Lighting Interiors in Unreal Engine 5
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- čas přidán 16. 06. 2024
- Learn how to tackle interior lighting with ease in Unreal Engine 5, covering all the basics of Direct/Indirect lighting. This scene is running on the ASUS Zenbook Pro 16X OLED laptop.
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Timestamps:
00:00 - Intro
02:11 - Project Settings in Unreal Engine 5
03:03 - Reference and Lighting
07:43 - Pathtracing and Ground Truth
09:21 - Soft Shadows, Hardware Raytracing vs Virtual Shadow Maps
11:12 - Bonus Tip 1
13:42 - Bonus Tip 2
14:40 - Lighting Interiors without natural light
--------Cameras and Gear Used To Film This Video ------
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The reason why you need the light blockers outside your room is because how the Mesh Distance Fields work. Basically, if the wall mesh is exposed to light on one side, then also the other side would still be lit even if it's in an otherwise closed dark room.
So you should create a wall for the interior of your room and one for the exterior.
Also, you can add invisible light blockers that would be visible in the Lumen Scene debug mode but invisible in the scene. Just look for "hidden" and select "influence Lumen lighting when hidden". Then also select Hidden in Game so it it won't be visible!
Don't forget to turn collisions off or you might wonder why your character is not hitting the visible wall properly.
noob question, why doesn't creating a wall automatically handle this in unreal engine? Seems like a nice quality of life improvement? Or is it that unreal doesn't know if it's a wall or a table or a cloth or a transparent texture?
@@DivjotSingh Lumen tries its best, but your options are to crank up the quality or to do the more performance friendly option and try to over compensate and reinforce the walls. Light leaks are pretty common regardless of lighting method.
Can I use one plane as the interior wall and another plane as the exterior wall? Or does the wall have to have thickness?
@@pietlebrun5943 Use boxes or solid airtight geometry. Planes don't work well.
What if it's part of explorable open world and you can see walls when going outside? Is there an option to render these walls invinsible visually, but still catching the light?
Your videos on Unreal lighting is pure gold. Thank you again !
Wow ! Excellent as usual ! Thanks William ! Cheers and congrats !
very cool William! Your videos are showing remarkable improvement with each new upload!
Thanks a lot, Willian! Your videos not only very informative for me, but sometimes give unexpectable answers to questions that have remained unanswered for a long time :)
I desperately needed a video like this... thank you!
Good to see a new vid! The render looks awesome as usual!
i gotta agree with that!
Awesome video as always William! Thank you for all the tips & tricks.
Once again William for the win and great tutorial. You helped me in my career in a major way. Your Tutorials are so impactful to many people. In my case you have helped shape my career. Thank you.
Looks incredible. Very informative. Thanks
Very informative as always, thank you!
I imagine these videos take a while to make/edit etc... that being said they are always a joy to watch. I would love to see more in the future, heck if you ever have a lighting course on gumroad...
excellent as usual William 👏 jam packed with great tips! I might try to do something with this scene, thanks for sharing ! 🙏
its been a couple of years learning with you, and I can just say
TE AMO Will!
hi
good to see you back
i am just refreshing my youtube home page over and over every week to see if there is a new tutorial on your channel
love your work and attituded
thank you so much
Great tutorial, I was struggling with some interior scene lighting and you just gave me the solution!
Thank you! Helped me a lot. 💡
Pure gold man
Thanks q for teaching us
Great video, Will! Thanks for that! Not going to lie though, I was hoping for more use out of Path Tracer. I would love to see it being used more in your videos, as I don't see a lot of love for it in general, nor do I see a whole lot of development support for it. It's a quintessential tool for those of us using Unreal for more traditional Visual Effects, but there's numerous, sometimes nearly-dealbreaking, limitations (like the one about it not supporting Nanite Displacement) and I would love to hear workarounds, tips, console commands, and processes that creatives who are more vetted use in their everyday workflows. Anyways, thanks again! Hope to see more Path Tracer in the future! 🙏
Amazing tutorials - Thank you!:)
What a legend 🙏🏻 as usual very informative and interesting topics, keep sharing ur Magic ❤️
Very cool, been using ALLLLL your suggestion, games online multiplayer looking realistic with 120 fps, thank you so much sire!
Than you very much, I have a really hard time understanding how to set up and scene, not to mention how to light it up, so all your videos (which have been recommanded to me on social media), are really helpul. I'm gonna download the project, rewatch the video, and follow along to have a better grasp at what you explained.
