Thank you for this video! I've been a lighting artist myself for about 8 years but doing mostly animation and film and I wanted to jump into the gaming industry. This tutorial really helped me a lot as the lighting process in Unreal is a bit more different than what I normally use. It's been very informative and easy to follow along.
My dear guru. great video! We are an architectural firm using BOM software. We will use UE to make fully interactive VR to demonstrate the world most advanced "smart home" system. Now we have a dedicated staff studying UE.
Fast, direct, precise and professional. Impressive tutorial that deserve like, comment and sub. Since many people like me are relatively new to unreal process it would be interesting to know how long did it take to have this deep knowledge. Thanks for sharing this tutorial, we all appreciate the hard work
I think I have watched this video at least half a dozen times, always informative and I pick up something I missed each time. Easy to follow you Ryan keep up the great work !
Thank you this really helped me out, your RTX Interior Lighting Masterclass was a big help too. It is great that your tutorial is 60min more or less as this is a good way to sign off for the today.
You are a god send. So many europeans care about "realistic" lighting for a shit scene for a Game Engine when you nailed it in the coffin with this. Performant, basics, what is needed. Plain and simple, and Perfect. WELL made
You are the master of light! I'm a still a beginner, but have helped me tremendously to move up a level in understanding lightening the environments. I've done some Udemy courses and watched many youtube videos of course all sorts of topics. From that perspective I love your workflow how you approach the lightening. I can follow it and apply what I've learned. I would appreciate a light tutorial on night outdoor scene.
Hey man, thanks for making this, I found it really helpful. I've been doing a lot of prop & environment work recently but mostly on the asset creation side so this helped getting my head round basic lighting, cheers!
Thanks for the detailed run through on the lighting system, great for a beginner like myself, knowing where settings are and what functions do what helps when dealing with light & shadow, i find the UE editor functions different from other editors like Daz3d, management of light in the scene is most important when revealing detail in high resolution textures, having the right light & shadow makes the difference in weather you see any of the finer detail in well done textures particularly when looking at images above 2k, the higher the image quality the more faults will show in any image or placement of props & outfits. Lightings is always going to change according to time of day or weather effects during game play so knowing where all the basic settings are in UE is a must. If you use the light source & shadows correct you can optimize render times to be super fast while still maintaining high detail without using super compression Sub D settings that take hours to render for little more detail in the image which really isn't worth waiting 2 hours or more on a still frame in DAZ3D. What i also find useful when dealing with environments or just textures in general is double click the material to open up the parameters and adjust settings as you need for specific textures, particularly when porting models into UE because UE uses PBR shaders, other editors might not share the same shades or color tones, so after porting in new textures on meshes sometimes i find they are way too dark and need brightening via a few methods in the material parameters, it's also good for setting certain hair pieces opacity levels & transparency levels because at times they port in near invisible and you need to adjust those two settings for hair to appear like some other material shaders i've come across on certain items. I found switching to HDRcompression for images increases quality overall but in some cases it might wash color out or not be bright enough, you will still have to alter the parameters in both Materials & Textures by double clicking directly on them and changing some values, can work better then some lighting settings. Switching the DDS files directly to HDR compression works best because for some reason importing textures changes the tones, you could try a bunch of settings in that list but HDR compression makes a big difference in overall texture quality of anything in Unreal.
Very helpful, Ryan! Thanks so much! Would love more videos on this topic - a quick one about converting this to raytracing would be incredibly helpful. So would a skyatmosphere and atmos index etc overview! You are such a great teacher. So many other videos and written explanations (inc the official docs) are just so poorly worded and confusing, even if you know what they are trying to say lol
Love the vid! Super excited to see the alternate approach you speak of that is more hardware intensive. I am generating renders for ArchViz purposes, so the more realistic the results are, the better!
My frame rate is still woeful (c20FPS on an i5 3570K, 16GB, 1050Ti), but with your help I have doubled the frame rate from the 8-10 that it was, and made the scene look more like reality, as opposed to flat, two dimensional, no shadows, etc. It sucked! Thank you!
