Lighting Interiors in UE4

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  • Опубликовано: 30 сен 2024

Комментарии • 151

  • @ThatRyanManning
    @ThatRyanManning  3 года назад +13

    Correction @ 18:30 ; "Static Lighting Level Scale" * "Indirect Lighting Quality" = 1

    • @creatorediillusioni
      @creatorediillusioni 2 года назад

      Would love some tutorial on how to make simple cinematics with unreal 4. Thanks a lot!

  • @PlatedGuy
    @PlatedGuy 5 лет назад +29

    I really should stop judging tutorials by their view count because it was definitely a one of the best UE4 tutorials I have ever seen :v

    • @remon563
      @remon563 3 года назад

      good lesson to learn in life !

  • @asr59
    @asr59 5 лет назад +36

    For the filling lights at the end of the video I usually uncheck the "cast shadows" option and also set the "specular scale" to 0 so you don't get any reflection/spec from that light

  • @suneilangel
    @suneilangel 4 года назад +14

    As someone who is trying to get the grips with Unreal Engine and Sequencer, I found this tutorial very helpful. Thanks for that and yes, you earned yourself a sub today.

  • @sveinndagur
    @sveinndagur 5 лет назад +14

    "Post a comment I read every single one of those"
    Sausage.

  • @gibsonplayer87
    @gibsonplayer87 5 лет назад +12

    Soooo helpful! Lighting has been my biggest struggle in set design and this has helped remarkably! Will be following you for more tutorials. Awesome work and thank you for this!

  • @esscee96
    @esscee96 5 лет назад +10

    As someone who never tried anything in UE lighting before, this was a perfect beginner video for me! Just the right amount of content and information at just the right pace, and helped me to not feel so intimidated by all the options I saw regarding Lighting in UE4. Thanks a lot for this!

  • @fl260
    @fl260 5 лет назад +8

    Can't express how grateful I am for this! Love the straight to the point, professional approach.. you gained a subscriber for sure man, thank you so much!

  • @albertusbodenstein1976
    @albertusbodenstein1976 3 года назад +2

    Ryan, After baking my lighting, everything goes dark. Why does this happen? Is there a place where we can ask you questions directly?
    Don't want to clutter your channel with questions!

  • @VH9911
    @VH9911 4 года назад +2

    @Ryan the issue you were having with the point light towards the end was the intensity unit going from Candelas to Unitless. When you click Inverse Square Falloff it defaults from Candelas to Unitless which affects the Intensity

  • @amyt2777
    @amyt2777 3 года назад +3

    Thank you so much for this, brilliant tutorial - just what I needed. Every time I thought I was gonna have a question, you'd answered it in the next breath. Can't thank you enough for how thorough and informative this was

  • @SUPERYADAVZ
    @SUPERYADAVZ 3 года назад +1

    thankyou very much it solved lot of problems :)

  • @NA-omfg
    @NA-omfg 5 лет назад +4

    Great tutorials!
    Can you make a tut about puddles and rain?

  • @TheKwiji
    @TheKwiji 4 года назад +1

    Wait... So you bought IES profiles on the marketplace? Aren't they free on many light company websites? If I Google for it one of the first links that comes up has like 300 profiles for... Free

    • @TheKwiji
      @TheKwiji 4 года назад +1

      Also if you use IES profiles you can not use static lighting and baking with the lights, it's dynamic only.

  • @9000halNASA
    @9000halNASA 3 года назад +1

    very effective , subscribed. :)

  • @yejinxkim
    @yejinxkim 3 года назад +2

    Any word is not enough to appreciate you. You're the best.

  • @nmcar2050
    @nmcar2050 3 года назад +1

    Error at 18.38: Static Lighting Level Scale * Indirect Lighting Quality = must be 1 by EPIC Games

  • @andreauriartemartinez8338
    @andreauriartemartinez8338 3 года назад +1

    Thank you very much! :D

  • @digitalmessiah7325
    @digitalmessiah7325 4 года назад +2

    Really helpful video, finally I understand how to set up the results I want, instead of endless tweaking :)

  • @GrounddevLF
    @GrounddevLF 3 года назад +1

    Thank you for your help!

  • @simoppi18
    @simoppi18 4 года назад +1

    i just wantto say thank you for all of your videos these have been a BIG/MASSIVE help to understand ue4 and what you can do with it so THANK YOU !!!!

