Transcripts
1. Project Intro: Hey everybody super excited
about this new projects. So long time ago I did this advanced project
in Unreal Engine four. And things have changed
a lot since then. And in fact, quite dramatically, Unreal Engine has
gotten better with Unreal Engine five
is a huge leap. And they've introduced
some new tools that are really
important to talk about. And it's kinda changed
the workflow a lot. So although all the
Unreal Engine for stuff, most of the Unreal Engine
for stuff will still apply, especially like UI and things that UI hasn't
changed dramatically. It looks a little different, but all the same things
are still there. But this new project is going to be using YUI
F5 and it's going to integrate all those
new tools that make Unreal Engine much better for architectural visualization
and various other things. Especially if you're looking for real-time global
illumination. That's what the big, the big leap forward is. And I think it makes
a huge difference. So some of the things we did
with Unreal Engine four, we can just skip and avoid some of the
things that I hate. Mostly like baking. We talked a lot
about that before, but now we're looking at new techniques that
are available with new technology to avoid that altogether and just do
real-time global illumination. So there's a lot to discuss with that kind of
thing and there's a lot of kind of pitfalls to avoid and a lot of tips
and tricks that we need to go through to get
everything to work right. But overall, Unreal Engine
five is a huge advancement. And let me just show you what this project
is going to look like. I think it's pretty
cool and it's not that hard to create. Especially if you're already
familiar with Unreal Engine four or Unreal
Engine in general. But if you're not, this project
will still work for you. I go through everything. The project you're seeing
is going to be well, the project you're
seeing is my version. And this was the
finished results that I was able to generate as we go through this
project together, I'm going to start
again from scratch and we will create
something together. But really, I'm just going
to show you the tools so that you can create something
exactly how you want it. So here's my end up looking a lot like my final animation. It might look more like what we do together in the course, or it might look
different altogether. But the point is you'll
know how to create and then that's what I like
to do as your instructor, is giving you the tools and then allow you to
go crazy with it. And that is the best way to learn these softwares,
in my opinion. So let's get some good results together and let's
learn those tools. And I think you'll really
enjoy Unreal Engine five.
2. Model In 3dsMax: To get started, I
wanted to just go over this model that I'm going
to be providing for you. Mostly. Obviously, I can't just give away the V Ray assets. So those you should
have if you have VJ, VJ five or above, or actually it came before that, but you basically need v
Wade cosmos, cosmos browser. A lot of these are cosmos items. Some of them are
my own items and those will be given to you. So the entire cabin
shell is mine. It's just some of
this furniture, the especially the stuff
that's proxied in here, and the lights and some
of the accessories. That would be very cosmos, Okay, and then some
of the materials. So what I'll do is
give you the shell of the model plus some other
things like this couch is mine, this lamp is mine. You can just use those and
I'll be giving you those. And what you can do is fill it out how you want and then make this project your own using Cosmos or other
assets that you have, just fill it out with stuff. The dining room
table is all mine, so that'll be given to you. The lights, a lot of the model. It's just some of these
beds and chairs and things. I really filled it
out with Cosmos and added a few extra materials. But that's what you get and
this is what we're gonna be taking into Unreal Engine. Okay? So Cosmos, cosmos,
cosmos, cosmos, all these beds and furnitures, cosmos in these pictures, everything I'm putting
these bedrooms is Cosmos. And almost everything
else is mine. Tip for these chairs, this thing here, lamps
in this ground material. Okay, so you will get some
furniture, not all of it. Alright, so I'll
set up my layers. I can give you the max file. I can also give you the FBX
and the data Smith file, hopefully, so that regardless of what
software you're using, you can get this into
Unreal Engine case. So that's the student
model for this course. We're going to bring
this into Unreal Engine. And that's very easy to do. Let's look at that
in the next video.
3. Get Datasmith and Export: Okay, so to get this into Unreal Engine is actually
very, very easy. We just have to have the
data Smith exporter. And what I like to do is make sure all my materials
are setup here in 3D S max plus V Ray
already because these will translate perfectly as we've probably seen in other videos. I'm very comfortable
doing VRA materials. Maybe if you are not
comfortable with that, you'd want to do the materials in Unreal Engine and use all
the mega scans or something. But here's all my materials, they're all assigned
and everything is mapped properly already. Mapping is definitely something you want to do in 3ds Max, so that when it gets
into Unreal Engine, you don't have to go
into every material, make sure is fitting
properly in k. So these things
all have uvw maps on them and they're
ready to go so everything looks
mapped properly. If you don't know
how to do all that, well, that's a whole
different course. And I have 3ds Max plus
V Ray courses galore, so you can check those out. But the point is, I feel comfortable in 3ds
Max and V rays. So I've done all the materials here and these will translate perfectly using the
data Smith exporter. And you'll be amazed at
how easily this all comes into Unreal Engine in a way
that looks ready to go. Basically, this will
translate directly. So to get the data
Smith exporter, we just have to go
and look for it. Data Smith, three-five,
data Smith, Unreal Engine. And honestly I'm using
3ds Max and V Ray, and that works beautifully, but there's 1
million other things that you can use to, okay? So regardless of
what you're using, data, Smith can work for you. And what it does is
just takes, it's an, it's an intermediate step that
translates everything from your 3D program into something that Unreal
Engine understands. So if we go to get the plugins, you just go down here and you, you install the one for you. So for use with Unreal Engine five, that's what
we're gonna be using. And we're in the
3D S max x border. So you just have to
download it and install it with 3ds Max. Close that. Then when you open 3ds Max, you will now have the
ability to select all of this and say Export Selected. Or even if you want to
export your whole scene, you should be able
to just do export. Like so. The way you know if
it's working is if you have unreal data Smith
file right there. So I will put this as student cabin export and export that entire file as data Smith file and
we'll say visible objects. Yes, you can actually make it the selection
only here if you want. Current frame only,
we don't have any animation in
here, so that's fine. Let me just hit Okay, That's
it. This will take a minute. What it's doing is gathering all the assets for
your scene and turning them into
Unreal Engine asset. So that when you import, everything will just work. And you'll see in the next
video that it comes in quite nicely and probably saves you. I mean, if you're like me and you're really good at
3ds Max and V Ray, but not super good at making
materials and Unreal Engine, then it's saving me enormous
amounts of time, right? Because everything is
just working already. Now that's not to say that you
don't go in and enhance it with some of the stuff built
directly into Unreal Engine. You can do that as well. And I, throughout this course, we'll use a ton of
mega scans assets and enhance what we are
bringing from 3ds Max. But 3ds Max plus V Ray gives us a huge jumping off point
and a huge step ahead where our model just comes
in basically ready to start using with materials all mapped properly and everything
working well. We have some warnings
here, nothing important. You guys know my philosophy if these warnings are coming up, but everything is
looking just fine, then I don't worry
about them too much. There's probably have
to do with some of the mapping and
things like that. If we get into Unreal Engine and there's a problem
with some of the objects, then we will come
back and look here.
4. Open Archviz Template Get Familiar With UE5: Okay, Now let's start
up Unreal Engine. And of course to do that, you start the Epic
Games launcher. And in here we can just
launch our engine. My latest one is
five dot dot t2. You might have something newer by the time you're
watching this video, but I'm just going to launch it. When you launched
the engine, you have the option to start new
projects over here. And I'll show you the
way that I did it. But really, you could do it a lot of
different ways over here. Since we're doing architecture, we can go to architecture. And there's all these
kind of templates, right? So some of these are really
cool and worth exploring. But for this project we're just doing trying to generate
renderings and animation. So we can just start with the blank architectural
project and call it student cabin will create it, will use that template. All it has is basically
a daylight system and a basic ground plane. We're not going to use
the basic ground plane. And I'll show you how to use the daylights system or not
use it if you don't want to. Actually, both ways are useful. I actually preferred to not
use the daylight system, but other than that, it's
basically a blank scene. I mean, your environment
setup will look at how that's all done so that you
know how to do it yourself. Instead of just having
to use the template. In here you'll see
there's basic camera, cinema camera actor. There's an exponential
height fog. Okay, so that's our kind
of our fog or atmosphere. There's a volumetric cloud that's creating these
clouds in the sky. Sun sky has this compass mesh. It has a skylight and
it has a direct light. So this is like what
we've used before, skylight and direct light. The skylight is kind of
capturing everything around and projecting
it onto your scene like almost like telling
you what to Racine and creating a certain
amount of environment light based on this
direct light as well. So they work in tandem
with each other. And we'll look at this more. But that's, that's kind of a blueprint that comes
in with this template. And you'll see that to
adjust the sun and the sky, they adjust together like
a V race and then sky. In fact, it's very akin to that. But you adjust the sun with
this particular blueprint, you just the sun
by telling it at the time of day and
location you're at. Okay, So they figured that that's useful for architecture, and that's probably true. But if you want full creative
freedom and you don't want to be tied to time zones
and things like that. You can create it
from scratch and have full control over it without
using the southern sky. But we will look at
both those things. This is the GameStart. This is just where when
you play the game, you're going to start
in that location. You can fly around. Okay? Now, there's one
other thing here too, That's the
post-processing volume. And if you type in bounds, insight or bound inside the
or I guess you could type in extent inside the search for this particular tool or
this particular actor, then you'll find the
infinite extent unbound. So this is checked. That means that
post-processing is affecting your entire scene. Even though the box
is just right here. If you uncheck this than the post-processing would
happen inside the box only, which is not what we want
for an architectural scene. It's the basics of here. The only other thing to
mention is that everything from Unreal Engine
four is still here. It just might look a
little bit different. So here you have all the actors in your
scene and you have the Details panel showing the information
about that actor. Down here is the content drawer. And you can dock this
like it was before, so it's sitting right here. Or you can just use
it as a drawer, which you just hit Control
Space bar and it comes up. The thing I don't like
about the drawers that it blocks over here. Instead of docking itself. When you're dragging textures, you often want to be
looking right there, right? Like right in this area.
So if this thing is open, it's hard to drag a texture
right where you want it. Okay, that's what I found. So it is a nice to have a hotkey control spacebar
here to open and close this, but sometimes I
needed to dock it. Okay, and then up here, this is where you can
add all the things, all the actors like you
did in Unreal Engine four. So this is a little
bit different look. Then there's
different modes here. So select mode is what we're in most of the
time when we start doing landscape and foliage
will be in those modes. Okay, and there's
other modes here too. And this is important as well. Project Settings and world
settings are over here. And then your play
button is right here. This is where you would find the sum of the blueprint stuff. So Game Mode and Level
Blueprint is in here. So we've seen that with
previous UE for projects, we're not going to get
into any of that stuff. Right now with this new project, I'm going to assume
some level of knowledge inside Unreal Engine. Unreal Engine five looks
a little bit different, but if you are totally familiar
with Unreal Engine four, it should take you very long to adjust to Unreal Engine five. This is our transforms
and snaps up here. Basically, cameras speed might
be important to you today. So that's the basics
of our template. A few actors in here, Let's get started by trying to bring in our data Smith object.
