Wow, this tutorial is just what i need I play a little bit with lights temperature and i got insane results I really appreciate this, please if you have more please share Best regards
I have been ignoring lighting for so long because I thought it would take long but thankfully this tutorial solved all my lighting problems. Thank you for this tutorial
I'm just (maybe) a week into UE and I find the lightning side of it really amazing. Your tuts so far are helping to understand it waaaay better! Thanks Ryan! Hope your channel keeps growing!
Thanks for this vid Would like to see a tutorial on combining various lamp-related meshes with actual UE4 lights. For example how would you take a track light mesh and set lights up so it looks great both for static geometry and a character
Is it still good for Lumen? I found out that indirectional light is very bad for performance when you use Lumen instead of static lightning. Is there any better method or I should just switch to statick lightning in this case?
"It's not recommend changing the intensity of the indirect lighting of the scene (via postprocessvolume or in the lights itself), since the standard already suggests a similar quality to the behavior of indirect lighting in the real world (physically correct)." Source: ue4arch.com/tutorials/ue4archs-unreal-engine-4-lighting-workflow-part-1/#comments
Hi there thanks for an amazing tutorial! Unfortunately changing indirect lightning doesnt seem to make any difference for me :( Do you have a skylight or skypshere placed before starting this tutorial? Please help
Thanks for the tutorial. QUestion: What is the best lighting unit to use. I see you using Candelas, sometimes Unitless. What will give the best quality?
if anyone is still seeing the weird artifact splotches popped up on their meshes, increase the lightmap resolution in the static mesh editor. No need to set your build light quality to production or anything, I keep mine on preview and it works fine this way.
Increasing your lightmaps too much will add excess texture memory overhead. This isn’t the best solution. Also, Preview is a quick approximation of lighting and generally...almost always...will cause lighting artifacts. Try building on medium or higher.
I'm using geometric brushes and nothing happens after building and setting indirect lighting intensity. It's as if the meshes are not receiving indirect lighting. Anyone got an idea?
I have a question, I have a complete finished level in UE5...Everything you showed here works by itself but I have the following problem...The interiors are not dark for me, everything is super bright and when I switch the lamps on or off it makes no difference at all... I can make everything darker with the brightness of post processing, but then the lights of my lamps also become darker automatically, even if I increase the brightness of the lamps themselves.... I just don't know what to do anymore... want to build a horror level...pls help^^
Hi, thanks for your tutorials, they're very well explained and I'm learning a lot. I have a question: my scene includes a wide "exterior" explorable map with some buildings in which you can enter, so I have outdoor and indoor zones enlightened by the sun. In your opinion what kind of lighting I should use to have the best results? In the map there are trees and a moving bus. I was thinking to use a movable directional light for the sun and a stationary skylight. what do you think about this solution?
Thank you so much for the tutorial, very helpful! I only have a small problem: when i disable auto exposure following your steps in the post processing volume, it seems to be still there (when i enable/disable eye adaptation in the show-post processing panel the lighting changes a lot). For now I disabled it in project settings-rendering-default settings and seems to be working but I wonder if they changed something in the recent updates or if I'm just doing something wrong.
Just came across your channel - amazing information! Curious I was trying to light an exterior point light, do I still follow the same set-up you mention at the beginning of the tutorial for exteriors as well as interiors?
A very solid lesson. Curious if a skylight would produce good indirect in a scene like this or is the indirect intensity of the spots superior? Or would the skylight not be appropriate here. Thanks.
There's another request for a more full rendered scene with a skylight include0d (which I'll record soon)...but short answer is, yes, absolutely add a skylight which will help fill in the darker areas and provide a much richer lighting bake.
I can get to the part of where you bake your lighting (first time) but in my own world everything just appears black in lit mode. can't understand what i'm doing wrong :/
Do you have brushes or static meshes? Have you copied all his settings? There are so many things that can go wrong.. but if you do what he said you should be fine I'd guess
Hi @Ryan, I've watched all of your lighting tutorials and learned a lot with it. After understanding your aproach of bumping the indirect lighting up to give more power to the lightmass, may I ask you if you already tried other methods, like the one we fix the exposure to a low value like 0 and bump the power of the light to higher values without dissociating the direct and indirect light values... Having control over the look of the direct lighting and after that deal with indirect lighting is the real benefit of this method? Thank you :D
lol I want only the basic UNLIT interior - but that is only in editor! Thats the light I want in play mode. Its FINE I don't want mess around with spotlights, sun. point lights,
So, you could just have completed the correct steps in...60 seconds? Why not just focus on the correct steps? Why was your video a rinse and repeat of "this is one way, but that's not the best way, let me show you another way, but that is not the best way, so let me just show you another way, but that is also not the best way" ? Srsly - this video should have been 60 seconds, and not even needed a picture-in-picture, or even, any voice over.
First off...welcome to my channel! Second off, there are multiple ways to teach. If you want quick answers without context, then watch quick tips. However, in the many years I've been teaching lighting, I've seen lots of people have issues with their setups. My videos aim to teach you principles not just give you a quick answer.