  • @wilsione
    @wilsione 3 года назад +1

    Hi in your tutorial of lighting part 2 series you mentioned that indirect static lighting level scale x lighting quality should be = 1..but here it is multiplied by the lighting smoothness.. Thank You

  • @juliancastillo
    @juliancastillo 5 лет назад +2

    Hey Ryan, great tutorial, thank you so much. I have a question, do you think using volumetric fog in an interior is a good idea? do you think it would enhance the results?

    • @ThatRyanManning
      @ThatRyanManning  5 лет назад +2

      For sure! Fog, when used in moderation, adds a lot of depth to your scene. Personally I prefer exponential height fog.

  • @ssmakx
    @ssmakx 3 года назад +1

    Thank You so much for this.. Every aspect no matter how small is explained so well. And in such short time.

  • @ariondigital8518
    @ariondigital8518 3 года назад +1

    Thanks Ryan, great tutorial, as always. Very helpful on a dark scene I've been fighting with the lighting on.

  • @JePeS
    @JePeS 4 года назад +1

    Me: Adds a light source
    UE4: Compiling Shaders (9,999)

  • @paulewey7457
    @paulewey7457 2 года назад +1

    Thanks for the Tutorial, a lot of great info here definitely improved my knowledge of lighting an interior!

  • @sharpendesign6604
    @sharpendesign6604 5 лет назад +2

    13:35-13:50 this sequence got me like 😱😱

  • @wishpoosh
    @wishpoosh 3 года назад +1

    That was super helpful solving some problems in my scene, many thanks!

  • @bobcharlotte8724
    @bobcharlotte8724 4 года назад +2

    With no post process effects.. wow.. just wow. Thank you so much.

  • @Krisso
    @Krisso 5 лет назад +1

    I dont seem to have an inner/outer cone option
    edit: I was using point light, not spot light, like an idiot

  • @alexandernguyen2864
    @alexandernguyen2864 4 года назад +1

    Very few tutorials on lighting here on RUclips, which I think is very important, this is awesome, thanks for the tutorial.

  • @Scarlov87
    @Scarlov87 4 года назад +1

    T-T this is too good I'm gonna start using unreal, but eevee is so damn sexy!!, gonna learn Unreal for rendering! hell yess!! this was the push I needed to do so

  • @JPN762
    @JPN762 Месяц назад

    Damn, crazy sad he does not make vids anymore. Was hoping for an updated video on UE5 -Awesome video btw

  • @dancpp4395
    @dancpp4395 4 года назад +1

    This is astonishing. Wish I would have known about this video sooner. Subbed at once, great work.

  • @mastjappa
    @mastjappa 3 года назад +1

    Thanks it was really informative and useful.

  • @jjcaratino
    @jjcaratino 2 года назад +1

    ¡Gracias!

  • @jjcaratino
    @jjcaratino 2 года назад +1

    gracias

  • @Conversion108
    @Conversion108 3 месяца назад

    really really useful tutorial. Learned a lot of information I'll be using in my levels in only 35 minutes. Thanks a lot for the video!

  • @briandixon6816
    @briandixon6816 5 лет назад +1

    I appreciate the video very much. It was most helpful.

  • @nivellemendiola5039
    @nivellemendiola5039 5 лет назад +1

    now i know why i cant achieve realistic lighting. thank you so much

  • @Zombiefruit
    @Zombiefruit 4 года назад +1

    You deserve way more subscribers man. Excellent content, professionally delivered, great pacing, editing, delivery... the list goes on. Awesome

  • @AlwaysDrawing2012
    @AlwaysDrawing2012 3 года назад +1

    This tutorial was so awesome, Ryan! Thank you for this : )

  • @DurgasiMuralidhar
    @DurgasiMuralidhar 3 года назад

    Hi @Ryan Manning I using the lighting and reflection in Mobile preview they are not working is there any alternative solution..? please reply

  • @bs_art3625
    @bs_art3625 3 года назад

    Is this the Sequencer project on the Epic Marketplace? Can't seem to find this scene.

  • @TheLSS011
    @TheLSS011 4 года назад +1

    Amazing tutorial! It was very useful to me because it teaches some basic lightning concepts that I can use in my learning path. Thank you so much, Ryan! I've just subscribed to your channel!