You videos are awesome... Very good because we understand the background of all crucial parameters.. thank you so much... but there is a new atmosphere system now i think.. may we have a tutorial for this ?
Source angle is the angular size of the sun in the sky. A larger angular scale means softer shadows, as it would for a larger area light: it has nothing to do with atmospheric scattering.
Changing the Source Angle doesn't change the sun disk size or any size of the Sun for that matter. Adjusting the Source Angle on a Directional light is a simulation of the lights effective Penumbra. Thus, as you said, higher values means a more dispersed Penumbra and thus softer shadows. Conversely, a smaller Source Angle value will yield tighter, more crisp shadows.
I enjoyed this very much. I am wondering are you thinking of putting a comprehensive or masterclass exterior lighting course on your academy website? This youtube video is a good start, but I would love to dive deeper into exterior lighting.
No problem. Plenty other videos and instructors out there you can watch. Your negative attitude insinuates there are some other fundamental issues going on in your life. Hope things get better for you.
I dont know if this is correct. 3 lux would be night, just above moon light. Such a sunny day should be more like 120.000 lux. The exposure you set to less than 1 but this is also nearly night, a sunny day like this should be 13-16.
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?
Put any lights (including Skylights) into sub-levels and switch the Sub-levels to "Lighting Scenarios". UE4 will treat those as individually packaged, which will allow you to load/unload as needed. When sub-levels are set to "Lighting Scenarios", all the baked lighting will be contained/isolated to that sub-level...meaning your lighting won't bleed over into other sub-levels. If you are using a consistent Post-Processing Volume that never really changes...put it on the Persistent Level (or another sub-level besides your Lighting Scenarios) and you should be good to go!
Many thanks for this highly informative overview, I have a question. I can't get my head around the Distance Field Shadows toggle for the Directional Light. It doesn't seem to do anything, I think you have skimmed through that part as well, Explanation regarding it would be highly appreciated.
Great tutorial. One thing keeps confusing me (in many tutorials): why use an HDRI for the Skylight, *and* a directional light for the Sun? The HDRI in the Skylight in theory has a Sun, right? With all the wonderful dynamic range so that its ratio of sun-to-fill is going to be natural right out of the box? I don't conceptually understand why we'd also have another 'Sun' on top of that.
Skylights, for performance reasons, don't cast light in the same fashion as other lights (ex: Directional Light). Caveat: you can have Skylights casting light when using Raytracing. If you think about it, casting light from a 360 degree sphere could tank your scene performance really quickly. This is why Skylights are used to cast lighting, but at a cheaper cost than an actual light(s). Because of the cheaper cost of a skylight, you want to use a directional light to fill in the remaining lit/shadowed areas. Thus using a Skylight for ambient lighting and a directional light for your main light allows you to have both aesthetics and performance for your scene. Hope that makes sense.
Is it possible to mix HDRI skies with a Directional Light? I'd like to see the actual sun and blooming sunrays from the Directional Light and also benefit from the beautiful HDRI sky images.
Does anyone know why the HDRI from Hdr haven wouldn't load into the Cubemap? I have the 'Source Type' set to 'SLS Cubemap'. It would be nice if tutorial makers would start covering why things don't work. This would help viewers better understand how the software works.
Love the pace and segmented thought process - extremely helpful and much appreciated.
Thank you for this video! I've been a lighting artist myself for about 8 years but doing mostly animation and film and I wanted to jump into the gaming industry. This tutorial really helped me a lot as the lighting process in Unreal is a bit more different than what I normally use. It's been very informative and easy to follow along.
Fantastic tutorial. The Distance Field AO tip alone solved an issue that I was having in a scene and couldn't solve. Thank you!
I always come back to your videos. you taught me the majority of what I know about lighting. You da man, man!
so far this is one of the best explained lighting tutorials in youtube, Thank you, it really tuned up my scene!
