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Unreal 4 Lighting Academy....or something like that ;)

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    Hey guys!

    Sorry for the long silence!

    First of all...let me tell you that I have just finished re-recording the session! So if all goes well, it should be live tomorrow

    Regarding some of the other questions in here:

    I will most likely not touch upon lightmapping specifics as they really are covered all over this forum and various Youtube tutorials already. Check the archviz section as those guys usually have the craziest demands for clean lightmaps....tons of good tips in there

    Regarding Call of Duty and probe lighting....its not that easy! Yes they use such approaches, but they can only do it because every room is carefully dressed with occluders and exclusion volumes to get their probes under control. This is common practice with almost all probe solutions and requires a lot of manual work. So you basically trade that work against lightmapping assets.
    Depending on your game this can make sense...but its by no means a "**** we should all have this" solution as it really requires a lot of manual work and usually doesnt make sense for open world scenarios if you dont have an army of level artists like Rockstar does. GTA can do a lot of things, but only because they solve their problems via brute force and not via super smart tech. Or lets say there is no tech for this hardware, so they fix it by manually fixing all the problems by hand^^ That takes 5 years and 600 people for a game like GTA5

    Looking forward to see how Epic will continue with their approach to physical values. All in all...I wish there was just more transparency in their communication.
    Let me know what you think about the contents of the new Academy once it hit!

    Cheers!
    Check out UNREAL 4 Lighting Academy
    https://forums.unrealengine.com/show...ng-like-that-)

    Comment


      Originally posted by daedalus51 View Post
      hey guys!

      Sorry for the long silence!

      First of all...let me tell you that i have just finished re-recording the session! So if all goes well, it should be live tomorrow

      regarding some of the other questions in here:

      I will most likely not touch upon lightmapping specifics as they really are covered all over this forum and various youtube tutorials already. Check the archviz section as those guys usually have the craziest demands for clean lightmaps....tons of good tips in there

      regarding call of duty and probe lighting....its not that easy! Yes they use such approaches, but they can only do it because every room is carefully dressed with occluders and exclusion volumes to get their probes under control. This is common practice with almost all probe solutions and requires a lot of manual work. So you basically trade that work against lightmapping assets.
      Depending on your game this can make sense...but its by no means a "**** we should all have this" solution as it really requires a lot of manual work and usually doesnt make sense for open world scenarios if you dont have an army of level artists like rockstar does. Gta can do a lot of things, but only because they solve their problems via brute force and not via super smart tech. Or lets say there is no tech for this hardware, so they fix it by manually fixing all the problems by hand^^ that takes 5 years and 600 people for a game like gta5 :d

      looking forward to see how epic will continue with their approach to physical values. All in all...i wish there was just more transparency in their communication.
      Let me know what you think about the contents of the new academy once it hit!

      cheers!
      yipee!!!!!

      Comment


        Alight...its here!



        Cheers!
        Check out UNREAL 4 Lighting Academy
        https://forums.unrealengine.com/show...ng-like-that-)

        Comment


          The calculator you are using to convert from lumens to candela is giving you "mcd" (millicandela) as it's unit which is why you are off by a factor of 1000. If you want to convert a spotlight from lumens to candela you also have to double the outer cone angle for the correct value to enter as the "apex angle" (abstrahlwinkel in the german formula you used).
          Calculating like that my lights seem to match up when switching from candela to lumens, so that part of the math appears to be fine(point light:1500 lumens -> 119 candela, spot light:1000 lumens 20┬░cone angle -> 2639cd).
          Randomized tiling function to eliminate repeating patterns in textures.

          Comment


            @Daedalus51

            When you say its the last lighting academy, you mean for this particular series right? You will continue to make more?

            Edit: Nevermind! Watched it to the end, top quality video as always!
            Last edited by StrangeLove13; 05-14-2018, 08:16 PM.

            Comment


              OMG. Thank you very much dear Daedalus51 for this video. I am so depressed now.

              Comment


                Can't wait for the next video

                Comment


                  Hey Daedalus51!

                  Loving these videos, in the latest video you had issues where all your metals appeared black, I too had this issue, and resolved it by increasing the brightness of the sphere reflection captures, I have no idea if this is Physically correct but might be a fix in the mean time.

                  Comment


                    Originally posted by cptnight00 View Post
                    Hey Daedalus51!

                    Loving these videos, in the latest video you had issues where all your metals appeared black, I too had this issue, and resolved it by increasing the brightness of the sphere reflection captures, I have no idea if this is Physically correct but might be a fix in the mean time.
                    Hey man!

                    yeah I tried that too...but as you see in my scene, I also have that glass statue and the reflections have the correct brightness on it. So if I multiply the reflections up, the glass will blow out. So no matter what, something seems to be broken

                    Cheers!
                    Check out UNREAL 4 Lighting Academy
                    https://forums.unrealengine.com/show...ng-like-that-)

                    Comment


                      Originally posted by Daedalus51 View Post

                      Hey man!

                      yeah I tried that too...but as you see in my scene, I also have that glass statue and the reflections have the correct brightness on it. So if I multiply the reflections up, the glass will blow out. So no matter what, something seems to be broken

                      Cheers!
                      Agreed, This also Kills Clear coat materials as well.. ;/

                      Comment


                        Its comming guys! Session is recorded and uploading tonight!

                        Click image for larger version

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                        Check out UNREAL 4 Lighting Academy
                        https://forums.unrealengine.com/show...ng-like-that-)

                        Comment


                          And here it is



                          Cheers!
                          Check out UNREAL 4 Lighting Academy
                          https://forums.unrealengine.com/show...ng-like-that-)

                          Comment


                            Hey man,

                            I watched your Broken Physical Lights episode and wanted to give it a go but couldn't find the same HDRi from the website you mentioned. Any changes you can point me to it?

                            And thanks for the continuous work here. Very appreciated!

                            Edit: Found it!
                            Last edited by Maximum-Dev; 07-19-2018, 06:22 PM.
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                            Comment


                              So first of all - thanks for videos I learn so much...

                              In a penultimate video, you say candelas does not equal to lumens if you are using the right conversion numbers
                              however in 4.19.2 and 4.20, I've got a normal light with lumens and candelas. They equal in terms of light
                              there's video test by me - https://www.youtube.com/watch?v=lYJm...ature=youtu.be

                              hope I don't miss the point of that issue with light

                              Comment


                                Originally posted by romix View Post
                                So first of all - thanks for videos I learn so much...

                                In a penultimate video, you say candelas does not equal to lumens if you are using the right conversion numbers
                                however in 4.19.2 and 4.20, I've got a normal light with lumens and candelas. They equal in terms of light
                                there's video test by me - https://www.youtube.com/watch?v=lYJm...ature=youtu.be

                                hope I don't miss the point of that issue with light
                                Yo!^^

                                Sorry for the long silence! I am on vacation until the end of the week and I pretty much took my time off from everything

                                Regarding your question though, we figured out via the comments that the converter I was using was actually doing some things wrong/I was to stupid to set it up correctly
                                So the units DO make sense relative to each other

                                Cheers!
                                Check out UNREAL 4 Lighting Academy
                                https://forums.unrealengine.com/show...ng-like-that-)

                                Comment

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