  • @Swess2908
    @Swess2908 4 года назад +1

    What song is that at 9:30

  • @jbach
    @jbach 3 года назад

    This is great but why not used instanced BP Spotlights?

  • @TheDeveer
    @TheDeveer 4 года назад

    Man that mouth clicking you do is a bit irritating dude. Otherwise good video

  • @DineshSharma-ez2pt
    @DineshSharma-ez2pt 2 года назад

    very easy and effective tutorial. Thanks.

  • @josephburgan3D
    @josephburgan3D 4 года назад

    Such a fantastic video -- Subscribed! Thank you.
    I do wonder though if you actually mean that in the World Settings, Static Lighting Level Scale and Indirect Lighting *Quality*, not Smoothness, needs to equal the sum of 1.0. If that's so (or not), I'd appreciate the clarification.
    Thanks so much!

  • @aaayerus
    @aaayerus 4 года назад +1

    Someone that reads every single one of people's comments is automatically worthy of my subscription, regardless of the content. Nice content though!

  • @zonian8782
    @zonian8782 2 года назад

    can i ask is there a way that the character wont be affected by the point when passing thru it?

  • @SyntheticFuture
    @SyntheticFuture 4 года назад

    Interesting. I would be tempted to stick a spot or a box light to the screen and give it a bit of a blue color and a flicker to make it look like the screen is on. Hyper stylized maybe some rays from the screen to accentuate.

  • @javierherrera179
    @javierherrera179 4 года назад +1

    Thank yo SO much! :D

  • @alex630710
    @alex630710 3 года назад +1

    Excellent teacher.

  • @oxygencube
    @oxygencube 4 года назад +1

    Excellent, Well done!

  • @Dante3085
    @Dante3085 4 года назад

    Btw while I am watching this ( 24.05.2020 ) the Lighting Profiles pack he is using in the video is FREE on the marketplace.
    PS: Great video !

  • @LDT7Y
    @LDT7Y 3 года назад

    Thanks for making this. Very useful tips! I had a question about lighting multiple levels though. We're making a VR game in UE4 which has a persistent level, a start screen level (pick character, load game, etc) and then a handful of game map levels that stream in/out depending on the player location. The map levels are varied environments, so have different sky spheres, weather, etc. In terms of lighting, should we have seperate lighting settings (post process, lightmass importance volume, etc) for each bit of map (with only a skylight in the persistent level, since you can only have one per world)? Or what exactly do you put in the persistent level for a VR open world game?

  • @HDico2013
    @HDico2013 4 года назад

    It doesn't work, because inverse falloff, along with the whole lighting system and many many MANY other systems in Unreal Engine 4 is utterly broken.

  • @7Techno7
    @7Techno7 2 года назад

    Great example, thanks!

  • @harshadjoshi3944
    @harshadjoshi3944 5 лет назад +1

    Great Tutorial. Helped me a lot. Please more tutorial like these.

  • @mae2309
    @mae2309 4 года назад

    Maybe you could help me ryan.. I kindda erased the sphere inside my Modes tab. And now I get an empty box and no sphere. How do I get the sphere asset back. Do I need to uninstall the UE version and make a new installation? I hope not..
    Thank you in Advanced

  • @AdvanceSpoon
    @AdvanceSpoon 3 года назад

    Thanks for this tutorial you made my garbage scene look wayyy wayyyyy better thank you x1000000

  • @MoD-zf9lv
    @MoD-zf9lv 3 года назад

    thank you for this tutorial, you explained very clearly how the lightmass work

  • @wimsikal6452
    @wimsikal6452 4 года назад

    Thanks for the tutorial.
    For anyone looking for the sample content, the name of of the content has been renamed to "Matinee
    " instead of Sequencer.

  • @commontimeproductions
    @commontimeproductions 3 года назад

    Thanks so much for being so in depth and pedantic on your method with teaching this. I'm new to lighting in unreal and this was incredibly helpful. You are wonderful!

  • @CrashDemicStudio
    @CrashDemicStudio 3 года назад

    I would like to see the settings you used with zoom. It is really difficult read the things. For the rest, very nice, thanks.

