You're too kind! I hope you find what you're looking for, and if you don't, feel free to poke me if you have any thoughts on something you'd like me to cover, I'm always open to suggestions :)
@@WilliamFaucher I do actually have a little issue with Movie Render Queue! Cloth simulations go haywire if I have a high temporal sample count, have you found any good workarounds for using cloth physics while rendering out in MRQ? 😄 I tried changing my project's physics settings to be forced to 30, but I still get some strange flickering from frame to frame.
@@VoicesFromTheDark Yeah unfortunately this seems to be an issue with cloth and MRQ, I dont know of a solution for this at this moment, unfortunately. It has to do with subsampling. You will have to use MRQ without subsampling for the moment until a solution comes along, sorry!
Really enjoy your tutorials. Would be really cool to see how you make your environments. Your grass blends so well with your terrain and the shadowing on it looks great.
Damn so so good dude! As a total newbie coming from traditional 3d offline pipeline these videos are so useful. Any chance you would be able to do a short series going over how you set up an environment scene just like this one from scratch?
Raytracing is on, for starters. Apart from that, it could simply be the environment you have, the models, textures, it's hard to say really. Using the Environment Light mixer should give you a very quick set up out of the box for you. It's all about finetuning from there :)
@@WilliamFaucher cloud shadows are wiping my scene's shadows out and almost making it look like an unlit render. I may have to go with the new hotness of ray tracing.
Hey man, you recently asked which tuts people need or want. Could I maybe suggest tackling post processing volumes. Getting that really great look you manage to achieve? Thanx anyway for what you're doing. It really is appreciated and helped me land a project this week. So thankyou
That's a great point! In this video everything is left at default, only things I changed were the white balance as shown! Thanks so much for the kind words sir!
3:22 , A quick disclaimer is very necessary if we gonna put anything online xD I saw what you did there, Good job. Otherwise, internet grandmasters eat you alive xD xD Good job brother
Hahah thanks! I actually had a change of heart after posting this video, I welcome criticism and alternative solutions! People can share their approaches in the comments and that is helpful to everyone, so keep them coming!
Thank you! Very nice video tutorial! maybe you can show how to bake or implement HDR in material that uses metallic surface to make it even more realistic? :)
those grass shadows are so clear. Is it because of raytracing? mine gets all flickering and poor quality. Is it because am not using raytracing? BTW great tutorial! Thanks a lot
This tutorial was exactly what I was looking for. Unfortunately I don’t have and GPU capable of ray tracing. I was wondering if someone knew how to achieve similar results with baked lighting ?
The process is more or less the same with baking. The way to soften shadows is with the source angle of your lights. The larger the source angle, the softer the shadows will be. Pretty sure you can bake atmosphere lights as well. I have a tutorial on GPU lightmass (don't worry, even if you don't have RTX, you can use GPU Lightmass, you just need to enable raytracing in your project.
Hello William, thank you again for nice tutorial. Maybe I missed this information in video but did you mentioned where did you get this scene? Is it some Epic collection on marketplace or your own? Thank you! :)
Hard for me to answer that question since I don't know anything about your project or target platform. More lights = more impact on performance, so the answer to your question is... it depends?
oye muy bueno ! Time ago I was trying to do the same with 2 sunlight, but i couldnt, now i can ! Thanks you ! How you learn this? just trying or reading the manual :P ?
Once again, awesome tutorial. Quick question, trying to add fog with the Env. Light Mixer but I can't add the volumetric fog with the volumetric cloud. How do I add fog?
Hello there, in this scene - How do you get the grass to grow like that, cover only one area? Do you hand paint it like that - I newish to Unreal, moving from Unity Thanks!! :)
@@WilliamFaucher your base scene with the Unreal mannequin - the lighting looks lovely and natural - I am making a desert scene for a client, I would love to know how you got the scene so crisp please? I mean, before you started playing with it :)
@@WilliamFaucher I have a moving sun and a moving sky svte. The building stands in the shadow of the sun. Inside the building there is terrible lighting. There are no shadows. How to make shadows correctly?
You are the BEST. Thank you so much for this video... I have 2 doubts please clarify. I want to make youtube videos using unreal engine 4. But my question is, will I have to take permission from the epics team before doing youtube videos? or can I use the unreal engine without asking them permission? And I have another doubt please clarify if you know the answer. I want to give credit to unreal engine 4 for making youtube videos. so, can I use the unreal logo to display on my youtube videos?? or I have to take any permissions from them?? Please, please clarify my doubts??
Hi! Making unreal videos is ok, but in order to use their logo, you technically should get approval from Epic. If you google Epic Logo usage you should find a link to where you can apply, it is easy and doesn’t take very long :)
ok 14:16 on this moment, if i want to create game with this tricks and style of light. Im need soft shadows, but ! This dont work without RTX and IDK why This works only with distance field shadows. But if you use this function, shadows just start to break down. Thanks for tips. But that's again. Only for RTX users...
Hi there, that is correct, this is for RTX only. You can't really get proper soft shadows without RTX because it requires raytracing. Raytracing is one of those things that is so immensely beneficial and critical for getting realistic renders, it's worth trying to get at least a 2000 series card, even a 2060, to get it.
@@WilliamFaucher Yeah I cant find it in the settings, its usually in the atmosphere but i think its been moved unless im blind lol. im using the new version of unreal.
Brilliant! In fact, you're actually fixing that weird behavior of the SkyAtmosphere actor: In real life sunsets, the gradation to red horizon happens ONLY around the sun. If you look in the opposite direction you have deep blue. But the SkyAtmosphere actor generates full 360º gradations, with red horizon on every direction you look. And this is the workaround. Thanks William.