That rect light aaaaasome!
A great video and a very cool scene. Thanks for this.
You're the best man thank you so much for sharing you work 👍
Awesome tutorial. Thank you
That light bleeding tip! man thanks!
Nice video! Thanks, bud!
Thanks for the video!
Great video, thank you.
Long time no see the legend is back ❤
Thanks William!
William, I'm really happy to see you increasingly involved in sponsored videos. You absolutely deserve this recognition, and I have no doubt that you will bring immense value to the brands you partner with. Your content is consistently outstanding!
You're happy to see more ads that can't be automatically blocked? Weird take but okay.
@@user-lz5vh9bb5w While I personally do not require these advertisements, I believe they serve as a beneficial source of revenue for CZcamsrs who produce quality content. This financial support can be an incentive for them to continue creating more engaging material, which I wholeheartedly support. During sponsored advertising, I often utilize the x2 playback option, as I find it quite manageable to invest an additional 30 seconds if it contributes to the content creator's work. Moreover, this advertisement is well-targeted, which alleviates any concerns I might have.
@@user-lz5vh9bb5w I mean if these ads help him continue to create great content like this for "free", I have no problem with them at all. I honestly hope they keep coming
@@user-lz5vh9bb5w It's the money he earns that motivates him to make more videos
this mad real-thank you bro-god bless
OMG,this is so helpful
You Faucher, you did it again.
Great tip about Lumen Albedo Boost. If I'm not mistaken, you can turn meshes to 2-sided in order to prevent light leakage.
Awesome work!
Looks great 🍻
Thank you, William! Love your tutorials, always so informative 🤩
AMAZING!!!!
Wow man, you are not just a CZcamsr that shares content or do “tutorials”, you are a teacher Man. Thank you very much Will, I learned a LOT from you, God bless you
Thank you so much sir helpfull toturial
its not about the simple setting, ITS ABOUT THE ESXPLANATION!! LOVE IT WILL
good and useful information
You are amazing man
What a legend!
THIS is the lighting tutorial I've been waiting for. Thank you.
Thanks so much! Appreciate it!
Thank you!!!
William we love you
Purchased the 4080 version a few days ago. Compared to my 2080 laptop the render speed is insane. Look forward to pushing Unreal on it.
Thank you
Thanks!
Very good video
pure gold
I could almost see Henry drinking a potion. Awesome choice of thumbnail. Way, way beyond eye candy.
Amazing!!! I will start with this channel same like MR3D-Dev, I hope i can learn from you both for my future longplay movie.
Hugs from Toledo, Spain.
thank you
это просто гениально!
Great!
Congrats on thee video, good to know that a laptop can handle UE5 so well.
This was an absolutely stunning eye opener to things I did not understand with the lighting systems of Unreal Engine. Such an amazing learning experience as well as a look at my next potential laptop. Haha! Thanks William! You rock as always.
Nice tips. Most things I already used for my interiors scene. Set up get much more complicated when you have a scene where you need both inside and outise and connot think about them separately but as a whole. Thanks William !
My first project using Unreal is a reconstruction of a 4th century Roman bath. I had assumed that, like a path tracer, I could illuminate the interior using only the sun and skybox. Nope. For someone used to the relative simplicity of path traced renderers, working with Lumen GI can be a frustrating process. Thanks for the help!
whoa whoa whoa. incredible.
Thank you very much for this analysis of lighting
maybe you could do a breakdown of this scene on how to create such a cool environment? analysis of materials, decals, puddles?
Step 1: pick a theme, look at references,make a moodboard(PURE Ref to keep them all in as a board) take a paper draw the idea you have in mind only using shapes and figure out composition of your scene. Likee oooh I wanna make a GoT inspired scene with a man prepping himself to fight a huge dragon.
Step2 unreal engine:
Use environment light mixer to create basic lighting.
Use cubes and other primitive shapes from place actors tab, to whitebox/greybox the composition u laid out in pen and paper until u reach something u like.
Now add a camera to your scene, switch to cinecamera actor, move the camera around until your composition fits the camera. Lock it by right clicking it so it doesn't move when u roam around the scene.
Now, instead of jumping into texturing, light out your scene, make a post process volume from place actors u need to search it. Literally play around with settings until u find something good. I recommend starting off with lumen only ABSOLUTELY no raytracing you'll be learning and slow load times will be hassle and do +20 DMG to your will go work.