My dear guru. great video! We are an architectural firm using BOM software. We will use UE to make fully interactive VR to demonstrate the world most advanced "smart home" system. Now we have a dedicated staff studying UE.
this channel has been instrumental in my relearning of Unreal 4. Thank you so much for these simple to understand step by step tutorials.
Fast, direct, precise and professional. Impressive tutorial that deserve like, comment and sub. Since many people like me are relatively new to unreal process it would be interesting to know how long did it take to have this deep knowledge. Thanks for sharing this tutorial, we all appreciate the hard work
I think I have watched this video at least half a dozen times, always informative and I pick up something I missed each time. Easy to follow you Ryan keep up the great work !
Finally a tutorial in the right pace with the right informations... Thanks a lot
This video is insane
thank you for putting this together. Making my skylight movable was literally night and day
This video is amazing... I've been scratching my head for the last couple of days but this seriously lays it all out. Fantastic work Ryan - thank you!
NO! YOU’RE amazing 😍
Thank you this really helped me out, your RTX Interior Lighting Masterclass was a big help too. It is great that your tutorial is 60min more or less as this is a good way to sign off for the today.
This is much better explanation about lighting in UE, it's complex but i enjoy your tutorial. keep up the good work
Really love that you take the time to recap the info you just presented, definitely helps with absorbing it all :)
Ryan your method of explanation and recaping is absolutely spot on. I love your tutorials. Thanks for sharing.😇
This was excellent and a pleasure to follow.
Thank you Ryan. Your tutorials are always pedagogical and easy to understand. Thank you!
Thank you for this. I find you sincere and not trying to keep the info secret, like other "gurus".
I really love the way you explain things, you make everything feel simple. This really helped me for my exterior scene, thank you very much!
one of the best tuts ever ... clean direct precise and efficient .. gg
The Skylight Intensity Scale has gone to Over 9000!!!
Best of them all ❤️ thank you for your time!
Honestly an Amazing Video
Thank you very much. Very helpful and awesome work. One of the best video that I've ever seen~
I was half waiting for Benny Hill or something for the timelapse music :D picked up cool tips n tricks! Cheers!
Thank you very much for your tutorials, I have to say that you are an excellent teacher and everything that I know about Unreal 4 is thanks to you!
You are a god send.
So many europeans care about "realistic" lighting for a shit scene for a Game Engine when you nailed it in the coffin with this.
Performant, basics, what is needed.
Plain and simple, and Perfect. WELL made
Thats really what i need!!! Hope you release more video like that, Thanks you!
You are the master of light! I'm a still a beginner, but have helped me tremendously to move up a level in understanding lightening the environments. I've done some Udemy courses and watched many youtube videos of course all sorts of topics. From that perspective I love your workflow how you approach the lightening. I can follow it and apply what I've learned. I would appreciate a light tutorial on night outdoor scene.
Thank you for your tutorial!
Another great insightful video from you Ryan. The pace, delivery and info are all 10/10
Thank you very much for all the very useful information. Thank you for spending your time explaining as well.
Nice tuto... actually, the best I've ever seen about lighting!!!
Thanks a lot for this!
Great video, really helpful, thanks for taking the time to make it.
Hey man, thanks for making this, I found it really helpful. I've been doing a lot of prop & environment work recently but mostly on the asset creation side so this helped getting my head round basic lighting, cheers!
Thank you very much, your explanations are so clear, love it.
Thanks for such amazing tutorial, Helps so much
brother u are the best, saved me so much time!!!
awesome video as always, thanks so much!
I always struggle with lighting, looking forward to your future videos on the topic!
Thanks, you have made one of the best channels for unreal engine! Well done!
Great Stuff just what I want today. Thanks!
Very cool. Definitely need more tutorials on outdoor lighting especially with the direction gaming is going and the next gen stuff coming this year
Thanks for the detailed run through on the lighting system, great for a beginner like myself, knowing where settings are and what functions do what helps when dealing with light & shadow, i find the UE editor functions different from other editors like Daz3d, management of light in the scene is most important when revealing detail in high resolution textures, having the right light & shadow makes the difference in weather you see any of the finer detail in well done textures particularly when looking at images above 2k, the higher the image quality the more faults will show in any image or placement of props & outfits.
