Of course, UE5 Preview was released THE DAY I upload this video, which addresses some of my concerns I had about using UE5 at the time of recording this tutorial. Please disregard what I said about UE5 and foliage *sigh*.
Yeah, was curious, about when you will discover UE5s release ^.^ Preview also have this interesting looking feature of Local Exposure in the Post Process Volume, that seems to help for cases, where you have really bright and really dark places in the same frame (like outside looking into a darker room or cave).
Is this preview like a new version of UE5? I saw the article in the EG launcher but nothing to download : )) I am so lost in this UE universe, used to Houdini's version installs and content.
@@karolinasereikaite8233 You need to go to the epic launcher, go to library, click the + to add a new version, then choose which version you want to install. The reason its so convoluted is that it’s just a preview build, not an official final build
@@WilliamFaucher thank you, oh silly me! yes, downloading :) is it safe to move my project from early access2 to preview1? or just copy it somehow m? Thanks!
Even when I feel like I already have a fairly decent understanding of what's going to be covered in the vid, I still end up learning so much. I'll definitely be sharing this video around with people when they ask about lighting, there's some fantastic stuff in here!
Was just thinking about you this morning! I learned how to get battlefront models and I can not figure out how to get materials to look good. Do you have any tutorials or plan on making any? I wanna make stuff like your starwars videos
OMG, This was amazing. You made my day when you said "no RTX required," because I had to send my RTX rig for repair, and I'm using my spare, with only a 1070. I can't wait to try this tonight! *Thank you* for another awesome tutorial, and looking forward to the DR one!
Love it! Thanks again William. Would love to see real-time fire lighting on assets and characters from a cinematic perspective in the future, just as an idea !
I cannot stress enough how important it is to have some understanding of the basic principles to get good results. This is a fantastic video. Thank you so much!
I am kicking myself so hard right now because I watch a lot of your content and somehow I managed to miss this video. Needless to say this month I did a blockmesh assignment for school, where I ended up doing a night scene and completely winged it, but I am so glad I found this video you always have such wonderful and informative content.
I never thought about that with the moon and how much brighter the sun is than it, but totally makes sense, since we can look at the moon and even make out details on it.
Man, thanks a lot for making tutorials. I've studied in a film school but they've taught me less about the lighting than you did in this tutorial. Your renders are so cinematic, I'm trying my best to achieve results similar to yours! Can't wait for your color grading video
Cheers! Thanks for writing! Lighting is all about practice, breaking down how lighting is done in real life. Lots of observing and copying! Keep praticing and you'll get there!
I would really appreciate a video where you show your train of thought on how to create a scene like this one (Not lighting, but level design, asset importation/preparation) Love vids as always!
Dear William, I am a lighting designer, already for over 30 years. I learned to design light for cinema, theatre, and architecture just by doing it: I started with a follow spot in my hands, and 20 years later I lighted Olympics, the Matterhorn in Switzerland, the Prada fashion shows, a Hollywood movie or a Volvo car interior. I have come across your video, because I have been researching the use of drones to 3D-map the real world so I can think about lighting it. I have discovered that people do that same thing (mapping the real) to use the scanned objects (a tree, a building, a mountain) in Unreal, where then those objects get lighted virtually, while I light their counterparts in the physical world. It makes it only harder to decide what is "real" and what is "unreal". Thank you for making me aware of this entirely other world. Of course, I knew there are games and such, but only now I realize that if I want to sustain my atelier, I have to become a lighting designer in the Unreal world, at least until the lighting designer himself has become Unreal! We already live in a hybrid space, where the physical and the imaginable cannot be separated. I now understand that professionals like you are great lighting designers too, and I hope for you, that some time soon, just like I can, you'll be able to step into the designs you create, to feel immersed and embraced by light, and feel how the light touches not only your mind, but also your skin. Thank you!
Hi Rogier! Thanks so much for the kind words! It's so awesome that you use drones to 3d-map the world, and lighting it. I might recommend you to check out this video on a similar topic, you might find it interesting: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-WrCOhes1Zgg.html
Yo! First off want to say that i found your channel not too long ago and dig the art you are making! Subbed! Second, we actually measured the Lux of the moon under one of these shoots, its close to 2.83LUX at its full apex. I shot a video a few years ago on my channel with the black magic pocket 4k and a very fast lens, using only the light of the Full Moon, and of-course some de noise in post, "Filming with BMPCC4K under a SUPERMOON" . Keep up the good work dude!