Step3: texturing
P.S: Don't download at the highest texture details or NANITE. it's gonna blow up the quality and moving around the scene will be slow.
Use, quixel mixer, megascans, and bridge.
I'd recommend looking at unreal engine + mixer in CZcams search
Step4: Details
Now you're gonna jump into the most fun part making your environment more lived in, use decals from bridge to damage, or add steet graffiti etc into your scene.
Use small rocks , flying birds, fog cards.
And that's it you're done, good job 🎉
awesome
thanks
TY
gotta love those boosts on "diffuse" and "bounced lights" i sorely miss since corona...also the reflection boost in red shift.. this physical accuracy thing should be an option not a rule :)
U are best!💥💥💥
meme pendant les rush je regarde tes videos à x1 , merci
hahah merci à toi!
great video and thank you! did you use vdbs for the torch flames? cheers
Thank you, that's a big help. how did you make the fire?
Another brilliant and useful video for architects - thank you. I've always been confused by displacement in unreal. Do Megascan materials have it and does it work with boxy geometry or do you have to subdivide it? I want that effect you have on the arches, but with concrete!
Teşekkürler.
So similar to vray when i first used it. Interior rendering request a rectange vray light in the window even though there was vray sun and HDRI in the scene.
This is great, William! My EHF volumetric light floods the scene completely and if i increase the 'volume scattering intensity', this affects the whole scene, not only the 'beam' of light. In Path Tracing it works as it should, weird.
Handsome + Brilliant + Knowledge + Generous + Treasure = William Faucher 🙏 Lots of Respect !!!
Thanks a lot, It would be very helpful if you make a video on glass material in UE5. thanks
Finally ❤
William thanks again , when will you do a live stream event and have call in or general fan voice chat? Also its interesting you noted the studio drivers i have come across issues with game drivers aswell everything you say is great information. Also I'm curios how much the computer are i will check the link thanks!
GOLD
GREAT VIDEO!!! :) BTW: we can not save the video to a playlist :(
love
You're doing gods work brother....
THANKS YOU... I now know its okay to cheat.... And that light blockers dont make me a bad designer..... THANK YOU
For getting more light in shadows, have you tried modifying the filmic tone mapper tone curve settings in post process?
Nope, because when I render I disable the tonemapper anyway
nice
Thanks, lots of good help here. Still frustrating with UE that were at 5.3 now and you still have to put giant fake walls around your real walls just so light doesn't bleed through completely closed in sections. Come on Unreal fix your bugs.
Fantastic! :) About flickering in water or high reflective surfaces. Seems it only occurs when using a normal map? Is there a work around or is this just limitations? I notice you have some flicker in the floor tiles where the skylight reflects, but its faaar from as massive as i get. I've tried to work with lumen reflection settings but that does not seem to do the trick. Was wondering if you have any idea how about that :)
Thanks for the amazing video and tips! Great work as always! I really appreciate the use of Lumen in comparison with pathtracer. We all know that pathtracing is exact and correct but it's also very slow to render. Making a lumen scene as close as possible to a pathtraced scene is the gold for me! That's the real benefit from rendering stuff in UE I think.
Gj!
Another fantastic video! This is unrelated but do you know how to make MH hair simulations not flicker in the MRQ? This one has stumped my team for the last few weeks.
I can "see" your microphone sometimes))) And thank you for this tutorial!!
Hi William thanks for the video. Not sure if you’ve covered this before but how can we get rid of the flicker happening in puddle reflections seen in the end of your video here.
I’ve noticed many unreal renders have this and i have had this too. Is this something that can be remedied?
Thanks again!
Great William!!!!!!. O Yeah.. nice: lightning, color, composition... One question... Why you did not use instead a rectangular light a portal light actor to concentrate the sky and light source from the entrance door?
I did use a rect light. But light portals aren’t a thing anymore, unless you are using baked lighting, which we are not doing here.
7:36
me: wow this looks great!
william: not very good looking
me: :o
let's gooooooo
Any tips for dealing with those lovely blurry reflections on your floor? and how to eliminate noise from artificial lights. Anything around 0.2 roughness seems to cause issues?
Thanks a lot William, really awesome !!
Just a question because I'm having issues with rendering sometimes, as you can see there is light/reflections flickering in Lumen ! How can I fix it in rendering ?
Would really appreciate you if you can help me about it. 🙌
You can attenuate this issues changing the lumen configuration in post process volume in "Lumen Global Illumination" and "Advanced". Another tip is always put more lights in the scene if this problem occurs.