  • @Pierraxl
    @Pierraxl 3 года назад

    When you say you want to turn up " Preview Shadow Indicator " it's allready checked and you turn it off, what does it help for actually seem you don't needed it after all ?

    • @ThatRyanManning
      @ThatRyanManning  3 года назад

      It let's you know your lighting needs to be rebuilt! That's all.

  • @husifps9305
    @husifps9305 4 года назад +1

    This is absolute masterpiece.

  • @creatorediillusioni
    @creatorediillusioni 2 года назад

    Man you are super good…

  • @DJM3D
    @DJM3D 4 года назад

    I've run into that bug with the unitless lighting where when you switch back to inverse, it needs to be cranked way up. I fixed it by setting giving it the old settings and changing to candela. Awesome tutorial, very helpful.

  • @thegreatSalu
    @thegreatSalu 4 года назад

    I always considered lighting my weakest point..but your tutorial really helped me understand how lighting works in UE4 and my game project.

  • @earvinbaraka
    @earvinbaraka 3 года назад

    Very helpful indeed

  • @bellVFX
    @bellVFX 4 года назад

    Where I can take the sample to do tutorial?

  • @athelstanm7298
    @athelstanm7298 3 года назад

    Thank You for this GREAT tutorial!!!!

  • @retired4365
    @retired4365 3 года назад

    i love how no one shows frame rates because it takes a hit doing this. lolz its nice but do that 15 times in a game environment and you hit less than 60fps.

    • @ThatRyanManning
      @ThatRyanManning  3 года назад

      (Upper right of the editor.)..120FPS on average while recording in SLOBS. Most of the lighting is baked, thus the cheapest methodology. Totally applicable process for game dev!

  • @JWM-3D
    @JWM-3D 3 года назад

    Taking on a technical lighting assignment at uni and this has been a great starting point! Thank you!

  • @wk2414
    @wk2414 3 года назад

    when I open this file, it puts me in the sequencer, how do I import the static meshes into the editor

  • @duodua4130
    @duodua4130 4 года назад

    awesome. thank you so much for this, it's truly great!

  • @bobbyr
    @bobbyr 4 года назад

    Great help! I was using pointLights everywhere. Things looked flat and boring now I added the moon thing and just that made the whole thing pop. I started from scratch and removed my shitty post process also. Thanks alot!

  • @DuyTran-xk6qo
    @DuyTran-xk6qo 4 года назад

    i have watched like a dozen of lighting tutorials...This one is the best one as it covers all the important aspects and key decisions of light placement, colour, contrast, reflection..in just 30 minutes. Thanks a lot for sharing your knowledge

  • @djwosa2000
    @djwosa2000 4 года назад

    thanks

  • @shellydu3197
    @shellydu3197 4 года назад

    Very helpful! Thanks a lot!

  • @margotd2966
    @margotd2966 4 года назад

    You saved my exam! Thank you! :D

  • @murtazarizvi368
    @murtazarizvi368 4 года назад

    spot light and rect lights are one of the most amazing additions in terms of lighting.

  • @choledocholithiasis
    @choledocholithiasis 4 года назад

    Thanks so much really helped :)

  • @Dawood.k
    @Dawood.k Год назад

    Why we do bake, why we cant do realtime lighting ??... why we always want to bake lighting?

    • @Kromm3D
      @Kromm3D 11 месяцев назад +1

      This is 4 years old, not applicable to Lumen, but always nice to know how baked lighting works, specially for videogames

    • @ThatRyanManning
      @ThatRyanManning  8 месяцев назад

      Baked lighting is still a thing...even with Lumen. Baked lighting is far more performant than realtime. There are situations (such as limited hardware or platforms) that necessitate you should use baked lighting.

    • @tiredguy2753
      @tiredguy2753 6 месяцев назад

      @@Kromm3D Agreed, Lumen is a wonderful thing but I still think there is value in learning how to use bake lighting. Maybe/hopefully there will be a point in which Lumen can be used all the time (assuming hardware gets to that point) but we are not there yet.

  • @lilsquirt9889
    @lilsquirt9889 3 года назад

    Hey awesome tutorial man! Really helpful! But how did you do that Shaft Effect using only the spotlight?