5. Import Datasmith File And Look Around: Okay, I'm thinking we
should just jump right in and import our
data Smith objects. So we do that by going to
Add Data Smith File Import. So all we have to do is go to our port or student
Kevin Export. Now keep in mind
that this is just a, Let's see what this says. This is properties 884 kb. So this is just like
an informational file. The real work is being done
in this folder that it creates a student
cabin export assets. And in here, there's no file
that can be imported there, but you can see if you look
at the properties of it, it's holding 358 files, 983 mb. So it's not huge, but it's, that's where, that's where the heavy lifting is being done. That's where all
our texture assets are and stuff like that. So we open it. No, not here. This one open. We tell it where to go. Okay, so we have the archivist default stuff in here and we have starter content in here. We just wanted to, I'm
just going to put it in my content folder just
straight up at the top level. Geometry, yes. Materials and textures? Yes. Lights. Okay. So if I had done
lights and 3ds Max, I probably wouldn't
bring them in here. In fact, as I was doing my
version of the project, I imported it without lights. And that's because I like
lighting in real time. Because you can see
it in real time and you can get your
lights just right when they come in from VRA, they might be way too
bright or way too dim and then you have to
go in and adjust them all. I find it easier to just put the lights in here and
get the fall off right? The cone angles, right, so that everything
just looks good. And then V Ray, obviously, I'm usually not having
that exact feedback. And certainly I don't have exact feedback of what it's
going to look like in here. So you're kind of winging
it and hoping it works. In here, you're getting real-time feedback
so you can make the light to look
exactly how you want. I find that it's useful to
do the lighting in here. Okay. And we don't have we don't need cameras that needs
to be brought in. We don't have animations. Everything is fine. Static mesh options. So this will put light map UVs. What this does is it puts
its like another uv channel. And when we're baking lights, you need these
light maps, right? And you, we've seen this
before in Unreal Engine four. And this can set the resolution
of how small and how big the light map
resolution can be. And you've seen
before when you bake the lights that if you want
to relighting to look good, you need those resolutions
to be in the correct zone. But I've got great news for you. We don't have to light
bake in this project. Light begging is a huge
pain. You've seen it. You've messed with
all the settings trying to get it to look right, and then you've waited while it bakes and banks, and banks. We don't have to do that for architecture anymore in this, in this version
of Unreal Engine, which is the best improvement that could have possibly
been made, right? So now we have lumen, which does all our GI. And that's why we were
baking lights before. All the GI is done in real time. So we can actually add a
ton of dynamic lights. And, and they will be
generating GI in real-time. And the frame rate is good and everything
looks pretty good. It is not as accurate as it could be,
but it gives you very good. But lumen can give you
very good results and GI in real-time and it's
pretty amazing actually, and that's what we'll be
using throughout this course. So long story short, we don't have to bake lights. We don't have to
worry about this light map resolution very much. Thank goodness for that. Biggest, biggest leap forward
for Unreal Engine five, in my opinion, especially when we're talking
about artifice. Okay, So forget about all this
stuff. Everything's fine. Import, boom. This might take a minute, okay, you can actually see it
importing all the textures. I wish I could just give
you all this stuff, but some of it
doesn't belong to me. Fortunately, Chaos Group, the way they do give
you all this stuff, everything I used is
either my own things or be re cosmos. That's it. So if you take what I'm giving you and then go and fill
it out with Cosmos stuff. You're good to go
and you'll be at the same the same state that I am at that I'm
showing in the video. Okay, here you go. Here's the cabin. Now to navigate, I'll hold
down the right button and then use my
navigation keys, WASD. And then you can use the
mouse to look around. Okay, So things are coming in. If you hit G, it
will turn it into, it'll toggle on
and off game mode. As in you won't, you will see all these actor icon
sitting in here or you will not get so things
are looking pretty good. There's some issues obviously, but check it out. This is pretty good, right? Our glass material is
basically working. This mapping is messed
up so we can fix that. But basically
there's no material on these doors back here. We can fix that. And I mean, in my
opinion is pretty awesome being able to fly
around my model like this. And it's basically like
rendered as I'm flying around. That's pretty cool. And that's the power
of Unreal Engine. There you go. That's how nicely it can come in and how
quickly and easily to have you basically like
95% of the way there. Let's look just real quick
at how this is organized. Into the content folder came
the student cabin export. And then here is
the Static Mesh. Know that's the
data Smith's seen. Okay, so that's the whole thing. The geometries are here. These are all the different
pieces of geometry. Okay? The materials. And this is awesome. Okay, so let's just look
at a material real quick. So it takes, it brings
in the material and it basically sets up like an apparent and an instance. So here's the parent material. If you go into this, you'll see that it's a huge
web of confusion, right? And we're not gonna go
into this and adjust it. But what it does is it
creates an instance of it with all these
parameters exposed, right? So in the parent folder, a lot of these things are parameters that can be exposed to instances
of this material. And what that means
is when we go into the actual
material here we see all these parameters that
we can adjust because that's set up in this
parent blueprint. Okay. And we'll notice that
what the parameters are, is what we would be
used to in the array. Okay, so here's
the, the final IOR. You can set that map weight 0.4. So you can set this to
one that shows the, that's changing the reflection. It looks like a map weight
is like the zero to 100 on the maps in
the array, right? So all the parameters
that we are used to will be exposed here, especially if we
adjusted them in V Ray, they will be adjusted
here and exposed. In this instance
of the material. You can go in and change the diffuse material to
something else if you want. But theoretically we've got everything right
already in V ray. This is the sum of
the tiling stuff. Scalar parameters. Yeah, so these are the
adjustments I made in V Ray are now exposed
to me here and I can, I can change them back here. So like, let's say reflection, glossiness, point to one. Okay, So all those things can be adjusted and you see
it updating this data. Smith has this cool way of wrapping everything
so that it looks familiar to us like
it is in V Ray, Okay? And that's one of the really
cool things about it. Let's look at one more material. Because this console would, all those settings
that we would have adjusted in the array can now be adjusted here as well. We wanted to just say
the flexion glossiness. And it even changes
the language for us so that it's familiar to
us like in V rays. So like in here, you go with 1.0 for glossiness, just like we would do in
V ray. That's about it. They're very cool. How awesome data Smith
is at bringing in materials and making
them look right without much adjustment
needed at all. Okay, There it is.
Let's get started on building an
environment around this.
6. Basic Landscaping Tools UE5: Okay, so we got
rid of the floor. So what are we gonna
do about the ground? Well, we're going to set up
a whole environment here, as you guys have seen in
the sample animation. What we do for that is
just go to landscape mode. Actually, let me clarify. I'm gonna show you
one way to do it. Then I'm going to show
you another way to do it that I found to work better. But I want to show you
these landscape tools. When you go into the
landscape tools, you basically just set
up a grid that you want and then hit
Create or real-world. So let's just leave it as these settings right
here and say Create. Okay, there it is. I want
to move our cabin up. To do that, we need to be
back in selection mode. And to select the whole cabin, we want to go to student cabin. Over here in the outliner. It's all grouped into
one big objects. So we can just select that
group and then move it up. Okay, so now it's in
the right place for us and we have this huge grid. Okay? Now, back in
landscape mode, this is where we have
the ability to adjust our landscape using a brush. So you can see that over
here we can have mountains. And the longer you sit there, the more it goes up, right? Pretty basic stuff. Also, you can use
the bracket keys, just like in
Photoshop to increase the size of your brush
or decrease the size. You can change the
tool strength. You can change the
brush size and the falloff value of the brush. So obviously that's going to be more fall off will
be nice and soft. Last fall off will be
very pronounced, right? This is all basic brush stuff. If you've used, if you
have used ZBrush before, then this will be
super familiar to you. Yeah, I want it to fall
off to be where it was. Control shift is making
this stuff go negative. And holding no buttons while you're painting is
making it go positive. So this is just
basic brush tools. And you can, and then of course
there's other tools too. So you can use hydro, e.g. this is like eroding
your ground. We have a little kink in it right there so we
can do a smooth, lots of different brushes
to experiment with. There's noise where you just add noise to the
overall landscape. What I was attempting
to do in this scene is sculpt away some, some ground here to
make this kind of a goalie or a depression
in the ground out here in front of the cabin and then build up
some edges around it. That's a little too much. Smooth that out or flatten
that out if you want. Maybe do some hydro down
in here for erosion. You can see that with a
lot of things you'd want higher resolution
on your landscape so that you can get
finer details going on. That's all things you
can experiment with. You can actually change the
brush that you're using, the kind of fall off
shape that you're having probably won't
be noticeable here. But the basic, the basic thing I was trying to do is create
a goalie out in front of the cabin so I can be in a goalie looking
up at the cabin. And then you could, you
could go crazy with this. You could go out
here and just make a bunch of mountains, right? Make this in a
little valley here, kind of terminate your view. That's a little strong because we have our
fall off set to that. Okay. Okay, so we can make our landscape like this
and you could, you could do this
forever. Obviously. I'm not gonna go too
much more into that. That's a basic landscape. Looks great. You can experiment
with all those tools. I think they're mostly
self-explanatory and we're not gonna go too
much into, more into those. And like I said, the landscape, this is
how you would create it. And we can now start
placing actors onto here. But I'm actually going
to use a different way to create our landscape. And I'll tell you
why and show you how in upcoming videos. But those are the basic
landscaping tools for you to create a nice
landscape for your scene. And of course, you could model a landscape in 3ds Max to and bring that in
with your data Smith, that is another option. If it's an architectural
project with this specific site and
typography that's needed. You can come in, David Smith.
7. Pause For Basic Project Settings: I should go over some
basic project settings here that might be a little bit different for
you than what you're used to in Unreal Engine four. For Project Settings,
we would go to here project settings or
Edit Project Settings. Okay, so there's a
couple of things we want to ensure here. If we type indirect
exit the top to search, we want to make sure
that the default or HI is such direct decks 12 that will enable us
to use ray tracing. If we go to ray trace, we can. This is under engine rendering. Let's just go there. Engine rendering. Lots of things in here
that can help us. So one thing in this
current version, or in the version that I'm
using of Unreal Engine, the Quicksort mega scans bridge, which we're going to get into. And virtual textures are
causing some issues, as in the materials are showing up very blurry
and low resolution. Okay, So one thing we
can do is just disable virtual texture support and disabled the virtual texture on texture imports so that when
it comes to the bridge, it's not a virtual texture. It's a normal Albedo map, and then it will
render correctly, okay, this will require
an engine reset. Do that in a minute, okay, the other option is whenever a material comes in
from quicksort Bridge, you can right-click
on the Albedo map and say convert to
normal texture. That is also an option, but there is some conflict
between virtual texture and the current setup
isn't working properly. So that's an FYI. And these are the things that there'll be worked out as
everything goes along. And, you know, Unreal Engine releases, updates
regularly, okay, Under global
illumination we can set its lumen refraction method, lumen fraction
capture resolution, not going to change that. Down here under lumen, we can change, use hardware
ray tracing when available. Hardware ray tracing
is gonna be using a video card that has the
capability to do ray tracing. So the NVIDIA RTX stuff, I think I read somewhere. Nvidia or 2X2
thousand or higher. Okay, and that's
what's required to do the hardware ray tracing. But the hardware ray tracing
can give us some advantages. So we want to enable
it when possible. So ray lighting mode can be
hit lighting for reflections. And that the other
option is surface cash, which I believe would be a software ray tracing type
of thing that lumen can use. But if we want to hit lighting
for reflections will be a higher-quality that
we can use if we have a ray trace
enabled Video card. Okay, and then down here at our hardware ray
tracing support, hardware ray tracing, ray
trace shadows, retro skylight. Okay, So with this
just basically makes these things available if
we want to use them. Okay. And so it can give us, when the availability is there, it can give us a higher-quality. And again, this project is going to be
completely with lumen. And so this is kind
of setting it up to use lumen but with the highest
quality that's available. Okay, so luminous kind
of faking a lot of GI using tricks within
Unreal Engine that are software based and
we're telling it we also want to use hardware-based
ray tracing when possible. And that does some
special things for us, including allowing us
to do the path tracing, which we'll talk about later. But path tracing is an actual like ray
traced to rendering like a V Ray style rendering
that you can achieve inside. And that is making use of
the retracing video card, the hardware ray tracing. But it will actually give
us the most accurate, highest-quality renderings
we can get out of here. Path tracing, although not everything is
compatible with it. We're going to
focus mostly lumen. Those are the settings
that we want for lumen. We can control those things with other elements of our scene
like the post-process volume. But we want to
make sure they are enabled and ready to
go if we want them. And now let's reset the engine
for the virtual textures. Work around so that when
we important things, when we get to important
things from the Quicksilver, make a bridge,
mega scans bridge. Everything is going
to come in properly. You know what? Instead of just talking about
the virtual texture thing, I feel like it might be something that a lot
of people run into. And actually, by the time
this is all released, we might have newer game
engine versions that, that kinda take care
of this problem. I don't know, but I want to
demonstrate it in order to show what I'm talking about so that if you do
run into the problem, you know exactly how to fix it. Okay. You saw that
I just went to the Add To seen
quicksilver bridge and then quicksort omega scans is added as a plugin
to Unreal Engine. You can add it via
the game launcher. And you have to set
up an account and make sure that you agree that you're only going
to be using this within Unreal Engine and then
you can use it for free. And trust me, you're
gonna wanna do that. Quicksort bridge is awesome. We're going to talk about
it more in later lectures. But just to demonstrate, Let's go to something that
I have downloaded already. And let's say we bring this in, add this to my scene. You can close this. Now when this comes
in, let's see. Okay. I see I see some issues but the
material looks okay. It actually ok. So you see this though is
coming in as a virtual texture. Right now it's looking okay, but you might run into
where it becomes very, very blurry and low resolution. So I disabled that. And when I reset the engine, they shouldn't be coming in as VT virtual textures anymore. But if you have this problem, This is rendering incorrectly. Then you can right-click on this right-click and say
Convert to regular texture. Okay, that's a quick
little work-around. And I'm also going to reset the engine so
that when they import, they're not actually importing
as virtual textures. And that way I don't have
to convert them every time. And like I said, this might
change in later releases, but for now, just be
aware of this issue. You might run into it and that's how I've
gotten around it. And hopefully you've seen
some of the projects settings we want to be using so that you can get your projects
looking correct. With Lumen moving forward.
