherwise Landscape doesn't have TOO many advantages over geo. You can still use displacement and blend materials easily with meshes with vertex painting.
The key advantages with landscape include being able to sculpt it, use landscape materials to scatter trees and such procedurally. And better LOD control. But that's about it I think?
Great stuff. Appreciate the videos related to cinematic stuff. May I ask if you can add existing directional lights, clouds ( I am using Ultra Dynamic Sky), etc without creating these from scratch? Thank you
It SHOULD pick up existing Directional Lights, Skylight, Sky Atmosphere and Volumetric clouds, but if you've got some custom made things, I don't think this tool will show them. I could be wrong though!
Hey dude. Something that has driven me CRAZY with UE4.26, and still in 5.0, is my foliage has "dancing" shadows, and dark spots underneath. I believe this has something to do with distance fields, but in UE5, you have to have them on in order to use Lumen. Have you ever experienced this, or have any suggestions on how to fix it?
If you put an environmental light in a dmx class actor will it show up here? For virtual production It would be amazing if there was a simple way to assign dmx/artnet/sACN channels to any lighting object parameter and offload much of that workflow on the day to the lighting console programmer.
That's a very good question, I'm not sure actually! I haven't played around with DMX class actors before. I'm quite uncertain if it will show up. Worth trying out though!
So far this manager is still a bit barebones, and you can't really choose which lights can show up. I wish you could assign lights to it.
THX
Thanks for this, and all the other great tutorials. Question: I lit my scene following your Exterior Lighting livestream - all dynamic lighting. I got to 0:49 in this present video where you delete all the lights. I delete all my lights but there is still light in the scene. Any idea why? It shouldn't be necessary to rebuild the lights, as they're dynamic - but I tried this anyhow. No change.
#UnrealEngine #3dLighting #CG #Gold Thank you.
You're too kind, thank you!
OH MY GOD
That's amazing, I knew about the Ctrl + L thing (which I actually play around with way too much cause it's really fun) but I had no idea there was a whole lighting manager!
Also question, do you know if there's too much of a difference between using a realtime Skylight and the raytraced global illumination? I tend to use both but I'm starting to think it's overkill.
Yeah it's great!
No they using both is definitely not overkill, they serve completely different purposes. Skylight gives you full control over the ambient lighting. Raytraced GI is nice, but you have no control over it. You can't adjust its intensity, and sometimes it gives really odd results. It is hard to art direct RTGI.
Definitely not overkill to use both though!
@@WilliamFaucher Thank you!!
Can you have more than one light mixer Set up for a single map?
Can I save the lighting mixer setup?
this tutorial is best and i try this technique in my scene after i import all directional, sky and sky atmospher following this tutorial still there small area black just outside the scene ....how can we hide that part ? any idea please
In unreal default map unreal had used one big mesh with blue looking texture in it.........can you please give some idea....
Add a exponential heightfog ;)
@@WilliamFaucher thank you.....and do you also use exponential height fog or you use different method sir...?
I use it!
Hey, does the sky clouds not work with octane renderer? My clouds are visible in real-time but invisible after I render through octane
Hi I do not have this option (env light mixing ) ,Where can I add?
You need to be using version 4.26, and enable the plugin :)
How to used my AMD RDNA2 GPU raytracing GI or lightmass faster render for interior architecture design ?
This are not raytraced right? How about interior scene does it also affects?
It is raytraced yes! This is mainly for exteriors.
So does it work on gpu lightmass as well?
@@contrast3dvisual Yeah, but you'll have to set the lights from moveable to stationary. What I did here in the video is 100% dynamic lighting.
ty boy
Cheers!
If I don’t want to hold control L to move my main directional light where can I dial in the settings manually to move it around cause it’s too sensitive for my taste ?
You can just rotate the directional light actor!
@@WilliamFaucher when I did it only let me rotate on one axis. The other parameters did nothing. Which I can’t recall if I had an issue before the new light atmosphere control L function was introduced in 4.26. Am I missing something?
you r awesome.
can you please do a video about aces worklflow in unreal. ACES rendering with movie render queue?
Thank you!
Well, my understanding is this:
Unreal UE4 working space is implicitly assumed to be sRGB. UE4 uses sRGB linear (given you’re feeding it sRGB colour) throughout the pipeline up to the tonemapping step, at which point it uses RRT -> ODT to output the final tonemapped image.
UE4 uses ACES 1.0.3 tonemapper to output the final image.
Also worth noting: UE4, internally converts directly from sRGB to ACEScg as required for tonemapping purposes.
Hope this helps!
@@WilliamFaucher hey thanks for the insights and do u know how to export proper aces cg for comp and grading
@@Roystoncinemo In theory the rendered frames should be in ACEScg. But what I seem to remember doing on a previous production was rendering with the "pre-tonemap render color" (or somethign along those lines) as a render pass. Basically this strips away the tonemapper and spits out a linear render. From there, you can apply a lut get a better looking image.
It's still not a super streamlined process, a lot of these tools were slapped on like duct tape, as unreal is first and foremost a games engine, and a cinematics renderer second.
@@WilliamFaucher ya got it thanks so much
@@Roystoncinemo In the movie render queue, if you add the Color Output tab, you can check Disable Tone Curve. This will spit out a fully linear image. Much easier that way.
CTRL L functionality is no longer supported
You sure about that? I’m on 4.26.1 and it works fine
HELP! Shortly after following this to set up my lights I've noticed that all my metallic materials are rendering super dark or pure black. I'm just using the materials from the Starter Content pack so I know they should be working just fine (and they were before I went through this process). I'm not positive this process is what broke things but I've been searching for a fix for two days now and I'm getting super frustrated. Does anyone have any idea why my metallic materials are rendering so badly? Thanks.
Did you set your skylight to Realtime Capture?
@@WilliamFaucher No, I've got that disabled. But I've also tried to re-enable it and it's made no difference. I've spent most of my time trying to find the problem but I think I'm going to have to just go right through the whole video again and try again. And as I said, I'm not even sure this is where my problem originated. It's just the last major thing I did prior to noticing the problem.
@@WilliamFaucher So, I rebuilt everything as far as the lighting goes with the Environment Light Mixer and it's definitely the skylight breaking things. I've found that when adding a Skylight through the ELM there are a number of details panels missing in the ELM interface, even on Normal + Advanced, that are still in the main details panel. The main one here is the Rendering panel which has a checkbox for Visible. When adding a Skylight normally by itself, this is checked ON, but when adding it through the ELM, it is OFF. But you can't know that if you're just in the ELM because the checkbox isn't there. There's a few other panels (sections?) missing as well but they are still in the main details panel if needed. Weird that they'd be omitted though.
My clouds do not looks like that at all :(
You need to play around with the settings! :)