    • @ThatRyanManning
      @ThatRyanManning  3 года назад +1

      The spotlight in the stairwell has a faux Godray card. AKA "Faking it". You could use atmospheric fog and lightshaft bloom to achieve the same effect.

    • @lilsquirt9889
      @lilsquirt9889 3 года назад

      @@ThatRyanManning Thanks! But I want it in a particular position, the atmospheric fog spreads through the whole level.

    • @ThatRyanManning
      @ThatRyanManning  3 года назад +1

      @@lilsquirt9889 Then go with fog cards. Easiest way to have that dramatic/isolated control

  • @djgyrad
    @djgyrad 4 года назад

    i followed everything you did in the video, but my bake is coming out black in the whole scene.. not at all sure how to fix this. it happens regardless of lighting being static or stationary

    • @ThatRyanManning
      @ThatRyanManning  4 года назад

      If your bake is almost immediate, check that you don't have "Force No Precomputed Lighting" checked; otherwise no lighting will be built.

  • @luckyKumar-ur9xh
    @luckyKumar-ur9xh 4 года назад

    sir you're a amazing teacher... thank you.

  • @666nevermore
    @666nevermore 3 года назад

    Wish I knew this channel earlier. I’m very curious to know how would you treat baking with a character moving around the scene. What would you leave real time? What would you bake? Stuff like that, your thought process on not only dynamic environment

    • @ThatRyanManning
      @ThatRyanManning  3 года назад +1

      Baking lights isn't purely a static thing...persay. When baking lighting, you're also baking volumetric lightmap which moveable objects (like a characters) can take advantage of. In short, there are details you just can't get without baking lighting and it's still good for movable objects.

    • @666nevermore
      @666nevermore 3 года назад

      @@ThatRyanManning thank you for the answer, lighting for me is still quite a mistery and I’m struggling gettin my rhythm on it, as well as a solid theory behind. I was composing some environment using quixel libraries and I think I watched all their breakdowns and I guess all of those artist composed with real-time lighting and raytracing, I guess killing performance. But from what you are saying and from what I’m noticing from your videos, baking actually is not only a matter of performance but also a way to improve lighting quality of an environment. Am I wrong? I think I’m missing something somewhere that isn’t making my brain fit those pieces together

    • @ThatRyanManning
      @ThatRyanManning  3 года назад

      @@666nevermore Exactly! This may sound like a shameless plug, but I cover that exact thing in my RTX Masterclass. academy.thatryanmanning.com/courses/rtx-interior-lighting-masterclass There's a misconception that RTX is the "easy button", when in fact, it's great...but when used in conjunction with baked lighting can yield some pretty awesome results.

    • @666nevermore
      @666nevermore 3 года назад

      @@ThatRyanManning I’m saving this course, in a couple of month I’ll finish my master and if I’m into lighting I’ll for sure follow it. Thank you for the answers Ryan

  • @Daria-qv6xq
    @Daria-qv6xq 5 лет назад

    Awesome tutorial! Thank you! :)

  • @zachchio413
    @zachchio413 4 года назад

    Hi sir. I got 40,000 lights need to be rebuilt in my model.. How can I drop it to few hundreds? Thanks

    • @ThatRyanManning
      @ThatRyanManning  4 года назад

      Select -> Delete.

    • @zachchio413
      @zachchio413 4 года назад

      @@ThatRyanManning sorry I dont get it.. But, the size of the model matters when rebuilding of lights?

    • @ThatRyanManning
      @ThatRyanManning  4 года назад

      @@zachchio413 I was half joking with that comment. :) The size of your model/scene does matter, especially when it comes to light energy/attenuation. However, There's nothing that says you can't have 40k lights, however they can't all be dynamic (scene performance/GPU crashing) and your bake times will be rather long. Without seeing the scene, my suggestion would be to isolate small/insignificant lights that don't add to your scene, delete/hide those, and modify your other lights to be more effective.

    • @zachchio413
      @zachchio413 4 года назад

      @@ThatRyanManning Okay. noted. Thank you so much!!! :)

  • @Gillespionage
    @Gillespionage 4 года назад

    Fantastic Vid Ryan! Thank you so much.
    I was wondering how come you used Spot lights rather than Rect lights for the tube lights. I'd have thought they'd give you a more accurate shape with the Source Width and Height settings. Do Rect lights just behave in a different way? Is the lack of the inner and outer cone a reason to not use them?
    Cheers!