8. Using Quixel To Create A Huge Landscape: Okay, So after I reset
my Unreal Engine, everything is looking fantastic. Let's talk about Quicksort. Now. It's the best part.
Okay, actually, what I'm gonna do is show
another way to bring in landscape so I don't
have to carve everything. This is something
I thought, whoa, I wonder if I could
do this and I tried it and it
completely worked. So it was great. I mentioned that another thing
we could do is just bring in landscape
modeled in three. Yes, ma'am. Well, maybe scans
actually provides us pretty cool landscape
we can use I'm going to delete that if you
have mega scans installed, which if you go to Plugins, see if it's in here.
Quick. So yeah. So you can go to Plugins, look for bridge, and make
sure it's checked here. And it's going to need
to be installed via the Epic Games launcher
should look like this. Hold on, gain Unreal
Engine here you'll see 5.02 Installed plugins,
quicksort bridge, boom. Okay. So it looks like
it could use an update to hard to stay on top of all these updates
because they come fast, but the Quicksilver
bridge is running. And what I'm gonna do is
go to this quickly Add to Project button and go
to the Quicksilver ridge. And I typed in here landscape or terrain.
I think it's terrain. And some of these terrains
are actually enormous. I think it's this
one, gigantic tundra, Okay, So I actually use
this as the ground. I have it already,
yeah, alright, here, this one is another one. It's circular. It's one square. But actually use this
as my landscape. You'll see how big it
is when it comes in. So I'm bringing in the nano one, which the neonate one. Let's talk about this a
little bit on each of these assets you can bring in. So let's just look at
massive stone cliff. So mega scans is really cool. It shows the size. I can't really read
what that size means. Look at let's look at this one. It shows a little
person next to it. I think this one
might have a tiny, tiny person down there, meaning this is absolutely
humongous, right? It's an assembly, meaning there might be
multiple items that you can move around and
assemble into one large object. It's open. That means one
of the sides is not fully enclosed in the
model, which is fine. But each one you can bring
in an inequality you want. Okay, so in the settings you can auto populate
foliage painter, you can apply it
to the selection. The foliage painter
we'll get into. Foliage painter is a brush that you can use to
paint foliage onto it. But you have to have
different objects in the, the kind of collection of
things that you can paint. This can automatically be added when we import it,
if we wanted it. The rest is these materials. We don't need to adjust or
override any of the stuff. The biggest thing
probably is the quality. This one has a low,
medium and high quality that's basically
polygon count, right? And possibly the size of
the texture bitmap as well. Not sure about that, but some of these have different qualities
like nano, right? Okay, so low quality, medium quality, high-quality,
and then Nan high-quality. So nana is high-quality, but it comes in already
enabled with nano. Okay, So we can also turn any of these other ones Internet
night once we bring them in. But this is optimized,
having a super, super high-quality but
also coming in and not bugging down you're seeing
that's the beauty of nano. Okay? Now remember that nano and lumen work
very well together. So the lumen global
illumination is gonna be figured out very
well on nano objects. And in fact, some
things won't work, like foliage don't work unless pneumonitis and I
enabled on those meshes. Okay, so in general,
you want to try and use neonate and lumen together
to get the best results. So we'll look at that. Those are different qualities
inside clicks omega scans, non-IT is something to consider that we're going to
talk about more. Let's go back to my tundra
and see how that's looking. So that's going to
be under mega scans, 3D assets, gigantic
tundra terrain. We can just drag it in
like this. Lower it down. You can see an absolutely
huge this thing is this must be PhotoScan by a drone or something,
but it's awesome. Okay. So I can leave. You see we have a few issues going on here with the texture. I could leave this
in here like this, which is actually pretty cool. Look at this humungous. I'm actually not going to
leave the texture on them. I'm just going to
use the terrain because we can do
that too if we want. So what I'm gonna do is just
use the speed here so we can get some serious
movement going on. I'm gonna move the
terrain itself to a place where I like, like the topography basically. So there's a little
cliff right over there. Let's put the cabin
up on that cliff. Right? It's not bad. We just want to find
the right spot for it. Check this out though.
This is so cool. So I can move the
cabinet as well. But I'm also, I'm just
trying to kinda like placed the landscape in
a way that I like it in relationship to the cabin. Want to turn off some
of these snaps up here so I can just get free. Remember Spacebar shuffles through the
different transforms, scale, rotate and move. I think that's pretty
cool. In my scene, I ended up with more of a gully that the cabin was overlooking. But this could work too. If it's just perched
up on a hill like this and we can build
more terrain around it. Now, I'm not going to
use the texture here because there's no way it can be big enough
resolution for, for what I want here. I want it, I needed to be
super high res, even up-close. And it's just way too huge to be able to have that
kind of resolution. So what I'm actually
going to do is bring in Quicksort materials and
apply that to this. Let's just do that real
quick, real quick. Now this is just another way
of creating terrain, Okay? I'm just leaning heavily
on the quicksort stuff because we should all be able to get access
to it for free. So you should be able to
follow along with it. And it's just a really,
really great resource. So again, I'm gonna go to local. You can search through here
and find what you want. But I have some things
downloaded already, which I've used in my
version of the project, and I can just apply them now, this is the one I want. We're grabbing the
high-quality one. And you can see
the kind of assets that are used in lysine, lots of rocky stuff, and then lots of kind
of wooded stuff. Now under content
mega scans surfaces, this is going to be
here and I should be able to just apply it. And you notice that
we know we don't have the virtual texture
thing going on here. You'll also notice that the mapping is way
too big, right? It's like tiling it one or two times over that whole thing. You also see that some of that weird shadowing is still there. We're going to address that. We're going to figure
out what's going on with that. This is going to work. We just have to go into it
and adjust the mapping. And we have that setup
in here very nicely. These Quicksort, likely V Ray textures that come
in via data Smith. These Quicksort
ones come in with very easily understandable
parameters. So we don't actually even
have to go into the parent. We just have these
very nice parameters that we can mess with. Tiling. We can put
this to 1,000, 1,000 and see what we get. It's almost too
tightly now, right? If we go into here and say, let's say like 500, 200. Okay. I'm gonna go with 350 and we're just going
to call it good. And you'll see there's a lot
of tiling going on there. But we're going to cover
this up with so much detail. So this is just like
a base and we're going to build
layers on top of it. Okay, one thing, a couple
of things to note. Let's look at some of
our visualizations here. If we look at the lumens scene, we'll see that lumen
is looking good. It's basically figuring
out the lighting properly. One thing that you'll
notice is that there's these blotchy shadows down here. And that takes a little
longer explanation of how to fix that and how to take care of that
and what's going on. So we'll save that
for another video. But one thing to note is
that neonate is happening. If we go to nano visualizations and just say look
at the triangles. This is Nana a triangles. So this giant tundra
is using nano. You can see the
solid black stuff, the stuff I imported via data Smith isn't using
that night. Okay. So that's What's going on here, that's what we're looking at. So it's great that, that
is using the finite. But that's also
part of the reason, part of the issue that is
going on with the shadows. Let's make a little
separate video just about that to
get that fixed up.
9. Fixing Common Issues with Nanite Lumen and Raytracing: Okay, so there is some
weird shadows going on with our nano
objects specifically. And I'll explain why. And oddly enough, a
lot of this course, this update for
Unreal Engine five, just happens to be trying to figure out these new features
with Unreal Engine five, mostly luminance and night. How to make them work together, how to optimize them, how to leverage them
to make better scenes. But they are not fully
compatible with everything. A lot of weird things happen. So a lot of this course is just trying to figure out how to implement these properly without having all these
different issues. So there are issues that arise. This shadow thing
is one of them. What is happening here is that nano night and
Ray Trace shadows, I believe are not
fully compatible. And I already
showed you where we enabled ray tracing
when possible. This is the directional
light in this scene. What is it, what is it
called? The southern sky? The directional light is here. Now if I search in here, ray traced, cast shadows,
it's using project. We set that up in the
project settings. So it is using rates, shadows which are better. They're nice. If I disable them, you'll see the shadows
basically get fixed. But I want to be able to use
them. That's the problem. What's happening is
that the nano mesh is not fully compatible
with ray trace shadows. Therefore, it goes
to a fallback mesh, a lesser resolution mesh
to cast the shadows. And that doesn't match the actual geometry because
it's more simplified. Okay, if we go into this
Static Mesh Component, or if we go into
this Static Mesh inside of our content browser. And we open it up. We can actually show the
Nano a fallback mesh. You probably can't tell from this level, but it's different. That's that's the
main point C. Okay. So that's without that
neonate felt like mesh on the two meshes are different. So if we go to here and say
fallback relative error, believe if we set that to zero, that means that the
fallback meshes. No gun no longer can be used. So this the only
problem with this, I mean, this will
solve the problem. The only problem is that it's now making things heavy again, so it's not taking full
advantage of the optimization. Okay, so you have to say yes, you want to save
changes to the LOD. So essentially what
it's doing is using a lower level of detail in order to cast the ray
trace, retrace shadows. And the mismatch between
those two things is causing D, weird jagged shadows. So we can basically
turn that off. But it gets rid of
the optimization. It gives us a performance
hit for doing that. But now you can see the shadows are looking, correct again, you'll notice that lumen
is only working so far away and then
you're getting weird, weird stuff going on. We can adjust that
or we may not need to because it's far enough away that it's not
going to affect our scene. Are weird, shadows
are gone again. There is another way to fix this problem that doesn't give
us such a performance hit. Let's see if I can
go back to in here. I can undo what I just did. Fall back. Set
that to one, save. Okay, I set the fallback to be back on and now we've
got our weird shadows back. There's one final way
you can fix this, and that is basically
by tricking the system. If we go into the console
commands and type in our ray tracing shadows. And then this enabled
two-sided geometry thing. If we set that to zero. Okay, it fixes the problem. And that is because
the fallback mesh is it's almost like it's got reverse
normals or something. Or it has two-sided
geometry on it. So it only shows up if it's
got two-sided geometry on. And if you turn it off, then it does not cause
the shadow anymore. So now the ray trace shadows are working and we're not getting that weird fallback
mesh cut casting shadows on top of
our actual mesh. So those are the different ways that you can address that. This is the way I'm
going to choose just using that console command. Because it doesn't
hurt me in any way and it doesn't cause
me any extra work. I just have to turn that stuff off and everything's
working fine. Now I actually want
to put this material back on here and see, see if it renders really nicely without those
weird shadows on it. Let's see. These things so large. Now see this could make
a really cool scene. It's not the look I'm going for. But it could I liked the water. I could fill this all out with trees, that'd be pretty cool. This could just as easily be
Wyoming as it is a tundra. Tempting, tempting, tempting. Okay, it is. Okay, I'm not gonna go with it. I'm just going to
leave it like this. And we're going to fill
this all out with detail, foliage, all that kinda stuff. But that's the fixed
for the shadow. I like. I like where my
terrain is going. I like how this clicks
will make a scan is basically created an
entire terrain for me. And you can purchase that cabin wherever you want
on this terrain. We'll leave it here for now. And then we're going
to add in more. We're going to just
start adding in rocks and foliage and trees and all that kinda stuff
coming up in later videos.
10. Adding Megascan Assets: Okay, right now
I'm just going to bring in a bunch of clicks, omega scan stuff, and start
filling out my scene. It's all pretty easy. Just go to the quickly
add to project. Go to quick, so bridge. Make sure it's enabled
like we talked before. I'm going to use the
stuff that I already have which will show up in the local. And of course, you will
have different things. But the pixel mega scans library is huge and you can bring in all sorts
of different things. She's got to download and
import them. I like this one. This is the knight version. It's called massive
tundra rock formation. Down Control Shift. Control, Shift Control. Alt. Copy it. Okay, I like kinda
making this as a little perch appear as cool. And of course we can
just bring in assets galore and make it
look however we want to see what else we
have that might be cool. Here's a really big rock
formation. Seems huge. The awesome thing
about these quick, so omega scans, I think
I mentioned this before, but you can add so much photorealistic detail without very much work at all. And of course, that's what makes really good looking
renderings, right? The more real details you have, the better it's gonna look. And it just makes it so easy
to fill it out. Okay, cool. So I don't need
to make you watch all the placing of geometry, but yeah, we can fill this
out with a bunch of rocks and logs and all sorts
of different things. Just adding detail to the z.
