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Hi great video, will love to see one of these for ue5.1 lumen....
Ответитьyou can enable use area shadows on stationary light property in directional light properties to get soft shadows even with sationary lights
ОтветитьHello William. I think I have a good question for you. Is there a way to balance the exposure between interior and exterior. It is a pitty to light a detailed interior and not be able to see the exterior surrounding exposed correctly...
Ответитьthank you so much, was so irritated by the black artifacts and the weird lighting where my ceilings where just straight up black but the lighting around it seemed to be fine
ОтветитьIs GPU lightmass supported in UE5? I saw that the plug in is there but does not allow tme to bake, it gives me this error "GPU lightmass requires raytracing support which is disabled" howevr if I go into the progect settings there is no raytracing support button to activate
ОтветитьThis is awesome.
I tried to do the approach where you disable all ray tracing - bake the light with GPU and then enabling ray tracing again. When doing that my FPS dropped from 120 to about 32.
I did try to disable ray tracing GI (since I won’t need it) and ray tracing AO - It still I have the FPS drop by 90 FPS less.
Is it supposed to be that way?
I haven’t applied any materials to my scene yet - it’s just a white Lambert all over.
Thank you!
waiting that for UE 5 :)
Ответитьstatic directlight shows a black screen. what to do about it?
Ответитьcomment to the outliner-problem:
you can open up multiple "details" panels in the "view" menue.
then you can lock each panel to a certain actor (the small lock-icon top right in the details panel)
this way you can keep individual details panels for your postprocess volume, skylight and other important actors permanently open.
Yo if you're using something like OSC to manage your stream but getting lagged out when running Unreal - I recommend having a smaller dedicated machine or laptop just to run OSC and then use a capture card (like Elgato or something) to bring output from your Unreal machine into your stream. That way the two programs aren't competing for processing resources and impacting each other's performance.
ОтветитьGood tutorial!
ОтветитьEarly on you suggest to disable all ray tracing effects, which i am doing via Project Settings (because i cannot seem to do so in console. can launch console, but cannot seem to disable RT there). So with RT disabled, inside my GPU Lightmass dialog, the Bake Lighting button is disabled with message: "GPU Lightmass requires ray tracing support which is disabled". Re-enabling RT (and waiting for shaders to compile) does eventually enable the Bake Lighting button within the GPU Lightmass dialog. However, i have little confidence the remainder of this tutorial will be effective/efficient on my end given your suggestion to disable all RT.
ОтветитьHi William. I love your content and I'm learning a lot from you. I have a few questions. If you were creating an animated movie in Unreal Engine would you create each individual scene all in one project, creating each scene on different levels? Or do each scene in it's own project? My second question, I have purchased several environments from Daz3D and was wondering the best way to import them into Unreal Engine and maintaining all the textures?
ОтветитьThank you my friend...are you using indirect light in hoth sources direct and skylight?
ОтветитьYou realiy help me,Meny thanks
ОтветитьHi! Just discovered your channel and is awesome! Will you update this content for Unreal engine 5?
ОтветитьSoooooooo good man. Love it. I'm a full time game dev and this was super helpful. Hope you make a Patreon or start selling courses cause I would definitely buy em and recommend em to other game devs
ОтветитьHey William, It is so generous of you to make such meticulous and informative tutorials for free. I have a question. In my scene, some of my geo do not have unified lightmass resolution, meaning some parts of become red and some parts are yellow. my Texel density is correct. is there a fix for this? Also, what do you use for capturing the screen shots that you use for comparing two images side by side?
ОтветитьIsn't it preferable to keep the directional light in stationary mode, but with Area Shadows enabled? I always figured that way the directional light affects the specular material highlights and has the nice soft baked shadows.
ОтветитьIs there any settings for the GPU Lightmass we have to tweak prior to starting lighting?
Ответитьif possible please share Lighting Detailed Interiors post process volume info or make tutorial of white room lighting from scratch to photorealistic is possible. & thanks for all the tutorial
ОтветитьHey William,
thank you, was able to catch so much tips and tricks. I need to up my "RTX-Game"!!!! My rtx2060 is smoking but those prices for a 3090....you know!
For Stationary soft shadows just check Use Area Shadows for Stationary Light in the Dir Light and increase Light Source Angle like Static.
ОтветитьTo collapse all folders in the World Outliner press shift + the arrow of the main editor folder to collapse all, press the arrow again (without shift) and all folders will be collapsed. For the post process vol select Collapse All Categories inside the small eye symbol filter to the right of the details search. Thanks for all the valuable information you do.
ОтветитьWilliam, i love u work! U are the best!
ОтветитьKeep up the good work. I have some lighting and level design content for unreal and unity in my channel. Also, industry advice and so on. Feel free to have a look, it might be of interest to you.
ОтветитьIs it possible to setup a scene to have fully dynamic lighting but bake the AO?
ОтветитьI miss this beautiful precious meeting.. I wish i was here earlier to ask about nvidia Dlss and how to use it for smoother fps.. I'll continue watching maybe it's already mentioned.. Thank you
ОтветитьHey William, does the GPU lightmass can be used for games ? Like, as we use static light source, I imagine a movable character won't cast any shadow in the scene.
ОтветитьWould really like to see how your backdrop material was made. Is it just an HDRI plugged into emissive and the value cranked up?
ОтветитьThank you William !!!!, very useful tutorial as usual :)
Ответитьhi, William Thank you kindly for this tutorial, can u give some tutorial about how to add 3d people to the interior scene.
ОтветитьHey William, I got a question. Is it possible to utilize Nvidia DLSS to improve render times? The technology is simple. You could render something in 1080p but DLSS will intelligently up-sample it up to 4K with no loss in visual fidelity. I unfortunately can't access a GPU that I could utilize that or I would experiment with it. I know it works on video games, but I haven't seen too much for virtual production.
ОтветитьComing leat but helpful as always
ОтветитьProfessor Faucher got me taking notes
ОтветитьAre you going to talk about or use RTX direct illumination in your future videos?
ОтветитьOh I missed the live :'(
Ответитьmissed the stream so gonna watch it now... btw, can u consider making a vid about how to optimize lighting in a scene for vid games if possible?? any video that counters it will also help... as always, thank you for your awesome content btw
ОтветитьWhat type of things will be available at your patreon? Really looking forward although i doubt i will be able to pay from where i live 😔
ОтветитьIm sorry i missed this stream..i wanted to be present :(... i'd like to know about the possibility of using gpu lightmass for the set but also using skeletal meshes and mesh deformations moving around and interacting with the interior environment... wont that mess up with the bounce lights and reflection and shadows? can you do an example of having a character animated in a gpu lightmass lit scene please?
ОтветитьThank you for the great tutorial, learn so much and can't wait for Patreon for you to take it to the next level!
Ответитьthank you for the tutorial of the week
Ответитьthank you so much !! i learned a lot with you ^_^
ОтветитьLoved watching this in the background and definitely caught a few tips along the way. Thank you kindly for doing this! Definitely going to test using static directional lights in the future :)
ОтветитьExcellent as always, thanks!
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