Holy! Just finished watching all the tutorials of this series and I must say this is one of the best tutorials I've seen so far. So many details do help a lot in Archviz in UE4. Really appreciate it!
After hours and hours of rebaking and getting bad results I am really happy to have found your tutorial. It helped me a lot to understand the fundamentals or lighting more and how to get some nice results even with small tweaks. Thank You!
Absolutely amazing tutorials! I'm currently doing my final project for university and I can't explain how helpful this is! Everything explained step by step, fantastic job :)
Thank you Ryan. Parts 2 and 3 helped a lot in lighting an interior of a private jet which uses quite a lot of indirect emmissive lighting and very few direct lights. I worked it by parts as you did and made the job.
Fantastic tutorial with valuable resources! Very knowledgeable and fluent in all the information. Great production quality and presentation. Thank you for sharing!
I'm new with unreal engine I still learning Just i'm going to watch all your videos just to get inspiration for what i will do with this greatful engine Really thank you, please keep update us, i will watch all tutorials more than 1 time to know all small details you talk about 🙆🏻♂️🙏
one of the best comprehensive tutorial around~ thanks man!! next i wanna know now is the method of exporting still image. Im still quite new to UE4 so i had absolutely no clue on how to do it here
One of the best tutorials on lighting in ue4 out there. Thanks a lot for this! But man, 60 cores 30 minutes bake for production? I guess I'll go with dynamic lights after all :D So yeah, it would be great to see some of the tutorials for dynamic lighting, day-night cycles, and hacks to get close to bake results.
Your videos are so profressional and comprehensive thank you so much Im a total beginner in UE4 and in computer graphics and I decided to take this path and become professional was a bit frustrated and stuck with the blending and vertex painting and now im starting to assimilate and understand the In works much better after watching the very useful tutorial you made thank you again Although If you could make one about using more than 2 materials and a follow-up on how to paint with the experimental layer material feature it will be another great help for aspiring artists like me Thank you sir
Great tutorial, Ryan! Just did the exterior lighting one also - but have noted that there are many shared settings that make an interior/exterior type level impossible, no matter what you try to do with Post Processing Volumes... and can't find any videos explaining how to light interiors and exteriors simultaneously which is something architects often want to be able to do. Do you have a workflow for something like this?
@@ThatRyanManning Fantastic! Hope you get a moment to hit the topic real soon... 😉 and thank again for generously creating these tutorials - UE4 is very complex
Wow..!! you just drilled it to the cores of basics, which everyone needs to know before they start messing whole parameters up and down,,of course i was one of them . Got to learn a lot from this one.Thanks !! I have one little doubt. You never gone to GI parameter in Post processing volume and did not showed project settings if anything has to be set ?
A!Maizing series! Thank You SO much Ryan 💙 . Really comprehensive, good pacing, sum ups etc. Also quality of interior super pleasing to watch. Although ;) may I ask: how would You tackle gi bleeding or some lighting "error" around the owens ? There is no error in night scene. Thank You again.
Great tuts , I like your style that is quick clear, professional and straight to the point! Btw how about if the scene includes both interior and exterior?
To begin with, I would truly like to thank you for sharing your knowledge with us. This was a great series, and something I have struggled with for a long time. I have a few questions if you don't mind, and I never really received a good answer to them, hoping that you will. 1- Let's say I want to create a cinematic video, I don't care about frame rate cuz it's not a playable map... and I will use raytracing as well. It is my understanding that if I set all my lights to movable, I don't have to worry about light mass settings, lightmap UV resolution, and so on .... to begin with, is that correct?? and if there are any pointers in that regard, I would truly appreciate if you can highlight them for me and give me some tips. 2- Again, for cinematics, Will I get the exact same high res - photorealistic renders with all lights being movable lights ?? OR ... will I get better results with actually putting the lights to static and baking them?? I would really appreciate it if you could come back to me with a detailed reply on the above ... I understand I am taking a bit of your time, but again, your videos are great and your knowledge on the topic is something we all learn from. Thanks a lot, looking forward to hearing back from you.