11. More Quixel Megascans: Okay, I'm gonna go to
Quicksilver age and just add a few more things just
so I can talk about how cool it is to design your rendering and compose
your shots all in real time. So I realize you can use these mega scans
in other software. That's not exclusive to here, although the payment
for using it is. But the point is
you can use this in max2 and I've done
that in other courses. But laying it out in
real time like this. This is unique to Unreal Engine. And just composing your
shots and just kind of laying out how you want it to look
and doing it in real time with
real-time feedback. That is unique as far
as Unreal Engine goes. That's what I love about Unreal Engine is that
you can make very, very good results and you
actually work in real time, place everything in real time. And there are like Viera
has real-time rendering. It has chaos vantage, the feel, the frame rate,
all that kinda stuff. The field of just manipulating
things in placing them completely in a
real-time experience. I still think is
pretty unique to Unreal Engine or other
game engines obviously. But That's cool. And let me just go to add a few more things and
then we'll move on. And I'm mixing different
kinds of assets here. I think that's OK. Import all these, as long as you can pull it off
and make it work, right? So it's all up to
you and you'll see it developing in real time. So that is a great way to create compositions and add the
right assets to your scene. And the main thing is that it
just looks good to you and accomplishes the look and
feel that you're going for tiny this log is, I think that's putting
into scale how absolutely huge those rock formations are. And that's okay. I'm going to use all
those quicksort assets to really build my scene. No faster way to fill
my scene and put that huge rock formation
in here, right? That's kind of acting
like a ground and also a termination of my view. Going back rocks and
things like that, they'll make a lot more sense
when we have trees in here. Now it still looks like a tundra and we're
using tundra assets. And so, but the trees will change the look
of it quite a bit. And we need to start thinking
about where we're going to take our shots
from. You guys. I've seen my examples
that we're going to I was taking shots, kinda lentils or maybe on the other side like this, right? So we want detail up here in the foreground and
then get nice depth of field going and then have the cabin kinda more in the background, in
the mid ground. Detail up here will be good. We can keep adding more
quicksort assets. To get that. I've actually imported
them all already. So all the ones I want
see what this one is. Yeah, big boulder. So I hope you're seeing how cool and how intuitive it is to actually just design
things in 3D. Design your shot in
3D as you're going. And you can just
bringing all your assets and just see how it's all
going to be coming together in a scene because it's essentially already
rendered, right? We're looking at the rendering and what it's gonna look like. It's so fast. And I think that really makes it intuitive to design a nice shy. Making a lot of use of
the spacebar here too. Change how I'm changing. I'm working either
between moves, scale, and rotate, the transform tools just
toggles between them. Okay, but anyway, I'm
going to keep filling up the scene and not make
you sit through it all. So I'm just going to
keep on designing a nice-looking shot by
bringing in more details, trying to frame in the views. I want those kind of things. So start thinking
about those as you're working and fill out you're
seeing with details. We're going to talk
about trees next. Those are gonna be a
huge part of this.
12. Intro To Megascans Tress: Okay, now I'm going
to talk about how to get some trees in here
because that's going to really change the
look and advance the look of our current
project and make it scans, makes trees available
to for free. They're in Beta, but they work. And I'll show you how
to make them work. First of all, you've got
to get them by going to the Epic Games
launcher marketplace. If you type in mega scans, trees, should bring up this European black
older, early access. And it's really just
this black older tree, but there's a lot of trees available and look
how cool they look. I mean, they're really,
really good, high-quality. I'll show you, you get
tons of control over them. And I can confirm that like I got similar results to this. And you get all these
different sizes and ages of trees and two different kinds
of wind being generated. You'll also get this controller that gives you control
over the season, the age of the Health, and also the wind controls. Pretty cool stuff. You have to download this
and once you have it, you can say Add to Project. You'll see that
supported engines are versions for 2053 to 427. However, we will make it work. We will add to project, and we will show all projects. We will find our
current project. It's this one. It says asset not
compatible version 5.0. Please select closest
alternative version. Okay, so I'm adding 2427. And I wonder if that will work. If you don't have four B27 added on your
loaded on your computer? I don't know. I think I do have four dots, E7 and maybe that's why
it gives me the option. I'm not sure, but it
does allow me to add to project even though 5.0
isn't one of the options. Files from Megan scans trees early access already
exist in the project. Do you want to replace them? Obviously, for me,
I've already added it. But in this case, you wouldn't get this if you haven't already added
it to the scene. Okay? So once you've
added it to the scene, you will get it will go into the content
folder and it'll just be under black, older. Daniel have all these
different things here. And you will also get MS. Presets. In here is where you have the
MS foliage material. You have the global
foliage actor. And in here you have the
blueprint global foliage actor. This is what you can
drag into your scene. 01. Important note is
that when I dragged, see what I'm doing here,
content, black alder, geometry. We have two different
kinds of winds, the pivot painter wind
and the simple wind. Let's go simple
win for right now. Another important thing
is that that there is the field versions of trees
and also the forest versions, meaning the field are getting more sunlight because
they're out in the open. And so they grow in
a different shape. And the forest ones
are in a thick forest. So they grow tall and
skinny and the leaves get towards the top because they are searching for sunlight. Okay, so let's take this
one and just drag it in. Important thing that I
was gonna mention is that for me to get
this to work properly, I had to re-enable virtual textures in
the project settings. Otherwise, my tree textures
we're not building properly. Okay, and I showed that before. But again, if you go
to Project Settings, virtual textures, able
virtual texture support. If you're turning that on,
if you're toggling that, it will require an engine
reset before I had to turn it off because when I brought
in mega scan stuff, I didn't want it enabled because they didn't want them
automatically turn to virtual because I was
causing problems with those. But if you want to leave it on, every time you bring in
a mega scans thing, it, it may have a V VT here for virtual texture and
you can right-click on it and say convert
to virtual texture. And that essentially
will do the same thing. Now that that's out of the way, let's talk again about
this global foliage actor. If you bring it into your scene and put
it out of the way, because it'll render already
had one in here as a test, but we only want one. You'll see it has
a wind sock on it. Change my camera speed here. We can change the wind speed. So when we select it, we can
go into the details of it. We can change the
wind speed to 20. Now we see the wind is
really strong on our tree. Looks ridiculous, actually.
Will turn that down. That was the wind strength. The wind speed can also be adjusted and we'll put
that to something else. Let's try putting
that up to 100. So that's telling
you how fast to undulate or vibrate
when tiling wind noise. So all of these are
pretty self-explanatory. It's controlling the wind. I actually like the wind lakes, so so subtle or off entirely.
Okay. No more wind. Okay. So we can adjust the
season strength so we can tell it like start turning
in color and all that stuff. You can go heavier
so that it becomes completely fall colors, right? And then you can do
the season brightness. Obviously. Pretty self-explanatory
seasons saturation. You go into the
heavy reds, right? I mean, this is
starting to look fake, but if that's the look
you want and you see how it kind of like starts on the outside
and moves its way in. Super cool because it's, it's mimicking what
real trees do, right? Yeah. So if we look
in here close, we'll see what the
health is doing to it. So look at the
center of that leaf and you see how it changes. Okay, so that's to add
variation and stuff like that. And as you go back and season, so like with the green leaf, you can see the health better. Okay, so super healthy leaf, not so healthy leaf season. Okay. So that's actually a
pretty good-looking fall tree if you
want to use that. I mean, you can do color
variation to a lot of control you can have over
these mega scans trees. And I think they render
just really, really nice. Okay, So what I'm gonna do now that I have the
major scans tree is going is I will
place some of them individually and then it
will also play some width, the foliage tool
inside of you E5. And we will check that
out in the next video. Kind of placing and
building our entire forest.
13. Building A Forest: So what I do for
this project is kind of art direct some of the more important trees and
place them individually. And then use the
foliage tool to build the massive forest around this cabin. So that's
what I'm gonna do. Go into content black older
geometry. Simple wind. Going to pixel pain or
two, doesn't matter. Then I just start placing the
trees I like the shape of. So I liked this one
because it stays, stays out of the way, right? It's tall and skinny. Kinda contributing to the
composition that I want. Maybe scale it up, sum. Let's copy it. Of course rotated so it doesn't look just like that
other tree next to. It. Might be a good time
to set up a camera. We're going to talk
about that later, but at least have a good idea of what your
view is going to be like. So you can, so you
can be thinking about the composition as you
place these trees. Don't wanna do it randomly. There's a nice tree. Okay, So you don't need
to watch me do all this. I'll play some more trees later, but let's get into the
painting of the trees. So what we do for that is we
just go into foliage mode. Okay? And we would drag the
foliage we want into here. And then we can start
painting with it. So I'm actually
going to start with the under growth and just select them and
drag them into here. Now if I start
painting right away, you'll see what happens. Very thick. But cool, that you can do
that in real time. So actually, I don't know, maybe you want some thick. So I'm just changing between
paint and erase up here. Maybe you want some
thick growth parts. You can see that everything's
too uniform though too. If you used any
scattering tools before, this stuff will be familiar to you the way you
control it in here. First of all, we
have brush size, paint density, erase density. So if we set this to 0.05, snap painting, anything
that's 0.1, We're on erase. Erase. So go back
to paint, say 0.05. So aside from the density, my big concern here
is that everything is looking too uniform and we
want to make it more random. And we will look
at how to do that. The only other
settings up here in this section are the filters. And that determines what we can be painting
our landscape on. We want to paint not on landscape because
remember we replaced our landscape object
with a static mesh from mega scans. Bsp. Bsp. In your scene,
you want to consider whether you are going
to be using that or not for things that you
can paint on and landscape. So with static mesh
check we have to be careful because that
means we can paint on the rocks to write. Okay, so those are
just filters of what you are able to paint on. These little numbers
tell you how many of these instances
are in your scene. Apparently, I've got
few things in here. Still. Don't know where there's
somewhere hiding in here. Okay, but you can also control which objects
you're painting with. And you can do that by
selecting and unchecking ones. So if I paint now they're all unchecked, so I've got nothing. If I check them all,
now I'm painting with all of those things. Okay? And also that opens up controls for
each of these things. Let's close this down and
get some more space in here. With these selected. Now, you can see they're all
highlighted green. You can change the
scattering parameters, okay? So the density you can
control per object. So if you want one to show
up more than another, you can change these
densities on them. And most importantly for me, is that I can change the scale. So scale is 0.5 to one. Okay, So that means
for all of these, they can all adjust and scale from half
size to full-size. And you can see they're
being affected by the global foliage actor. Right now I'm just
painting undergrowth. Okay, I just found another issue that you might encounter. So as I was painting here. Painting is undergrowth. My settings all how I want them. I was noticing my meshes. We're off the ground and not attaching to the
ground properly. They're all floating. And
why do you think that was? It was because of that fallback
Michigan Fernand night. So just like with
the shadowing issue, we looked at the fallback
mesh and we noticed that it's not quite the same
as our actual mesh. And so when the landscape or the foliage just
painting onto it, it's pending onto the fallback
instead of the actual met. So it doesn't always line up. But there's way to fix this just like we were fixing
it with the lighting. We do that by going into
Select doing our mesh. Going into our mesh. Going to fall back
mesh or fallback. Yeah, fallback relative
error is the one we want. And I set that to zero. It's probably by default it's
set to one and I hit Save. What that means
is it's no longer using a fallback
mesh in order to cast the shadows or for when we're painting
foliage onto the mesh. So it's something worth
keeping in mind that those fallback meshes can mess you up in a couple
of different ways, but we know how to fix it. Okay. But back to the foliage, can paint some more
of this undergrowth. And remember, I can paint
onto the rocks too, so be careful, make sure that's
something you want to do. And if I want to art direct
this more later and go in and have full control over
each individual object, then I can do that
by doing this. So if I come down
in here and say, I don't like the placement of this tree because
it feels too big. You can select a single
tree and move it, scale it, whatever you wanna do. Delete it, even as long as it's one of the ones
you have selected. If I didn't have that kind of tree
selected in my foliage, it would not allow
me to control it. Okay. So all the
undergrowth is these, make sure they're
all checked when you want to be editing them. Now let's take a look at
adding some full-size trees. Let's go to our
content drawer than our content folder and go
to the black older folder. So instead of Sapling, we're now getting the forest
one's. Drag those in. Now. You have to go and manually
select all the saplings, uncheck them, so you're no
longer controlling those. And now we want to
control the forest ones. You can type, you can
take forest here, and it will give you
only the forest ones. That's why naming is important. Fortunately made it scans,
does that all for us? But with these all selected, we can again change
the minimum scaling will say to point B like them a little
bigger than they come in. So 1.3. Okay, and then we can
start painting with those. They're gonna be too dense. Let's undo that. Let's change the
density down here. Actually. Let's
just do it overall. It's still too dense. One interesting thing
you see happening is we'll paint on
some weird angles, sometimes, like under
those rocks right there. You can tell it
specifically whether, you know what angle you
want it to paint onto and which ones you don't
want it to paint onto. Using things like a line to
normal and align max angle. I'm going to just
paint wildly in here with trees everywhere. And then go back and delete
the ones I don t want later. Out here we can just do huge
swaths of trees, right? You in turn up the
density, some like that. Back here, we can be a
little more careful. I'm gonna go in on all
those rocks and delete trees that actually come out of the rocks like right there. But this is a basic forest. He's got some cleanup to do. But that's the basics
of how to do it. Those are the controls. Now I just need to go
in and do the work of getting it all to look
right. Like I want it. Okay, so that's the
foliage tools within UE for that is how
we can quickly create and really just paint an entire forest
into our scene. Let's turn off the season stuff. I don't get lost in the forest. Now. Actually pretty
cool looking. We've got work to do, but we'll go with this
for the moment.