Holy shit Josh Yeo?! Huge huge fan of your channel man! Thanks so much for the kind words! I’ve seen the video you mentioned! May I ask what tools you used to get the measurements of the moon? Love that nerdy stuff. Thanks for chiming in!
Love your tutorials, Will, they're so great! Pro Tip - If you can't adjust the sun height value in your sky sphere, you need to disconnect it from the dynamic light in your scene. If you use the default scene, they come connected, and you won't be able to adjust the sun height manually. Just click on the sky sphere and clear the entry for the directional light.
It's all the fiddly little settings that have to be switched on that I never seem to remember. I'm taking notes this time around. Thanks for your work,
Hey William, this is why I watch your stuff. You just read my mind and do a video on what I need lol. Interesting on the first 5.0 UE release today, i'm sure you will be already using it by now. I've not really used it and kept to 4.27 for Cinematic stuff but seems they have made some progress on this now. Downloading it now. Thanks.
This came up in my timeliness last night and I don't even use UE. I render using Iray and found this video incredibly useful. You explained the process brilliantly thank you. Out of interest would a GeForce RTX 3060 handle Unreal? Thanks again
This looks amazing! Have you tried out the "glossy reflections on translucency" in the UE5 Preview? I can only seem to get screenspace reflections to work, and they look weird.
Thanks! I have barely tried preview 1 so far. I tend to avoid preview builds in general due to their buggy nature, and I've heard reports that this one is a project destroyer, has corrupted a few projects. So I'm still on 4.27 for the most part!
Thank you William my friend, a great tutorial as usual !!!! :) . Just a quick question, in this moment 24:54 , I felt that you was appreciating the effect that happened when you increased the intensity of this rim light, as you had like a long pause and you even had to cut the video, is that so ? xD. Keep up the good work !!!, great scene as well !!!!
If I understood correctly at 5:27 you say "first one of your 1000subscribers" You had around 1k subscribers on 22th of February in 2022? Besides that, your videos are amazing man so it's no wonder to be honest I myself I am here trying to learn a thing or two on lightning in Unreal Engine after a fellow 3D artist recommended your tutorials.
good afternoon. please tell me if it is possible to do a "build" of the project on the minimum settings, and then enable epic and global illumination, ray tracing and shadows. then pack the project? thank you in advance for the answer.
For sure, using UE5 preview 1, my RTX 3060ti crashes every 5 minutes (didn't do that with EA version). I believe it has a lot to do with how lumen, affects landscape and foliage in the scene. What are your experiences with lighting in UE5 thus far? Would love to see a video on that.
Excellent walk through! Thank you so much! Question for you though: What do you think about using light temperature to color lights? Rather than using just the light color.
Hey if you read this comment, can you please post a comparison of the finished image to what can be done in UE5? I just want to see the difference between the added lights, vs ue5s bounce lighting. for the left hand pillars.
This scene was made in 4.27 and it can't be migrated to UE5 just yet. The point isn't really to compare the two, more about the fundamentals of lighting. Silhouette, shape, form, values, etc. :)
$0! Unreal is free to use, unless you are making a game or something interactive. But just using it for fun or for cinematics purposes, there is no cost. There are a TON of assets you can use for free, so there is no initial investment to make.
What does the light movable is for? Because static you can still move it, as far as I understood lights movable is for the game purpose that actors could move objects while playing games, or did I get that wrong? I was able to move and animate lights in the sequencer without making them movable, so I am a bit confused :) again, beginners logic maybe, so sorry. thanks!
Hi William, I'm working on a high quality project and my team and I are struggling trying to render the trailer with render queue. Basically the problem is that it has a very intense banding effect, when I play it in viewport it looks good, but we need render queue to add raytracing and other high quality effects in 4k resolution so not using render queue is not an option. I’d love to know how to get rid of that ugly banding
Hey William, amazing tutorial. Just a quick question. I’ve only been using unreal for the best part of a week. Is the shadow catcher you use just a piece of geometry given a black material or is it a preset you can find in the place actors tab? Thanks :)
Cheers! It's literally just a big sphere that I scaled, I didn't even change thee material. It's just the default material. Its sole purpose is to cast a shadow, nothing more :)
Good Afternoon. You mention in this vid that the trees are free in Megascans, but I can't seem to find them anywhere? Could you (or anyone else) maybe help?