1- While yes, setting your lights to movable means you don't have to worry about lightmass, lightmaps, etc....you are fundamentally losing a key part to making your scenes look realistic. Let me explain. In order for lighting to run in realtime, there's a trade off. Realtime lighting does cast realtime light and shadows, however you don't get the full effect of lighting. For example: GI (global Illumination) It's too intensive of a calculation to handle on every frame. This is why using baked lighting is a good idea. Baking your lighting will deepen you scene's depth and provide that level of detail that can't be achieved in realtime due to performance reasons. My advice - use a combination of baked and non-baked lighting...even if your baked lighting is only 1 or 2 global lights. 2 - When you render cinematics out of UE4, the engine render stops running at realtime to render each frame at maximum quality. However, if you have a ton of movable lights, it will add additional processing time so the engine can handle all your lighting, but this entirely depends on your setup and how optimized it is.
@@ThatRyanManning thanks a lot for your reply... I truly appreciate it. Just to clarify... Even if I render cinematics, and the engine stops being real time and renders frame by frame... I will still not be getting for example GI if all lights are movable... Correct?
@@saebr The engine will run in realtime, however, when rendering Cinematics, UE4 will make sure every frame is rendered. You will still get the same results as you have built in editor, however, the engine's priority is to render every frame...even if it's 1 FPS. Hopefully that makes sense. TL:DR: The engine cranks up the quality and renders every frame, even if the realtime performance is 1FPS. You'll get the highest quality render.
Hey Ryan, Can you do a nearly same night interior scenario but with raytracing and post-process ray tracing setting?, it would help a lot. Went through all of the series and there were very helpful tips for beginners like me. Thank you
Definitely! I'm hoping in the next few months to cover some of those topics her on RU-vid. I just released a Masterclass covering RTX, Lighting, and Post Processing: academy.thatryanmanning.com/courses/rtx-interior-lighting-masterclass
Thank you much for sharing! Could you please advice to beginner if this Macbook is good for starting to work in Unreal4(*5) ------ МасBook16 - 2,3(4,8)GHz - Intel i9 - AMD Radeon Pro 5500M 4GB - 16 GB DDR4 - SSD. And if I want to work faster what should I upgrade, memory or videocard? Thank you!
how does the daytime/nighttime work exactly, won't it fuck up your bakes? or does that technique only work with dynamic lighting and not static lighting? anyways, great series and clear explanations. I used to do everything at once, which caused me a lot of time.
Lighting scenarios build/bake individually; so any lights that are contained in a lighting scenarios won't affect other scenarios. Basically the engine builds the scene for each lighting scenario and stores it in a separate build data file.
This series was designed to showcase the workflow behind building interior lighting without requiring a RTX GPU to support it....aka, if you wanted to build lighting that could run on a VR Headset this is the workflow you'd use.
Amazing tutorials! Thanks a lot! Just a quick question: as I render out my scene with blueprint lights scattered throughout, they won't show up in the final render. Meaning light is there but meshes are not shown. Any idea why?
I'm confused by the lighting scenarios. When I create them and make separate direct lights for each scenario, I try and Play the level, I get no directional light or skylight affecting the world. They come back when I Stop Playing. Couldn't put the items that I had designated to my daytime back in my persistent level, so lost them all when I tried to delete. I'm running an nDisplay test tomorrow and really want to cinch this up, any advice you could offer in the short term would be much appreciated.
Hi, thanks for your tutorials, I learned a lot. I am trying to light a bar counter with led strip lighting below the bar counter, when I try to use rectangular lights, and set it to movable, i casts shadows but it casts from the center and does not behave like a rectangular light. How do you approach this kind of situation? thanks in advance!
Rect lights should cast from the rectangular volume. Make sure you're not using a spot light. If you use the Emmisvie material method, it will calculate shadows like a rect light but only with built lighting and not dynamic.
Ryan Manning i used the rect lights but, i think when it reach a certain length, the casting of shadow is like of a point light. So what i did while waiting for your reply, is instead of having a long rectangular light with a length of 10 meters, i made it small into 2 meters so the shadows look much better. Ill also try to use the emissive approach as per your advice! Thanks again!