14. Setting Up Basic Environment Lighting: Okay, once my forest is more detailed and I'm still going
to add more detail to this. But I want to talk
now about lighting. So far we've just been using
the template lighting, which comes in as a blueprint, a sun sky blueprint that has everything contained
in it and it has special controls that they think Arc these artists
might want to use. And that is probably true. But let's dig a little
more into it and see what else we can do as well. If you'd go into your Outliner, type in southern sky, you can get your
son's guy blueprint. Let's talk about the
different elements here we have the compass mesh, but we also have a skylight, a directional light
and sky atmosphere. The skylight is like
our environment light. And it can be setup to gather everything around the scene and projected back onto
the scene kind of mess the SLS capture. You can see this happening
in real-time capture. Anything we change
will be updating. You can also put a
cube map in there, your own cute map and
HGRI by changing from SLS captured two cube map and then specifying the cube
map that you want. Also be turning off
that real-time capture. For instance. You can load any key
map you want in here and use that as your
environment light. If you have the
real-time capture on. This is with a cube map on, but with the
real-time capture on, it's acting a lot
like a V Ray sky. That's how I think of it. So it adjusts with
the directional light inside the blueprint. You also have a
directional light here, this guy hemisphere. But really you don't want to do the controls inside of here. This whole thing is packaged and controlled using Blueprint. Controls inside the
overall sun and sky. It's all dependent
on what we do here. If we go into, now, into the settings here, then we're just controlling
the position of the sun. You can see everything else
is going to adjust with it. So your skylight
will adjust with it. And everything will just look right again like a V Rey Sky. We change things by changing
the solar time, e.g. the longitude, the time zone, the North offset, and the
month and day of the year. So if you want something that is accurate to an actual time zone, then you can use this. And then you can cheat it
by just doing the North offset and that just rotate
everything all at once. Like so. The whole point of this sun
Skies that if you buy just suggesting time settings
and location settings, you're getting an overall comprehensive environment
lighting for your scene. And that comes
with the template. But I want to look
at what it means if we don't use this template. I like to have a
little more control sometimes and not be limited to time and location settings. So let's see what
that looks like. If we go into our sun and
sky blueprint over here, search for it in the outliner, and then turn it off. You see our lighting
look super weird, but that turns off
all our lighting. So you can see
everything is looking kind of black now
the only thing that we see is something going on with the
atmosphere and that's the exponential fog and
the Volumetric Clouds. So we can turn that off. Now we have the Cloud was creating
clouds in the sky. The fog was creating
the atmospheric depth. All that is off now. And instead, we're
going to go up to Window, environment light mixer. This is an awesome tool
inside of Unreal Engine. And this is almost like a wizard for creating
environment lighting. So it gives you a list of all the different things that an environment lighting
setup needs. I need to pause
here for a second and talk about all these
different elements. So there's that
creates skylight, that is the actual light
coming from your environment. In combination with
the sky atmosphere which actually draws your sky. Those two things will adjust
with your directional light and create your
environment light just like a V rays son would. The atmospheric
light, it's referring to a directional
light, your son. So the cool thing is when
you adjust that sun, it's actually adjusting
the sky atmosphere and skylight as well. Then there's the volumetric
Cloud which ads, which draws clouds onto your atmospheric
sky, onto your sky. And then there's the height fog, which creates the, the depth, the actual fog that creates atmospheric
perspective in your scene. So those are the
different elements. So Sky, atmosphere and
skylight work together and they are affected by the directional light or
atmospheric light here. You just click on them
to envy you're seeing. So create skylight,
atmospheric light, volumetric cloud, height, fog. So the fog, the Cloud is
what's clouding your sky and then the fog is the
atmospheric fog. If we maximize it, we
can see all of them here together and all the
controls for them as well. So it puts everything
into one place. So this is like almost
creating our own system. It's not blueprint ID, so it's not controlled by
the settings we had before. Now, each one is
controlled individually. And you can see my
scene is lit with the basic environmental
lighting setup. It's easy as that
just kind of click. Got to turn off my ray
trace shadows again. On my nan I objects. Okay, so all the light
elements that are there, if I hit Control L and then
drag the mouse around, he's actually
completely changing the direction of my
son and everything adjusts with it because
that's how it works in here. So you can see how cool that is. You can get all different
kinds of looks. And that's why I actually
really like setting it up this way because
with the blueprint, with the blueprint there, that shortcut, that
light controller doesn't work because the controls are all overwritten by
the blueprints settings. And you have to control it using time of day and location. But if everything's set up individually like this and we have control over everything, we can just quickly change the direction of the
sun and see what kinda look we're gonna get and
if we like it, we keep it. So I kinda like this. If I adjust more, you can get some sunlight
coming through. So to me, this gives
you more control over tweaking things.
And I like this. It's personal
preference, I guess. But I want you to
understand how to do it both ways so you know
what's going on. I keep accidentally putting
lights into my scene when I'm trying to use the
Control L hockey. If I turn off the fog, you can see the
difference that it makes. I'd like to isolate
things so I can see what effect they are
having on the scene. Really kinda sucks
without the fog, right? If I go back into my
environment light mixture, I have the settings for
everything all in one place. So if I turn up the skylight, now, my scene is more lit. Probably too much. So this is where you can
just go in and tweak the different settings and get him right where you want them. Right now, I'm tweaking without
any of the environment, the exponential height far gone because I want to see what the scene is looking like without that effect going on. I want you guys to understand all the different
elements going on here. So there's the
directional light, which is the sun, the skylight, which is
the environment light. The sky atmosphere is
actually drawing the sky, so that's what the sky
is going to look like. And then there's
volumetric clouds that can make the sky cloudy. Okay? And then the last element
is the volumetric fog, which is creating the
atmospheric perspective and that's controlled
by exponential height. Father. I'm setting it to
volumetric fog, so that's sunlight and other
lights will glow through it. That's what that looks like.
If you turned it on and off, you can see the difference. One is just kinda faking in layers as it gets farther
away from the camera. One is volumetric,
truly volumetric, meaning the sunlight is
shining through it and scattering and lighting up your whole scene with the
color of that sun, right? Of course, you can change
the density of the fog. You can also change the
volumetric scattering of the sun so that it's scattering more as
it goes through the fog. These things are
closely connected. Because however much light is scattered in through the fog, it kinda makes it
look more dense to those two things in
conjunction with each other. Setup how dense that
fog is going to look. Each light controls
the volume metric. You can control the volumetric scattering
of each different light. How much it affects
the volumetric effect. Now the skylight,
you can actually change the color of that. All the light being cast
onto your scene with the environment is
tinted a certain color. There's better ways
to do that though. We'll get into this
more and tweak it more in upcoming videos. But that's the basics of how
to set up a lighting system. And the different elements
within a lighting system.
15. Setup Cinema Camera Actor: Okay, I think it's time
that we start thinking about shots that we want
to get in our scene. So we've got really
basic lighting setup that needs to be tweaked. We have a basic environment built which we can
continue to build upon. But let's think about what our final composition
is going to be. In perspective mode. I just navigate it to a place
that I thought was cool. And I usually like having like maybe something
in the foreground, like those branches coming
in to create depth. Maybe I have some leaves over here and I have
this rock over here. It's kinda frames in my scene. I really wanna be where it was, okay, and maybe
something like that. But this is the general
area I want to be in. And I can just go to
these three lines up here and say Create
camera here and do cinema. Cinema camera actor. Now we're actually
looking through cinema camera actor there with that because
it was selected. But we would want to
actually go to here. And in perspective mode we go
to cinema camera actor one. And now we're actually
looking through it here. And now it's selected in our outliner and we
can start adjusting. So when working with camera, It's important to know
that post-process volume is also having an effect on how your scene is going to look. And it gets a bit confusing
about what is overriding. What if right now I
just turned it off. Post-process is important for if you're navigating
around your scene. But the cinema camera
actor is important if you want to generate an
animation or a still shot. I tried to kind of let this one determine how
my final look is going to be because that's what
my final product is going to be at the cinema camera actor,
It's pretty easy. We can do a lot of
things here using, and this is very similar to what you would do in Vireo with a theory camera or in real
life with a regular camera. Okay, it's all pretty
familiar stuff. So the things I use a lot are
usually up here at the top. So max focal link and mid focal length is
4 mm to 1,000 mm. It's pretty nice lens and the
minimum f-stop 1.2% to 22. Okay, sometimes I make this even lower to exaggerate
depth of field. It's kinda like pushing it to a level you would never
have in real life, but current focal
length is 11.8. We want that bigger. Kinda cool to have
it so zoomed in. Okay, Let's say right there then current aperture 1.2, 0.8. So you can see
it's already doing the depth of field
automatically. If we put it down all the
way to the lowest aperture, it goes even heavier, probably a little too heavy. The thing that's definitely
too heavy here is the bloom. We'll get to that lens
settings, focus settings. Now, it's important to see I always have a hard time
finding my way around in here. Under focus settings though, you can go to focus method
manual, which I like. That means I'm telling
you exactly where to focus and you can
actually sample the scene and tell it to
focus directly there. If I change this to
focus here on this leaf, if I get it to
work, it missed it. Okay, Let's just
manually go down. Now I'm focused on the leaves and the cabin is out-of-focus. Can also use this plane to
show what's being in-focus. The pink plane is
what's in-focus. Okay, so those are the regular
cameras settings up there. Now under post-process lens, get a bunch of other things
that we're used to having. So this is where you
can control the bloom. Let's say method standard. No, we want Method convolution. That puts little stars
around our lights instead of just just a bloom. In this case, we don't have any lights showing
directly in our scene, so we won't see anything. Can actually just turn
this off for right now. Well, I guess the
sky is blooming, so we can turn that up
and down like this. And you can see the lens flares or the lens dirt and not sure which
ones going on here, but those images are
affected by the balloon. Right now, all
we're really seeing is the bloom of the light. And you might notice too
that fog can also have, the fog settings can also have an effect on how much
that's blooming, how bright that is
and everything. So it's kind of one of those things where everything
affects everything. So if we go to lens flares, we can turn down the
intensity and you'll see now these glares here go away. This stuff has to be so subtle. Okay? So you can
see that the bloom and the glare both
effecting those. Spots right there, which to
me are super distracting. So if this stuff is used at all, the balloon should be used, especially when we start
putting lights in the Cabinet. We have like a night scene. You'll want to see
that story looking bloom around the lights. But in general, all
this stuff should be used very subtly, in my opinion, unless you're going for some crazy cinematic
sci-fi effect with crazy lens flares. Image effects is basically
just a vignette, which I do like
because that always, in my still shots I
always use vignettes. Not always, but a
lot of times and that's just to focus the
eye properly, right? Put the focus where
you want it to be. And it's also mimicking
something in the real-world. So depth of field right now,
we don't need to do it. And you've this because
it's being figured out using physical
cameras settings. That's the way I prefer it. Okay, and in here you have
very similar settings to the post-processing which
we haven't looked at yet. We've looked at in
previous projects. But in here you have
reflection settings, you have global
illumination settings. We're not gonna get too
deep into this right now. It's basically
being, is basically using what our
project settings are. But you can go into
here and change the lumen to ray tracing. For global illumination.