Yeah totally agreed, the skyatmos is really nice, but like you said, it's a 360° of all the same hues, which isn't how skies work! This is more of a hack/workaround than a real solution but hey, it works!
Hi William ! Thanks as always for your AMAZING content wich gives me more confidence in UE. Could you update your tutorial for UE5 as Lumen doesn't support light channels ? (Or maybe there's a simple trick to achieve this result?) Thanks !
You know literally 3 hours ago I was internally wondering how to create tatooine skylights with the new light system. So. Yeah. I've subscribed at this point lol.
There's lots of ways to make a moon, none of which are wrong! HDRI's are another great way of making them This way can be pretty handy due to it's dynamic nature for sure :)
I just learned about the term Blue Hour and I've always liked its look but I didn't know there was a term for that type of sky. Now, I got inspired and looked for videos then I saw "William Faucher" at the results and no questions asked I insta-clicked! Thanks for this William!! High quality content as always!
Hello William. I watched this video right after the previous one about the Mixer. All works fine but, for some reason {some different setting activated by default when building the lighting system with the mixer perhaps? Settings you gave in another video connected to this maybe?} it looks different, on my side, when rotating the sun, no dawn nice looking clouds and sky, all looking way too light despite the identical values I can see at 4:05... I'll keep making experiments but, gosh, I feel I'm gonna get stuck to this point of the video for a while! Update > I solved it and was pretty easy, I selected then deselected the "Sky Atmsphere" element and the set was recreated and finally looked exactly like yours. Supercool! < End of update. Just one question by the way... I like the Index tip about having the sun and the moon, it makes all be potentially superrealistic. I just wonder if you would make a video to dig deeper into that and, eventually, also a video to help setting up a perfect sky in an Antarctic environment. I'm working on an ambitious game set there {which is meant to be very realistic with actual locations in the Antarctica continent} and I'm working on it all on my one as my first ever gaming project. A video with tips would save a lifetime! Cheers
@@WilliamFaucher My game is on the moon and the sun is 90% up, the sky atmosphere should be black with no reflection from it. Can you please advise how to achieve the darkness effect but still have the sub lit over the large playable area.
Just fond your channel, these videos you put out are great and provide a lot of important info. Thanks, subbed, and I cant wait for more content! Have you tried out DLSS or the RTXGI plugin from NVIDIA? Not much of a performance hit and provides great lighting result. Could be a cool video to explore those topics.
Thank you, and welcome to the community! I have tried DLSS yes! Unfortunately you can't render with it with MRQ, at least not yet, so for me it's a bit of a gimmick at the moment! I don't need higher resolution my viewport, I need higher resolution renders! :)
Just started coming across your videos. Very informative so far. One issue I've had that maybe you could make a video for as I've had no luck finding it so far. The help I need is with is the volumetric clouds in 4.26 in conjunction with the atmosphere light index. If I've got volumetric clouds set up in the scene they look fine during the day but whenever my main sunlight drops below the horizon the clouds turn jet black. I tried adding another directional light as the moonlight and set its index to 1 and it does light the sounds, but it acts as another sun. I'm not sure the procedure to get it to change the sky to a night sky and light more like a moon.
Hello there sir! Totally understand your frustration. As of now, the moment you dip the sun below the horizon, it is normal for it to go all black. The atmosphere index doesn't create a new moon, it creates a second sun. So you will need to adjust the color of this new sun, and tweak the post processing settings to change the hue of your scene to a more blueish tone. Unfortunate this is the only way to get a "night time" look, dynamically. Of course you can always find a night time HDRI and use that instead! Hope this answers your question!
nice! you're injecting luminance into the sky light and atmo for indirect instead of direct. I like this trick for artistic directability. I'm curious how close you could get with purely post process.
Hi there, thanks! I'm actually looking at a viable method for sharing/giving away these small scenes for the viewers! Not sure of the legality due to megascans and redistribution so I need to look into this.
Ah good point! I use a feature called "cards", the video shows up in the corner when you click the little "i" icon in the upper-right corner, the link is there! Not sure how many people know about that though. I'll put it in the description as well, great idea! Thanks!
Hey william when I render a large number of foliage with movie render queue it doesn't render the foliage .. but rendering same thing with sequencer, renders the whole foliage is there any command with which I can render Large number of foliage with movie render queue ?
You're not the first person I've heard have this issue, and as of now I'm not entirely sure what the solution is since I have never run into this issue myself yet. Sorry!
thx u! it is very very helpful! i am so happy i find your channel! it will be great if u will make more about cinematic scene! thank! have a nice day! from Russia with love!
I work in Unreal all day every day, and videos like these are amazing, because I had no Idea you could do that (get a second atmosphere-only light). We use light channels a LOT, and have often noticed that certain lighting systems (like Lightmass) ignore LC’s entirely, and contribute regardless. Do you know if in this case, this only works for movable lights, or would it work with stationary as well? (Or would the “atmosphere only” light bake into the lightmapping?)
hey sir i'm kinda new to ue4 i have a question did you change the parameter for the cloud volume because i dont have the same cloud as yours and where can i get your terrain and thx
Amazing tutorial man. Very Informative. I do use blender for my personal project. For Final Render, after watching your tutorials, I got some home on UE4. Problem is I have a 4 years old graphics card which is GTX 950 (2GB graphics card). Even Ray tracing not work on my card, can I still use to render realistic things like human along with exterior background. Sorry for the long question. Answer would be helpful for my decision further. Thanks in Advance. 🙂
Hi! Thank you! You can certainly achieve good-looking results without an RTX card for sure! It's MUCH easier with raytracing, but you don't NEED it for nice renders. :)