I'm only at 4:26 and I already gotta say I'm super grateful that you're sharing this light theory in a very digestable understandable and logic way for free. I paid for uni focused on animation and we were never taught this. Thank you again!
Very glad to hear that, and I'm happy to help! If you're interested, I'm working on some huge updates to my already robust course on this type of stuff, which will include an even more in-depth dive into lighting theory and lighting in Unreal Engine, among a ton of other new content. You can find it here: boundless-resource.com/ultimate-unreal-engine-for-filmmakers-bundle-build/ Just wanted to let you know in case you're interested! Thanks for taking the time to comment!:)
Thank you so much, I have been learning a lot from you with the filmmakers course, but I have a question about light shafts, are they still visible while rendering with path tracer?? Because I feel like I loose them when I switch from Lumen to Path tracer..
Hi! Thank you for your lessons, very cool! Tell me please. do you know how to make volumetric beams of light work when you turn on the path tracer ? If you do everything the way you do, then it only works in lit mode.
@@Dawood.k first, make sure you're modifying the source angle and not the source soft angle. The shadows in your scene will also be impacted by whether or not you have hardware ray tracing enabled. You can find hardware ray tracing in your project settings. If your GPU is capable of using hardware ray tracing, I highly recommend using it, as it will increase your shadow quality greatly. If that is not the issue, it could be a few other things, let me know if that works!
Just wondering where you got your building assets from, or if you modelled them personally? Only place I know of really is Kitbash3D, and they don't really have what I'm looking for...
Hey you can look at packed 3d (illegal like pirated softwares) for some rubbles, broken buildings etc extracted from games which are not much low poly :))
Hi, I create steam effect in Niagara and it looks good in viewport but how I should render it in level sequence/movie render ? because when I add steam actor in level sequence and render it, it looks bad and not real time. Please suggest.
Hi! Quick question, i would really appreciate some help! I have a flickering light in a dark scene (my light has a Light Function Material) , when I activate the volumetric fog what happens is that the light flickers, but the volumetric fog retains the light "bloom" even when it is turned off. So what i get is a flickering light that doesn't really affect the volumetric fog, it acts as if the light never turns off. Btw this doesn't work with Rectangle Lights, the other lights work just fine with volumetrics
Great overview. Noticed an issue when using Kitbash assets (or maybe it's the texture streaming pool running out of memory) with the noisy rainbow glitch showing up in the materials (also see it in your vid). Does it show up in the render? Any tips for getting rid of it?
I'd love to do this but when I added a point light into my scene it broke the scene and all lighting was corrupted somehow.. Been trying to get into UE5 full time for 3 weeks now but man the main barrier is simply all the random bugs, errors, and corruptions that happen seemingly at random - and way too frequently to truly be worth my time at this point. Maybe in a year or so when some of the kinks have been ironed out I'll return, but until then all I have realistic time for is follow videos like yours to stay up to date with the theory behind how the engine 'should' work and how to make good use of its core features. For people who aren't already well versed in Unreal Engine, the 20 hours of trouble shooting for 1 hour of actual productivity is just not worth it yet. Hopefully one day UE5 will be stable and relatively bug free :D
I'm only at 4:26 and I already gotta say I'm super grateful that you're sharing this light theory in a very digestable understandable and logic way for free. I paid for uni focused on animation and we were never taught this. Thank you again!
Very glad to hear that, and I'm happy to help! If you're interested, I'm working on some huge updates to my already robust course on this type of stuff, which will include an even more in-depth dive into lighting theory and lighting in Unreal Engine, among a ton of other new content. You can find it here: boundless-resource.com/ultimate-unreal-engine-for-filmmakers-bundle-build/
Just wanted to let you know in case you're interested! Thanks for taking the time to comment!:)
Great video man 👍. Straight to the point and simple to understand. Appreciate you
Can't wait to see the finished film!
Excited to release it! Trailer is almost finished!
Very Helpful and insightful!
Thank you for this set of quick tips! Helped enormously in learning the basics. Will definitely look at your course when the time is right! 🙌
Nice! I learned new stuff to directly apply. 🙏
Thank you so much, I have been learning a lot from you with the filmmakers course, but I have a question about light shafts, are they still visible while rendering with path tracer?? Because I feel like I loose them when I switch from Lumen to Path tracer..
I’m trying to get rid of these blinking type artifacts whenever I move the camera in a scene have you had that problem.
Hi! Thank you for your lessons, very cool! Tell me please. do you know how to make volumetric beams of light work when you turn on the path tracer ? If you do everything the way you do, then it only works in lit mode.
What is the name of this collection of models that you used in the Cinematics? Thanks !
hey, 4:46 the source angle isnt working on my scene, lumen is also turned on, could you please tell me why?
@@Dawood.k first, make sure you're modifying the source angle and not the source soft angle. The shadows in your scene will also be impacted by whether or not you have hardware ray tracing enabled. You can find hardware ray tracing in your project settings. If your GPU is capable of using hardware ray tracing, I highly recommend using it, as it will increase your shadow quality greatly. If that is not the issue, it could be a few other things, let me know if that works!
Just wondering where you got your building assets from, or if you modelled them personally? Only place I know of really is Kitbash3D, and they don't really have what I'm looking for...
Hey you can look at packed 3d (illegal like pirated softwares) for some rubbles, broken buildings etc extracted from games which are not much low poly :))
Very helpful, my friend! Thank you!
man you explain so well thank you !!
Useful info, thanks!
Great explanation and demonstration.
what is your scene exposure setting?
welcome back!
Thank you and thanks for watching!
lovely
very cool !
Hi, I create steam effect in Niagara and it looks good in viewport but how I should render it in level sequence/movie render ? because when I add steam actor in level sequence and render it, it looks bad and not real time. Please suggest.
Hi! Quick question, i would really appreciate some help! I have a flickering light in a dark scene (my light has a Light Function Material) , when I activate the volumetric fog what happens is that the light flickers, but the volumetric fog retains the light "bloom" even when it is turned off. So what i get is a flickering light that doesn't really affect the volumetric fog, it acts as if the light never turns off. Btw this doesn't work with Rectangle Lights, the other lights work just fine with volumetrics
Great overview. Noticed an issue when using Kitbash assets (or maybe it's the texture streaming pool running out of memory) with the noisy rainbow glitch showing up in the materials (also see it in your vid). Does it show up in the render? Any tips for getting rid of it?
Very cool
Thank you. Very helpful.
Thanks for watching!
How about a super animation course
amazing
I'd love to do this but when I added a point light into my scene it broke the scene and all lighting was corrupted somehow.. Been trying to get into UE5 full time for 3 weeks now but man the main barrier is simply all the random bugs, errors, and corruptions that happen seemingly at random - and way too frequently to truly be worth my time at this point. Maybe in a year or so when some of the kinks have been ironed out I'll return, but until then all I have realistic time for is follow videos like yours to stay up to date with the theory behind how the engine 'should' work and how to make good use of its core features. For people who aren't already well versed in Unreal Engine, the 20 hours of trouble shooting for 1 hour of actual productivity is just not worth it yet.
Hopefully one day UE5 will be stable and relatively bug free :D