Of course, you have to have a ray tracing video card to be
able to do that. And this course is about lumens, so we're going to
keep it on lumen. Now, you can also say
lumen lighting quality, we can go up with it if we want. We can change the
final gather quality to go higher up on the lumen. So if our global illumination is looking too splotchy
and not good, maybe if we're inside the cabin, then we can adjust
those settings to make it higher-quality. And then the reflections we
can specifically tell it. We want lumen screen
space ray traced again. Okay, in this case,
we're going to use Illumina reflections too, which are not the most accurate. They're not as accurate
as ray tracing. But the whole point
of this project is to show how with you E5 we can use lumen for everything and
get really good results. Okay, you can turn up the
quality reflections on lumen. Lumen reflections. You can also turn this to ray trace reflections
and then go down here and adjust settings
to make it look right. In my case, like I said, I'm going to use all
lumen reflections. These give you different results and you would need
to tweak settings to get to look right in the
various different methods. But since we're just
staying with lumen, we can just like up
the quality of it. And by the way, you,
with Lumina reflections, you can still do hit
lighting for reflections, this method gives the
highest reflection quality, but greatly increases GPU cost. Okay, so I think this
probably give you the highest quality
lumen reflections that you can get with
these particular settings. So still use lumen, but use
HIT lighting for reflections. Okay, so like I said, there's a lot of settings for Global Illumination reflections. And you can also do all
your color grading in here, okay, So temperature. And then you can go
into global settings. So like contrast, e.g. I. Try not to play with these
too much because they can really mess you up
if you're not careful. There's other settings
inside of miscellaneous. There's where have I seen? Let's see. Oh yeah, I've seen
color tint right here. You can just tend to your
overall scene, something. If you wanna get a
totally different field. You can also add an LUT, as I've demonstrated in other
lectures on other projects. In that case, you have to get
kind of a blank LUT file. I blink, Let's file
and adjusted in Photoshop and then
save a new Let's file. And it will basically
be able to tell the difference between
an unadjusted let's file and an adjusted
one and then apply that same change and
difference you're seeing here. You'd have to save
that into here and then load it into
this slot right here. I actually read in
the documentation that that's kind of an
outdated way to do it. They recommend that
you use all the tools within you E5 here for
your color grading, okay, One last part of the camera part is
going to be exposure. And that's pretty obvious that exposure is gonna be
an important part of this. I like to set it to manual. Now, apply physical
camera exposure. That means that the, the, the exposure will be completely tied to your lens settings. Like it is in real life, but it's 3D, so I like to
be able to override that. So I just turned that off. And I basically just use this
exposure compensation to go brighter or less
bright with my exposure. This is kind of a more
dark nighttime scene. Of course, we're going
to light up the cabin. So this might look kind
of nice in the end. Anyway, that's the
basic camera setup. We'll talk more
about cameras later. Wouldn't be want to animate
them and things like that. But this is how I set up a still shot seen using
the cinema camera actors. And now I can kinda
see my composition. I can see like, I don't wanna, I don't want this tree here. And you can start making adjustments to your
overall scene. Because now we have a basic
composition that we're, that we're aiming to use as a final view and
make it look nice. And we're starting to get the
feel for the lighting and exposure and things like
that using the camera as well. So we're
getting closer.
16. Tweaking Environment Lights To Set Mood: Okay, Now comes the fun
part in my opinion, where it just involves
a lot of tweaking, trying to get the feel that you want under the art
direction part. Again, if we go to our
environment light mixer, here, we can do all sorts of things to control what we wanna do. And a lot of it just has
to do with balance between the different things going on in our scene to make it
look how we want. So obviously the skylight is
going to be giving more of the kind of environment light. And the direct light
is going to be more, well, the direct light. Turn it way up, you can see. And part of it is the
bloom that you're seeing. Part of it is the volumetric
fog that you're seeing. Fog density. You can see that makes
it go way up and down. The color of the
fog can be changed. Also, the start distance
can be changed. The distance cutoff, the height, the height fall off. All these things
can be adjusted. Not only that, but up here, you can tell it how much the volumetric scattering
is going to be happening due to
the direct light. So again, it's going
up because a bunch of that light is being
scattered throughout the fog. So this is another thing
that is totally typical of Unreal Engine and that is everything
affects everything. And there's different
ways to control things that feel like they're
the same thing, right? Like that fog scattering
of the direct light versus the density of the fog is kinda giving
the same effect, but controlled in two
totally different ways. So that's why Unreal Engine
can be super confusing, but it's also why you have very much control over what your final look
is going to be. So interesting. So again, I mean, I've talked about this
before, but if you had, say you have 50 for this and
50 for the direct light, so they're both equal. You get more of an
overcast look, right? If you turn this down, now you have something weird going on where
it's all skylight. This is more of a
nighttime scene, right? Where there's no
direct light going on and it's all skylight, this deep blue skylight. Kind of interesting. You can also affect the
color of the light as it comes and fills your scene. Can you can see how the balances
changes. I'm doing that. And of course, the exposure
also comes into play. The camera post-processing
settings also come into play. Let's eject from the camera so that there's no pulse
processing going on. And look how much
difference it looks. There's no post-processing
or exposure going on, so we turned on the
post-process volume. Okay, so the post-process
volume could get us to the same point the camera
is getting us too. But right now it's not. I guess my point is
that to dial this in, you have to look at
everything holistically. Everything is affecting
everything else. And we need to
keep that in mind. The volumetric cloud, that's one that's just
putting the clouds in the sky is not a lot
of controls on that. The fog density is
definitely having some control over our
scene and the fog, the volumetric fog in general. I'm gonna leave this
how it is for right now and go back into my camera. We'll just make sure our
exposure is exactly how we want. This is kinda how my
sample scene when I, I think maybe if we try
to adjust the light here, the direct light and which
direction it's coming from. Pretty cool, right? Like that. So that's kind of a sunset Seeing or dawn
or dusk diapason. Okay, That's interesting.
Obviously now we need to light the cabin
to make it look right. So we will continue to tweak
and get the look we want. I think this is looking
pretty cool right now. Definitely need some interests
coming out of the cabinet. And we'll create
that using lights. Again, I'm doing a
few other adjustments and I don't wanna do
it off screen so you don't see what I'm doing with
my environment light mixer. I changed the color of the direct light to get a
different kind of feel. I mean, that's
actually really cool. Can't see that ever
being a reality. But hey, it's 3D. We
can do what we want. I kinda like this. A lot of different
things we can do here. So I'm just putting it
more as this warm light. I turn up the fog a little
bit to 0.02 stripe, 0.03, 0.0 to the fog is
still at this color, which could change
to make it more of a sunset type of thing. So many different
things you can do, so many different
looks you can get. But these are the kind of
things I'm tweaking in order to get the look and feel that
I want height fall off. I want I want that more, to want this lower so that
it covers more of the sky. Want it to be a
little more hazy so I don't see too much of
the Cloud back there. See if you make the fog
kind of go way up high, then you will see
those clouds more. And I don't want that. I want something like that looks good to me. Where
it was originally. Okay, there we go. Alright, cool. Now I think
now I think if we add lights to the inside
of the cabinet will have something that
looks pretty nice. Obviously, I can adjust some of the landscape quite a bit more. And really fine tune this thing. But we're doing kind
of broad strokes here. We'll move on to the lighting of the interior of the scene. We've got our shot
composed with the camera. We've got a lighting scenario
that I mostly like so far will have to
will have to dial it in once we have interior
lights in the cabin. But we continue to get closer to something that looks
like we can render it.
17. Working out Interior Lighting: Okay, so let's light up this
indoor things so we can finally dial in our
final look that we want. Okay, and you can see when we
get out of the camera than our exposure that's in the
camera no longer applies. So let's do something similar in the post-process
just so when we're walking around we can have
a similar look, right? And I don't like auto exposure on because it's too
hard to control. That looks nice,
looks real nice. So inside the cabin you can
see it looks good in here, but it needs some light. So what I'm gonna do in here
is just set up basic lights. Okay, So we do that by
just adding lights. I'm going to make
it a spotlight. Spotlight and see how cool
it looks already with lumen. And the nice thing
is here that we don't need to bake these lights. And when I say nice,
I mean, it's awesome. I'm going to just set
them to a mobile. We want to be, I'm not in game mode right
now our game view, so I need to hit G to
go into game view. Now I can see on my actors. And then it's just
about placing them. I'm going to give it
a light right into that light. I can do it. Let me turn my
camera speed down. Where's that light? Okay, So it's placed
in the light. Now, there's a couple of
things we wanna do here. We can change the inner
cone angle, right? Kinda do it like that, like
push out the outer E1 and then bringing the inner
one, something like that. The source radius can be bigger. This will both. You can see now it's
changing the look of it as, as in it's making the edges softer because the
source is bigger. We can use temperature. I like to set this
to 3,000 because that's a warm interior light. See it looks really
yellow right now. However, when we get our white balance all
worked out with our camera. It should look about right? Daylight outside
sunlight is going to be more like 6,000, 6,500. Interior, warm, soft,
soft white lights, which are really common, would be more like a 3,000. So they're really warm
compared to outdoor light. And that's the balance
we're looking for. K, this slide, it
looks pretty good. We can just start
copying it around. Now. One thing you'll
notice is that I need to get the light bulbs
to actually glow. So we will work on that as well. Let's go back to our camera
and look at how this looks. Okay. You can see that
the relationship between the outdoor lights
and the indoor lights is not looking correct so far. So what we can do
is go to lights, spotlight, and we can
turn all these up. Right now there are eight
cd let's put them at 200. Okay, so now the cabins
starting to light up a little bit super bright, but it's great in
relationship to the outdoors. A little too hot in there. Okay, So these are all balances we're going to try and work out. Let's just real quick
take a look at turning that light to the light bulbs
to be self illuminated. Looks like there's no material
on the light bulb itself. These ones have glass on them, which looks quite good. Really good, but we need them to be self
illuminated actually. Let's just make a
material real quick that's self illuminated. Let's go to the content
drawer and add material. We didn't want it here. Let's go into, let's go into our overall content
and add a material and call it Self illuminated. My naming conventions
are not good at, sorry, not organized at
all. Okay, This is easy. We just need a hold down
three to get a three vector. And that will give us the color. Link that to the base color. And we'll just call
it something really warm to mimic that 3,000 Kelvin temperature
and then emissive color. Let's do, let's do
a multiplier here, goes to this and put a constant
here to multiply it by. So we'll say multiply by
one to something like that. So we're just multiplying. We're taking the diffuse color. And then for the emissive color, we're multiplying
it by a constant here that makes it more
or less self illuminated. Then we just have to
select this static messier and drag our self eliminated
material onto it. There we go. That looks good. I'm not sure why this
didn't work coming through maybe in V read and how
it's set up properly. Either way, easier
to fix in here. We'll do it for these lights to then we can continue adding
lights throughout our scene. Okay. So there's
some lighting place. Let's try and dial it in
with our exposure and camera and all that stuff and go for a final
look that we want.