Lightings is always going to change according to time of day or weather effects during game play so knowing where all the basic settings are in UE is a must.
If you use the light source & shadows correct you can optimize render times to be super fast while still maintaining high detail without using super compression Sub D settings that take hours to render for little more detail in the image which really isn't worth waiting 2 hours or more on a still frame in DAZ3D.
What i also find useful when dealing with environments or just textures in general is double click the material to open up the parameters and adjust settings as you need for specific textures, particularly when porting models into UE because UE uses PBR shaders, other editors might not share the same shades or color tones, so after porting in new textures on meshes sometimes i find they are way too dark and need brightening via a few methods in the material parameters, it's also good for setting certain hair pieces opacity levels & transparency levels because at times they port in near invisible and you need to adjust those two settings for hair to appear like some other material shaders i've come across on certain items. I found switching to HDRcompression for images increases quality overall but in some cases it might wash color out or not be bright enough, you will still have to alter the parameters in both Materials & Textures by double clicking directly on them and changing some values, can work better then some lighting settings. Switching the DDS files directly to HDR compression works best because for some reason importing textures changes the tones, you could try a bunch of settings in that list but HDR compression makes a big difference in overall texture quality of anything in Unreal.
This tutorial is sooo good! Love it love it love it!
Very helpful, Ryan! Thanks so much! Would love more videos on this topic - a quick one about converting this to raytracing would be incredibly helpful. So would a skyatmosphere and atmos index etc overview! You are such a great teacher. So many other videos and written explanations (inc the official docs) are just so poorly worded and confusing, even if you know what they are trying to say lol
Great video like always!
Love the vid! Super excited to see the alternate approach you speak of that is more hardware intensive. I am generating renders for ArchViz purposes, so the more realistic the results are, the better!
This was very helpful. Now I'm keeping my fingers crossed in hope for more :)
Thanks man !! Im creating a scene on Unreal and this make me learn many things
Thank you Ryan help me a lot
Nice one as always really like some of your training courses Great stuff!
Thank you very much Ryan, this is a great guide.
In due time !! I'm designing an exterior scene :) Thanks !!!!!
You are amazing, thank you.
Ryan: "...amazing god rays"
also Ryan: *hums/sings healing sound effects of classic RPG*
love it XD
These are facts
thank you... help me a lot with my exterior project
great tutorial! thank you very much for your effort!
Very useful. Thanks
Ryan is back, nice!
very nice overlook Ryan! my friend helped create this scene, it turned out really great imho.
The Best ! Thx love you
love this tut bro
Thanks a lot for th tutorial, it really helps!
this great! coming from maya, this is easy to understand. good thing arnold is similar
My frame rate is still woeful (c20FPS on an i5 3570K, 16GB, 1050Ti), but with your help I have doubled the frame rate from the 8-10 that it was, and made the scene look more like reality, as opposed to flat, two dimensional, no shadows, etc. It sucked! Thank you!
Great tutorial! Thanks!
You videos are awesome... Very good because we understand the background of all crucial parameters.. thank you so much... but there is a new atmosphere system now i think.. may we have a tutorial for this ?
excellent! thank you!
22:18 woah Woah WOAH! So, if my light is too dark, bring it up. If it's too bright, bright it down?! 🤯 .....lol🤣 just kidding 😁 love your videos
Welcome back thank you
Source angle is the angular size of the sun in the sky. A larger angular scale means softer shadows, as it would for a larger area light: it has nothing to do with atmospheric scattering.
Changing the Source Angle doesn't change the sun disk size or any size of the Sun for that matter. Adjusting the Source Angle on a Directional light is a simulation of the lights effective Penumbra. Thus, as you said, higher values means a more dispersed Penumbra and thus softer shadows. Conversely, a smaller Source Angle value will yield tighter, more crisp shadows.
great tutorial.
