Unreal Engine 4 - Lighting Presentation
Unreal Engine 4 - Lighting Presentation
Lighting
Technical Overview
4.
5.
2
Legend
1.
2.
3.
3
Lighting Types
and
Actors
4
Lighting modes docs
•
5
Lighting Actors docs
•
6
Directional Light docs
• Ctrl+L
• GI
Light vector
7
Point Light docs
• 6 times expensive
8
Spot Light docs
• 6 times cheaper
•
• Inner Cone Angle
Outer Cone Angle
9
Rect Lights docs
• Inner Cone Angle
Outer Cone Angle
•
Stationary
Use Area
Shadows for Stationary Light
10
More Rect Lights docs
•
width and height of
the light
•
only used
Point Light
11
Sky Lights docs
• cubemap
capture the scene
• automatically
on load
• emissive contribution
12
Sky Lights - Distance Field Ambient Occlusion docs
• Distance Field Ambient Occlusion
•
except ones close to the camera
•
Show > Visualize > Mesh Distance Fields
• Bent Normals
13
Material Light Functions docs
• Stationary Movable lights
•
filter a light's intensity
14
IES profiles docs
•
lighting industry standard method
real world
15
Geographically Accurate Sun 4.24+ docs
•
•
best to remove
• Extend default
luminance range in Auto Exposure
settings
16
HDRI Backdrop lighting actor docs
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Lighting Performance
• number of meshes
triangle count of those meshes. large radius
small radius
• caching
18
Shadows
19
Shadows and their relation to mobility docs
• Static Shadows -
_BuildData
• Dynamic Shadows
20
Shadows and their relation to mobility docs
• two dynamic shadows
more efficient
• object’s bounds
physics asset
bounding box
• Preview
Engine/EditorMaterials/PreviewShadowIndicator
21
Cascaded Shadow Maps docs
•
Static Shadows
•
static baked
shadows
22
Distance Field Shadows docs
•
movable lights
more
performant
• Source Radius
23
Distance Field Shadows docs
•
in the distance
Distance Field
Shadow Distance
24
Capsule Shadows docs
• Characters
• Physics Asset
•
soft area shadowing
indirectly lit areas
• dynamic precomputed
25
Contact Shadows docs
•
Contact Shadow's length
maximum value of 1
entire screen.
•
parallax occlusion mapping
26
Lightmass
and
Global Illumination
27
Lightmass - what makes GI possible docs
•
World Settings
• Primitive level
Material
DiffuseBoost
• Translucent shadows
• UV unwrapped
29
Lightmass Portals docs
critical to lighting
•
more light rays
higher quality
•
Skylight, HDR image Use
Emissive for Static Lighting
• drastically
increase
30
Volumetric Lightmass docs
• Volumetric Fog dynamic objects
baked indirect lighting
• World Settings
Lightmass Settings
31
Lighting Scenarios docs
• save baked lighting
32
Reflection probes docs
• indirect specular.
• Each pixel blends between multiple cubemaps to get the final result. Smaller Reflection Capture Actors override larger
ones, so you can refine reflection parallax accuracy in areas as needed. For example, you might place a capture at the center
of a room and then refine the reflection by placing smaller captures at the corners of the room.
33
Screen Space Global Illumination (SSGI) 4.24+ docs
• r.SSGI.Enable 1 Project Settings > Engine >
Rendering Lighting
• emissive colours
• r.SSGI.Quality
34
Lightmass Replace Node docs
• LightmassReplace
35
Post Processing
36
Ambient Cubemaps docs
•
• Texture
Intensity Tint
37
Global Illumination Intensity
• Indirect Lighting Intensity)
• SSGI
38
Exposure docs
• Auto Exposure
•
manually control
Exposure
compensation
View Mode>Game
Settings
39
Fog and Volumetrics
40
Atmospheric Fog docs
● Atmospheric Fog gives an approximation of light
scattering through a planetary atmosphere.
41
Sky Atmosphere 4.24+ Docs blog post
● This is a physically-based sky and atmosphere
rendering technique. You can simulate transitions
from ground to sky to outer space with proper
planetary curvature
● Mie scattering is a height fog simulation, so it
can be used instead of an Exponential Height Fog,
but if you want to use both, you can via the
Support Atmosphere Affecting Height Fog
project setting
● A skydome can be used alongside - The material
has to be Is Sky, Opaque and Unlit
42
Exponential Height Fog docs
● The position of the Exponential Height Fog Actor
matters as it will determine the base fog height, and Fog
Height Falloff can further adjust that
● Thanks to the Volumetric Lightmaps, static lighting is supported, use Stationary Lighting for best results
● Static and Emissive lights affect fog without costing anything since they're all merged into the Volumetric
Lightmap
● Volume Materials influence the fog, they currently only work on particle systems with said material
● Here is a great GDC video coverage of the Volumetric Fog’s features
44
Wrapping Up
45
Lighting Workflow proposal
• Direct and Indirect first approach
a.
b.
c.
46
Further reading and resources
•
strictly technical
• Learn tab Epic Launcher
• links docs
• specific look/feels
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The End
Feel free to reach out if
you have any questions