18. Final Tweaks: Okay, As you can see, I've just been tweaking more and more now that I've got
these interior lights in, might even go higher with those. And I'm just going
to let you watch me mess with things and there's
no right or wrong here. This is me just trying to tweak things and
get them right. But I've been doing is making
the fog density goes up. It was somewhere around here. But I put it up higher. And what that's doing is
really creating the depths. So these trees upfront
are still really dark, which I like because
it frames my scene, but then it lights up and gets more atmosphere
as it goes away. I've really turned down the, turn down the intensity of
the direct light, the Sun. If I turn it all the way
down, it looks like this, which is also kinda cool. But I turned it off. I turned it to 20 and I made it this color,
this lavender. And this intensity
remains at five. If I put it to ten,
it looks like that. Which is pretty cool. Man. So many possibilities. And now you're seeing why
real-time is awesome. I hope this instant feedback
stuff is where it's at. And then maybe seven. Okay. I like like what
I'm seeing here, My only issue is
that the whole scene is a little too purple, so I guess I could go
into the camera and do some little bit of color
grading in there, right? Oh, speaking of which now
we can look at the balloon. There's that little hotspot
right there at Bloom. Again, we don't want
to go crazy with it, but you can see there's a
nice little bloom coming out. And it's not just the bloom, It's the lens flares too. As you can see,
those are too heavy. Those got to be really subtle. Image effects have been yet
even heavier on the vignette. I want to get more
depth of field going on here with the camera. So that would of
course be up here in current cameras settings. It's gonna be controlled
by the aperture. 1.2 is as low as we can go. That looks perfect. You can actually go
lower than 1.2 if you go into lens settings and
say minimum f-stop 1.2. If you put this 2.2, then you can set the
aperture to point to. That's really exaggerated. I've never seen a lens
with an aperture that low. But I like the subtle depth of field going on here
with the leaves. Great. Everything's being framed
nicely to focus on the cabin. I liked that. I wish I had more background, more trees in the
background here I'm seeing a little too
much sky for my liking. These are all things
that could be adjusted. Anyway, I'm liking
the overall scene. I do want to go into
color grading here. Maybe just change
the temperature. It's not a temperature thing. Same color tint. Just wanted a little less
purple, like maybe in there. Okay, Now what I really
wanna do is make that interior glow more. One thing I did in
my version of this, which we will look at is I
put in rectangular lights here and here to glow outwards to light up the
edges of these trees. So let's do that real quick. And we can just
design this thing however we want because
we're in real-time. It's instant feedback. Why not? Let's just, let's just art directed appropriately to make it
look exactly how we want it. And I'm okay with faking things because this isn't
about accuracy. This is about a very
nice finished result. Let's just go in and
add some lights. And we'll do rectangular lights, these two areas shadows and
can cast nice soft light. It's exactly what we want. Let's undo that and
let's make sure this angle snap is on
and snap it to 90. And then we'll get the size
of the of the rectangle. Correct. Make sure that's placed
in there properly. Don't see it putting
off our light yet. Again, temperature should be at 3,000 ish for what I'm
trying to do here. It's not placed correctly
at all. There we go. So you don't want it
to hit right on any of the edges because that'll
look too obvious. But I think right
there is good now it looks like there's a
glowing interior coming out. And that's great. Now I did another one over here, the skylight coming out
and you can see how it's putting this nice lighting
on the tree right there. That's what I really like. It's just creating
depth and creating three-dimensional
looking objects in our scene so that
it doesn't read as just a flat 2D illustration. Write this from the front view
that's severely unhelpful, could go in and take
the time to turn off my foliage so I can
actually see something. But now this just needs to
adjust in size like that. Now let's look through
our camera and see. Okay, these can be,
go brighter, I think. Rectilinear like one, let's say. Okay, the colors are
looking terrible. Although that's kinda cool. Another thing is that you can see that there's a
lot of Bloom going on. And with these
rectangular lights and with the interior lights, we don't want that so much. So what I did for those
interior lights is turn off the scattering of the
volume metrics for those. And we can do the same
thing here to type in volume, volumetric
scattering intensity. Put that down to zero. And for this one too, you see it no longer
is scattering. Actually, I kinda like it
a little bit right there. I get 2.2 kb up. My colors are all out of whack. I'd want that really warm
orange light coming out of here and everything
else to be blue. So I assumed that that overall, overall scene tinting is
what's messing me up here. So I should use a different way to kind of get the
colors I want. Yeah, that's really warm now. And the rest is a
little too purple. So I think with the
environment light, instead of using
post-processing in the camera, I'll use the actual
lights to get the colors. I want. One thing we haven't
messed with is the sky atmosphere.
These settings. You can see it actually
it changes the color, but also it changes the
brightness of the atmosphere. So when you get the
rally, scattering, scattering, whatever this is, scale to where you want it. Now, we're talking
about colors that are a little more correct. We got this deep blue in
this bright orange in here. If that's what you're
going for and it is, I love this color scheme. You might have
noticed from my work, I would still like some more
on those rectangular lights. It's making that really,
that's not what I wanted. Attenuation radius,
although that did help. Totally helped need
the attenuation radius to be big enough there. I was trying to turn
up the intensity to that looks dumb now, I didn't know attenuation
rate is what I needed, but it is got to turn down that volumetric
scattering, their 0.05. I really wish that we could get some light on the
inside of that tree. I'm not seeing it. I like that. If I turn up the attenuation
radius really high, then that light is coming
all the way out to here. It's kinda cool. This tree must be
in the wrong place to get any of that light. Yeah, now it gets a
little bit of it. Okay. The only other thing
I've done here, which is important
actually, is the glass. Okay, I wanted to talk about
the glass a little bit. With the glass coming
out of the array. It does work, especially
on the light bulbs. I don't know if you saw
them earlier in my scene, but the light bulbs
looked great actually. But on thin, plain glass, it doesn't, it doesn't
act as you'd want it to. The refraction probably works accurately for if it was on like a light
bulb or something. But when you have a window with thickness
that's just a plane, it does funny things and makes your refraction
kinda jump around. And Vireo honestly
has the same problem. You have to usually fake
my index of refraction on a thin-walled piece of
glass window in V Ray. Now they have a setting
for to tell it if it's a thin-walled refraction or
if it's a solid refraction. Okay, So I don't know exactly
how to deal with that. And Unreal Engine five, other than to do the same
thing I used to do in V Ray. And that is to open
up my material here and go to the refraction
index of refraction, and I turned it down to 1.01. Okay. I can show you what I mean. So if this is like this, you're looking through
that window and it doesn't distort as you go through
that window. Great. If I put it back on 1.6, which is more physically
accurate for glass, right? You will see that now things, maybe you can see if
I get up closely, you'll see that things
distort through that glass. When you're looking
through a window, things don't actually
distort that much, right? However in here they do. And they will jump around
when you're animating, you look at that
door right there, how off that looks. Okay. So the results aren't what I
would expect in real life. So I just kind of mitigate that by turning the index of
refraction way down. So that's just a side
note to make things work. Let's go back into my camera. Honestly, I'm liking the look of being out of the camera a
little better in the camera. I can mess with the
color grading here, not liking as much. So another thing I can
mess with and tweak, okay? But this is basically
the point where you can start really fine tuning it and animating your cameras
and generating your final, final images and animations. And of course you can
tweet this forever. I can treat the light levels, try to get everything
balanced perfectly, everything colored
graded perfectly. And I can, by changing the environment lighting
and the direct lighting. I can also create
any kind of look or time of day that I
want all in real time. Amazing. I could generate so many
different renderings of this same scene. But from here on out,
I'm going to go into my fully finished scene. And we're going to
use it to generate some cameras and look at a few other techniques
that are important in you. E5.
19. Setup A Final Camera: Before I move on
from this project, I want to do a few things here. First, we got turned off the ray tracing double shadows again. Okay, but I want to demonstrate
because you're here, you've built a project
that's similar to this. Let's just show where to
go from here and then I'll jump to the other project and we'll look at
a few more things. But I liked this
perspective right here. Let's set it up as a camera. So of course you just go to
here and create camera here. Cinematic camera actor. Cinematic camera
actor to selected. We need to look
through it like that. Okay, Now, with the camera, few other settings
we should look at current camera settings. The focal length is
way too far out here. If you want to change the
aspect ratio of the camera, you can do that as well. That would be under
the film back. So if you do this, you'll notice that
that's changing the sensor size of your camera in the
sensory aspect ratio. Okay. So if we wanted to make
this an Instagram video, it would be more
like this, right? You could figure out the exact aspect ratio that you want. Okay? And then this thing
needs a couple of other things with the post-processing to make it look better with a depth of field. So let's make the depth
of field look good. Current aperture 1.2. And you saw that the
exposure change there. That's because the exposure
is being adjusted like a physical camera
where if you make the aperture open
up wider like this, then the exposure
actually goes up to, you can turn that off. And I prefer to do that
because I want to control the depth of field
independent of the exposure. Under lens we can
go to exposure. Apply physical camera
exposure, uncheck. Now let's make metering
mode go to manual. And then we can, all we need to worry about is
our exposure compensation. In here, you can
also do a vignette. We type it in. We can say vignette intensity,
which I like. I think our lights inside are a little too bright right now. Those are our spotlights, right? Select them all.
Set of 2000, 1,000. Maybe even less, or putting very bright hotspots
on the walls. Now, the rectangular light appears to be what's
putting off the most. Yeah. Okay. Certainly the rectangular
light doing all that work. And I like its effect, but it's a little too much. So this one will
put the 100, 200, 200 will go right
in the middle. 150. Okay, we'll leave it there
and this other one out front. So obviously too high in a volumetric
scattering intensity about it at the right place. I think. These are all things
you can tweak forever trying to
get it just right. I wonder if let's see. So I wonder if this could be brighter so that it lights
up the whole scene. But the volumetric
intensity can be lower. I don't know, kinda
personal preference. Okay. So I do like that that
light is coming out there. Okay. I'm going to
leave it right there. The camera, I still want more
depth of field going on. Maybe it's just a matter of, let's go back to
our camera actor and that's to make
sure that our focus is in the right place. Okay, underfocus settings. Let's focus right about there. Could turn on the debug
plane and make sure yeah. Right on the front of the cabin. Perfect. To get this
to blur like I want, we might have to really
exaggerate that F, F stop, which is totally fake. But let's put it down to 0.4. Actually judge it
off of this here. I'm looking at that closer here and then zoom
out a little bit. Yeah, let's do that. And that's, this is basically what I
wanna do for my camera. Frame it in with
these two trees. Come down in here. Do something like this. Okay, actually, I like this. I think we've got a good
camera set up here. And I'm kinda previewing what it would look like
to do a little animation. Let's actually run
that animation in this file and see
what we can get.
20. Render Final Animation With Movie Render Queue: Okay, so how do we render this? That's the next big thing. And I was going
to change over to the finished file for this, but actually I'm just
going to stay right here. I think we can look at the finished file for other
purposes and a little bit. But right now I want to keep
a continuous and it will just render something
straight out of here. Because we set up this
camera that I kinda like. The scene could be more
finished and things, but that's gonna be up to each individual student how they want to finish
out the scene. I'm going to show you
the techniques to render it once you have
it all finished. So to do that, we need to add a level of
sequence to our scene. And we can do that right here. We'll just call it
finished camera save. This is a sequencer, so this is where we can set keyframes for our overall scene. Okay, to do that, we
need to add a track and we'll add a
track of the camera. So if you go actor to sequencer, you can find sin, the
cinema camera actor too. That brings it in.
