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

Hey,

I am not sure if some of the issues you mentioned are problems for everyone, but some of the broken viewmodes can be fixed by turning on pre-exposure.

Personally, I dont really recommend using the physically based settings for now as they are usually more confusing than helpful for most people…so there is that as well.
There is a thread in the rendering section about the issues with physical values, but I am sad to say that it has neither received some long overdue love nor attention from Epic. Although Tim Hobson just recently picked up on it again and we might be able to get more clarification and more importantly, fixes in the new future :slight_smile:

Something entirely different:

I was on vacation and shortly after that parental leave…so I took quite a long time off and didnt really do anything for the Lighting Academy! I am sorry for the long silence, but I had to take some time off and recharge the batteries^^

There will be more Lighting Academy in the coming weeks, I am just not yet sure when exactly I am going to record again, but its definitely NOT over :smiley:

Cheers everyone! :slight_smile:

Daedalus

Thank you for this amazing series of tutorials. I am relatively new to UE4 and just starting to dig into these lessons!

Hi Daedalus,

I’m really into your Sky sphere. You know what you should really do is build this into a asset you could sell on the marketplace. All of the dynamic sky spheres out there leave you with clouds that at best are Cirrus looking, but are just kind of bad. Your cloud system with a day/night cycle would be killer. Think about it.

Another mask, just gradients and some multply

It would be super cool if u can show how to do it! if u need I can provide u with shader :slight_smile:

Sorry man, probably not gonna happen :frowning:

I haven’t altered/improved the shader enough to feel comfortable selling it, and although it sounds a bit like EPIC, I am probably not gonna develop the feature any further until I have a proper use for it myself :stuck_out_tongue:

Cheers!

PS: Dig a bit into that stuff yourself! Its not as frightening as it sometimes seems and actually super fun and rewarding :slight_smile:

Hi Daedlus,

Watched pretty much all of you’re tutorial!! Learned a ton of great tips on correcting my shading and different lighting approach.

With the recent new Physical which you do not suggest us to use it since it is not very reliable and more confusing I would like to know of all you’re video you made which workflow would you suggest us to use?. It would be nice to get a sort of a video like the Physical Lighting video but with you’re current workflow, to get a good baisc starting setup for lightning… I know lighting is about problem solving alot sometime but I feel a good basic start will help me out a ton ( I feel im moving the intensity of my light without knowing if it is the proper intensity comparing to the real world and I don’t really know how to properly use the Sunny 16 rule with you’re current workflow either.)

Don’t know if you understand what I mean I can clarify in case.

Thanks and I love you’re work!

Hey guys, so I debug shaider a bit more and it seems I found what cause this wier seam bug. So basicaly it’s wind vector set up, here is example -
So any idea how to fix it? Mb use some other method to set up wind effect? :)​​​​​​​

Hi
I love your videos, a lot of usefull infos. If you have time, can you make one about full dynamic lighting for open worlds and how to make things looking nice with night/day cycle, outdoor/indoor lighting transition, etc? I can’t find any info on this

That’s a bit complex to cover in one video. Try looking at marketplace items like Orbit: Weather & Seasons: Orbit Weather and Seasons in Blueprints - UE Marketplace

Hello51 Daedalus. I watched Your Unreal 4 Lighting Academy - Session 3.1. in 1.23.37 time, You turn on exposure bias in Post process volume. I have UE4 4.21.1 version and I have not this. Could You write me how to turn on this option please?

Regards Slawek

Hi czcibor, I think the equivalent of the exposure bias has now been moved to a knob named Exposure Compensation in the Exposure category of the PP Volume, It seems to work the same way as before when the auto exposure histogram is on.

Hope it helps,
Cheers, S

Hey Daedalus. I’m curious if you are planning to do payed tutorials?(like gumroad course) I know you are doing unedited videos, so its kinda hard to gather and revisit valuable info from so many long videos + UE is constantly improving so things are changing. I’m just saying i would be more than happy to buy a course with all details you are providing but in a more structured updated and shorter way.
Regards, Ivan

hey guys,

my lights change whenever i press play, any idea why??

Hello Daedalus, and before anything, thanks for your work and sharing it with us.

I have a question related to this tutorial. I’m doing me demoreel (6 months already) and I cannot light it properly, I changed everything for doing it as this video, but the metallic stuff seems to be broken. Im working in the 4.20 btw.

I’ve migrated everything succesfully to **4.21 **but persist the pitch black on Metallics. But the lighting overall has being improved way a lot.

If anyone wants to take a look just tell me and I will share it here.

Thanks to everyone in advance.

Your lights aren’t changing, just your camera exposure. You can set your exposure in your post process settings or in your camera settings, make sure you have “use game settings” checked in your view settings to see the changes. The viewport may have different exposure settings than the in-game result.

Hey Daedalus. Thanks for these tutorials. Lots of good info here.

All your videos (at least what I’ve watched so far) focus on the lightmapped aspect of environment lighting. I’ve seen no mention of lighting methods for dynamic objects (characters), either the deprecated LVP or the new Volumetric Lightmap system. I’ve been evaluating lighting solutions (Lightmass, Enlighten, and VXGI) for our company’s next project and Lightmass is definitely coming up short in the dynamic object lighting department. Geometry with real world wall thickness causes light leaking even with the volume density set to 20x the default density.

Do you have any wisdom to share when it comes to dynamic object lighting? I’ve got a project I can share with you if you’d like to take a look and dive in a bit deeper.

Yes i encounter this as well.

It seems impossible for me to have dynamic and static objects together in the same level.
The discrepancy between them is unavoidable, the only thing that work is to put Volumetric lightmap detail cell size to something crazy like 10.

Any tips? Thank you

@
Hi, Daedalus.
I’ve been watching all of your lighting academy videos. the idea was really helpful, but there’s still some case I feel hard to deal with.
1.Physical unit night
2.Physical unit golden hour(this is important because I was always trying to set time of day to the golden hour).
3.Physically accurate day-night cycle(not important at all but that’s my dream)

How are your lightmaps being created?