Just about the time Tyan~Thank ya~
Love your videos :)
awesome bro
I enjoyed this very much. I am wondering are you thinking of putting a comprehensive or masterclass exterior lighting course on your academy website? This youtube video is a good start, but I would love to dive deeper into exterior lighting.
COOL VIDEO MAN
nice. ty so much!
This guy was one of the instructors my company paid a thousand dollars per person UE4. I can't stand another second of listening to his voice.
No problem. Plenty other videos and instructors out there you can watch. Your negative attitude insinuates there are some other fundamental issues going on in your life. Hope things get better for you.
waiting for ur next video
38:20 "it's not bad, but it's still terrible"... every designers inner voice
I dont know if this is correct. 3 lux would be night, just above moon light. Such a sunny day should be more like 120.000 lux. The exposure you set to less than 1 but this is also nearly night, a sunny day like this should be 13-16.
thanks so much!
Source angle is the actual size of the sun on the skysphere as a spherical angle.
As always... quality! Any chance you are going to cover the newly added gpu lightmass?
I just started UE4 this week and it's very helpfull Many thanks
How can i save it as a preset to use it back to an other scene ?
Easiest way would be to nest the components into a Blueprint.
Thank you Sir
thanks a lot! it was great!
but fun fact, when you said "it's not bad, but it's terrible!" :D
very useful
the auto exposure was killing me
Great tutorial. Thank you. #UnrealEngineLighting
Thanks for sharing! Why not the new Sky Atmosphere instead of Atmospheric Fog?
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?
Put any lights (including Skylights) into sub-levels and switch the Sub-levels to "Lighting Scenarios". UE4 will treat those as individually packaged, which will allow you to load/unload as needed. When sub-levels are set to "Lighting Scenarios", all the baked lighting will be contained/isolated to that sub-level...meaning your lighting won't bleed over into other sub-levels. If you are using a consistent Post-Processing Volume that never really changes...put it on the Persistent Level (or another sub-level besides your Lighting Scenarios) and you should be good to go!
@@ThatRyanManning Ah ok, I didn't know about the lighting scenarios part! That's great, thank you for your help!
a volumetric clouds tutorial pls
Very helpfull
Many thanks for this highly informative overview,
I have a question.
I can't get my head around the Distance Field Shadows toggle for the Directional Light.
It doesn't seem to do anything,
I think you have skimmed through that part as well,
Explanation regarding it would be highly appreciated.
Great tutorial. One thing keeps confusing me (in many tutorials): why use an HDRI for the Skylight, *and* a directional light for the Sun? The HDRI in the Skylight in theory has a Sun, right? With all the wonderful dynamic range so that its ratio of sun-to-fill is going to be natural right out of the box? I don't conceptually understand why we'd also have another 'Sun' on top of that.
Skylights, for performance reasons, don't cast light in the same fashion as other lights (ex: Directional Light). Caveat: you can have Skylights casting light when using Raytracing. If you think about it, casting light from a 360 degree sphere could tank your scene performance really quickly. This is why Skylights are used to cast lighting, but at a cheaper cost than an actual light(s). Because of the cheaper cost of a skylight, you want to use a directional light to fill in the remaining lit/shadowed areas. Thus using a Skylight for ambient lighting and a directional light for your main light allows you to have both aesthetics and performance for your scene. Hope that makes sense.
@@ThatRyanManning Thank you. These videos are great. As soon as I can carve out some time I'm in for your paid course. :)
Is it possible to mix HDRI skies with a Directional Light? I'd like to see the actual sun and blooming sunrays from the Directional Light and also benefit from the beautiful HDRI sky images.
Does anyone know why the HDRI from Hdr haven wouldn't load into the Cubemap? I have the 'Source Type' set to 'SLS Cubemap'. It would be nice if tutorial makers would start covering why things don't work. This would help viewers better understand how the software works.