    • @ThatRyanManning
      @ThatRyanManning  4 года назад +1

      You can absolutely use rect lights instead of spot lights for baked lighting. Rect lights are not great for runtime (when set to dynamic)...especially if it's for a game environment. So I wanted to show achieving a good look with "cheaper" lights (spot lights). Swapping out the spots out for rect lights is totally acceptable. Just don't use a ton of dynamic rect lights.

    • @Gillespionage
      @Gillespionage 4 года назад

      @@ThatRyanManning Awesome. Thank you Ryan

  • @HannoNator124
    @HannoNator124 4 года назад

    These videos are so helpful!

  • @wenqicai6228
    @wenqicai6228 5 лет назад

    How to exit the game view mode? I press G and I can't get Out QUQ.

    • @aialexander3d849
      @aialexander3d849 5 лет назад

      Press G again. It toggles the visibility on the billboards for the lights and reflections and other effects.

  • @TheBoggledMind
    @TheBoggledMind 3 года назад

    wonderful guide but I do have a question, I have looked at forums and haven't found an answer. Why is it when I get my lighting all setup and done, if i press the "build button" (even if I just build the build lighting in the drop down) everything goes into an almost low detail? any decals I have placed disappear ( the decal itself it there but the "blood spatter" thats attached seems to be invisible) my walls and floors look horrible(quality) and the lighting just looks completely different as well.

    • @ThatRyanManning
      @ThatRyanManning  3 года назад +1

      Is there a texture streaming pool warning? Could be that textures have mipped down due to limited hardware resources.

    • @TheBoggledMind
      @TheBoggledMind 3 года назад

      @@ThatRyanManning yeh I do have that as well as it saying lighting needs built. I mean I dont Have the greatest rig in the world but it runs fine with the epic graphical setting before I Use the build button

    • @ThatRyanManning
      @ThatRyanManning  3 года назад +1

      @@TheBoggledMind so the editor has overhead. It happens all the time at our studio (even on beefy rigs) where if you have multiple editor windows open, they'll quickly cause slowdowns or texture memory streaming pool issues. Open the console command and try using r.streaming.texturepool.size 9000. I think that's the command. That'll increase you streaming memory pool and hopefully correct the blotchiness.

    • @TheBoggledMind
      @TheBoggledMind 3 года назад

      @@ThatRyanManning Not sure what I did differently but I my decals and everything were fine after this last build, but the lighting still goes way off. the best way to describe it is I have a very dark map, dimly lit. After I hit Build it almost looks like im in the unlit mode while editing or placing objects. I tried the command line and I didnt really see much of a difference. Thank you by the way for the help I do appreciate it.

    • @ThatRyanManning
      @ThatRyanManning  3 года назад

      @@TheBoggledMind Join my Discord discord.gg/6mqkWKw9 and post some screenshots. Might be able to figure out what's happening.

  • @GenZClub-MA
    @GenZClub-MA 5 лет назад

    PLEASE MAKE VIDEO ON ARCHITECTURE INTERIOR LIGHT...

  • @adamplechaty
    @adamplechaty 5 лет назад

    Hi Ryan, thanks for sharing this with us. Great video. Question about lightmass: I cannot seem to get rid of seams between my modular pieces no matter how far I crank up my ligting quality and lightmass settings. My UVs are well unwrapped and lightmaps have enough res. Any tips?

    • @ThatRyanManning
      @ThatRyanManning  5 лет назад +1

      Try these settings: badrhinogames.com/screenshots/ryanManning/2019-07-10_10-16-55.png
      Also, are you baking your lighting at Production level?

    • @adamplechaty
      @adamplechaty 5 лет назад

      @@ThatRyanManning yep, production level and the engine rendering settings are set to "epic". This is the non-textured scene baked with the settings visible on the right. The seams on the floor are the major culprit here, everything else looks decent (if splotchy sometimes). imgur.com/EmYw6XM

    • @adamplechaty
      @adamplechaty 5 лет назад

      @@ThatRyanManning so problem solved! It was a bad shading on the mesh. I had to add extra support edges to smooth out the shading and now the seams are gone even on the default lightmass settings. See the difference: imgur.com/xqHLpvH Thanks for the effort, Ryan!