There's no animation yet. You can change the
overall length here. So 165, we'll run it
at 29 frames a second. So maybe we want it
a little longer. Can actually stretch
this out here too. But still there's
nothing going on here. However, we can set keyframes for everything
about our camera, as you can see right
here on our track. And this is not new stuff probably in this has
been around forever. And we've seen how
to do it before in previous projects
with animating. But this is a review. There's a few things different now and we'll look at those. So the main things
I wanna do here is transforms and
location the z-axis. So first, over here,
when the sliders here, we're going to set it to z-axis and we'll add a
keyframe right there. Then as we go over to here, we will change this to about right there. We'll say now we have an
animation. We hit play. We will see the speed
and everything. It's pretty cool. The
only thing I don't like is how wide angle it is, but I do like how it's
framed by these trees. So what I could do is
zoom in and then movies, trees, and salt real-time. I can move this in
real time, right? Well, that one is
part of the foliage, so I'd have to go and
foliage and do it. But you can move it in real time and really compose your
shot exactly how you want. That is what is awesome
about Unreal Engine. The fact that you can
compose a shot and real-time like that is wheat, but there's our shot and the
only other thing we might do is play with the
depth of field. So maybe starting
right about here, we could go to the depth of field current aperture,
manual focus distance. So if we set the
focus distance here, and then over here we set the focus distance
onto the trees. You're not gonna get
enough aperture. The difference between
focusing here and on the trees is almost
unnoticeable. Yeah, actually let's try this. Let's delete those and
set the focal distance. When we get to
here, we want it to be on the cabin, right? But over here, we could
set it on the shrubs. The cabin comes into
focus as we're going. It's very subtle, obviously. Maybe we could move that
a little further so you notice a okay, The only other thing I might do, It's changed the easing
on these things. So you can right-click on it
and say you want it to be a linear interpretation
mode or interpolation mode. Right now it's cubic. Okay, so if you've
done any animating in After Effects
or three days max, you know that this is kind of easing in
and easing out, right? It starts slowly and then
speeds up a little bit and then slowly ease out
as it gets to this. That's the default. And that's good because
that's how cameras would typically move if you're
filming a movie or something. And that's kinda what
we're wanting to go for. You could also make
it linear so that the speed is
constant throughout. There you go. That's the basic. And now the only other
thing we need to do is set up a movie sequencer. We can go here and say
rendered this movie to a video or image frame sequence that will bring up the
movie render queue. We can go into unsaved config. And in here, we can set up the configuration
for what we wanna do. And basically that's
setting up our output. So output resolutions
1920 by 1080, that's not gonna be right because we can go to
custom frame rate, set it to 29.97 or
whatever you want. But I've seen people
say like, Oh, don't set it to 60 or whatever, because that looks fake ish, that looks video game ish. If you want it to
look like a movie, then you set it
more to what they use to the frame rate
they're used for movies. And you will be able to see the difference between
those two things. One, it looks a little too
smooth and is not used to, is not what we're used
to seeing in a movie. Here we would say, we would change
our resolution to match our resolution here, which we would have to look up. I said it kind of arbitrarily deny the film Back Settings. We'll say 14 by 20. So here we could say output
resolution is 2000s by 1,400. Hopefully if my math is
right, everything is working. I hope know it's gonna be
1,400 wide by 2000 high. I think that's right. We're going to frame
to 800 to 285 here. So we'll say to A25. Great, everything
looks good here, and I always forget something. Now I can also go to
anti-aliasing and add, you can add any
settings you want here. I can add a anti-aliasing. I can override the
anti-aliasing that's there and put
something higher here. These multiply times each other. So this is, this is 30. Let's look at the
documentation real quick to see what settings you
want for anti-aliasing. Okay? You can see that like
anti-aliasing is going to take, is gonna be important for
making our scenes look good, especially on stuff that is, I'd say it's probably like opacity map stuff close to the camera that you wanna
do depth of field on. And that's where anti-aliasing
really come in handy. But it just in general smooths
out jaggedy edges, right? That's not very
much documentation. Movie sequencer, anti-aliasing. Okay. In the movie, in the movie sequencer documentation
then we have anti-aliasing. Anti-aliasing controls
the number of samples used to
produce a final frame. So like I was saying, spatial and temporal
multiplied times each other. So if you put 2.15, then it'll do 30 samples. Temporal sampling takes the time the camera shutter is open based on motion blur amount
setting and slices the framing the
corresponding time slices. So if you have motion blur, this is gonna be important because the engine is
ticked and by extension, time passes in the world. These are called
temporal samples for things to blur nicely as
you move across the camera. You need a lot of
temporal samples. Spacial sample takes each sample that is going to be rendered and renders it multiple times, each time jittering the
camera a little bit. This is useful for
renders where you have a very short Motion Blur
duration and still need more samples to increase
anti-aliasing, reduce noise. Okay, so spatial sampling is probably what we
want more of here because motion blur
isn't going to be the most important thing
about this rendering, right? And of course, this will up your render
times quite a bit. So temporal count will say, yeah, it's like this. So this is like anti-aliasing. That doesn't have to
do with time passing. And this is anti-aliasing that does have to
do a time passing. So basically motion blur. So we'll set this to like 8.2. So we're getting 16
samples per frame. So each frame is going
to take way longer now, but it'll look way
more smooth and clear and, and well anti-elitist. You can render warm-up
frames so that the engine is fully ready when it starts to
rendering the first frame. Okay, in general,
and then you can also save your presets here. Save this preset will say cinema camera to render preset. That just saves a preset in your content browser down there. And then you can hit Accept. Make sure everything is right. We need to look on
our JPEG Sequence, know an output, and we
need to make sure that our sequence is going in
the right place, right? I think everything's
right. This will, this will default to your
project folder under saved and movie renders
filename format. So this is going to
want it to go to JPEG. It's going to JPEG
sequence apec already. That's, that's how it's
gonna be spit out. I think everything's
good or locations good. We want a JPEG sequence. The resolution, I
think is correct. Let's hit accept. Our
anti-aliasing is good. Render. Okay, It'll bring
this up and it'll say total frames is on negative one out of 285
non-zero sub-samples 016. So that's our
anti-aliasing, right? And we're on frame
four of 285 right now. And it should be generating
these and putting them into our project folder under
saved movie sequences. And in there you will
see a JPEG sequence. Saved movie renders. Boom, here's our frame
is being generated. My computer screaming at me because of all the things
it's doing right now, it's rendering that
real-time thing which takes up a lot of juice. And now I'm trying
to open Photoshop. Great. Okay, There's the first frame. You can see that our depth
of field is working. Everything looks smooth, nothing jagged edges because
of the anti-aliasing. So that's really
great and that will, that will pay dividends
when we go to actually watch the
movie, you'll, you won't see those, those jagged edges and it won't catch your eye in a bad way. Okay, so if I open it here, you can see, you can see the slight movement going on if I scroll through all these. So that's the animation working. I think everything looks
pretty smooth and nice. You could refine this a lot
and you could add a lot of detail to your scene and
mess around a lot more. I think the cabin needs some more detail that you
could do a lot of things here. But the point is the
animation is working. Okay, so that's how you
generate an animation. I think that's pretty cool. In a minute, we'll look at what the finished results look like. So there you go. That's how you can
generate a final scene after you've built out your
whole environment. And Kevin.
21. Use After Effects To Polish Your Animation: Okay, This is a
little bit outside the scope of the
project or the course, but I'm going to
show you anyway. I'm going to show
you how to take that JPEG sequence we just generated and turned
it into a movie. Obviously it's a JPEG sequence. If you don't have
some way to process that J pigs sequence and turn it into a MP4 or whatever, then you need to find one, or you need to
spit out something other than a JPEG sequence from After Effects are
from Unreal Engine five. What I'm gonna do is show you how in After Effects
you can take the JPEG sequence and edit it. Do further color
grading if you want. And then you can
generate a movie, post it to Instagram,
whatever you wanna do. So again, it's under
saved movie renders, and I'm just going to
bring in the sequence, import JPEG sequence. Drag it down here
into my composition. Here it is. I hit Spacebar. It will kind of
preview everything for me. Okay, there we go. Now that it's put
the preview in cash, we can see it in real time here. And it's looking pretty good. I mean, there it is, You can see the depth of field
thing that we, that we key framed going
on at the very beginning. There's little animation. And of course, we could tell a much better story
about this project by generating several different
camera frames and doing, and then comping them all together or separate
camera cuts, camera shots. But there it is. There's the demonstration
of how it works. Now in here we can
just do something like add new adjustment layer. And any adjustment layer we can, let's say we'll go to Color Correction and we can do a curves, let's say curves. And we'll say on the red curve, we can do something like that. Right? On the green curve. You can bring up
the greens or we can bring up the purples. On the overall RGB will
just add some contrast. A little bit of contrast. Here we could do whatever, but this is what it
looks like up close. You can even add a new OUT
in here are lots file. On this adjustment layer. We could say, well, go over here and search for Lutz or just LUT, apply color. Let's actually, let's see, I want to apply that
to a different layer. Let's cut that one out. Let's do a new adjustment
layer and apply it here. That way I can turn
it down in opacity. That's an interesting
look, right? Maybe we can turn this
one down and opacity to see how that looks. I think that just generally
increases the mood. Changes the mood to be
a little bit different. But you can see the
render quality is pretty good on these
leaves and stuff, which means our anti-aliasing
is working pretty well. Okay, so I mean, you can do whatever you want
with the color grading here. Just said however you want. And then you can even change this to a
different Let's file. These are all ones I've
kinda made myself. Let's turn it up. Yeah, that's not good. That's pretty cool though. I like the dark
trees framing it in. You guys probably know
by now that I like a certain color scheme because all my stuff
comes out that way, unless I intentionally
tried to do it another way. But if I just start tweaking things and
find something I like, I usually end up in
a similar place. So it's kind of my
signature, I guess, but of course I can do
other ways if I want. But this is definitely ended up with the atom colour
scheme going on. Which is okay, I like it. Alright, so however
you want this to be, you want to color, grade
it, whatever mood you want to create, Go for it. Then. For me I can just say add two. I like to send this to
the Adobe Media Encoder, which is part of the
Adobe Creative Suite. And that will convert
it to a movie for me. Just with this composition open, I send it to Adobe Media Encoder and put it in the render
queue and hit render. That will give me
an MP4, I believe. Once it's ready, you will see your your composition imported
into here, right here. And we can tell
it where to save. Don't really want to save
it in the same place here. Okay, we'll save it
and tell it where to save under what name dot mp4. Just hit boom start. This will take no time
at all to render. And then we'll have our movie. For the format mine defaults to H.264, which is great. And you'll see that it renders
pretty quickly down here. Well, I'm not computer does
I don't know about yours. Depends on your hardware. So this is one way that we can finish the processing
of the video. You might have another
way and that's fine. Just have some way to
get the JPEG sequence. Do any font or color
grading we would wanna do or any other editing. And then generate an MP4 or
other kind of video format. That's all we're showing here. This is not a full After
Effects course obviously, but that is a demonstration
of how you can do it. Now, once that's done, we will have a full video. Here it is. Okay for video coming up. Okay, here it goes. Okay, not too bad, right? Everything looks smooth,
everything looks nice. We could tweak the final
look more if we wanted. But I think we're definitely
generally generating animations that are
high enough quality to show to a client, right? And this can be developed
however far you want. And the cool thing is
that you can generate as many animation passes as you want really quickly,
like we just saw. And that is a pretty
powerful tool. So that's cool. And
as a side note, you would generate a still
shot the exact same way. You would just generate one frame instead
of multiple frames. And you can put it to
whatever resolution you want, whatever anti-aliasing you need, and just render
it out like that. I'm pretty satisfied
with the results. Of course, like I said, I would develop the
scene further to get to get all the
details just right. If I were doing this
as a final project. So let's jump to the project
where I have done all that. And we'll just look
around and check it out. We'll also look at
a few other things besides just rendering
out an animation. And we'll use that finished, that totally flushed out
scene in order to do that.
22. Path Tracing: Alright, I want to talk
about now the path tracer, which I think is an important
element of Unreal Engine. Now, it's not completely
new to Unreal Engine five, although it came in some of the later versions of
Unreal Engine four, but now it's fully integrated
and it's going to continue to be developed as
it moves forward with new versions of
Unreal Engine five. And it definitely is
integrating ray tracing, which is a newer
feature and kind of along the lines of what we're talking about in this course. To look at the path racer, I'm going to be in my
version of the model. It's true exposure
here a little bit. Okay, So this is my
version of the project, a little bit different,
but not too much, all the same principles
and everything. So I'm gonna go inside here
instead of some cameras and take some close-up
shots of things. And we can get
really good results with the path trace
or the path tracer is similar to what you'd expect with getting
a V Ray rendering. It takes it in fully ray traces your scene or pathways is you're seeing and gives you realistic
and accurate results. It's not real time as in 60 frames per second
or anything like that. It takes a little bit
of time to generate, but it's not exactly
slow either. I'd say it's really similar
to using like chaos vantage or even the interactive V reframed buffer,
something like that. So it's not, it's not 60 frames a second or
90 frames a second, but it is still
interactive and fast. And we'll look at
some of the settings to optimize it too. But it's really cool that, that exists in Unreal
Engine because you can have this whole real-time
walked through experience and
everything like that. But at the same
time, you can still, you can still generate really accurate renderings out of here to using the path racer. So the path tracer does
require hardware ray tracing, which means that you
need a video card that is capable hardware ray tracing. So this is a ray
tracing function. It takes a ray tracing
capable video card. So let's take a look
in project settings and see what kind of
settings we need to adjust to make the path tracer work properly and set it up so that it's enabled
in our project. So the only thing you
need to do in here is really makes sure that
direct x2 is your, is your default or HI. So if you type in RHIO up here
and go down to default or IHI direct X2 and
then in ray tracing, okay, and once we find the
ray tracing settings than we need to make sure that support hardware ray tracing is on. And that just enables ray
tracing within this project. These are my settings. Lumen of course is using
retracing when possible. We talked about that earlier, but if you've been following along and you've been
doing the ray tracing, then your settings
should be right. These are the settings that I have that enables
the path tracer. And once everything is right and you're set to direct X12, you should be able to go here. And instead of looking at
the lit version of this, we can look at the path
traced version of this. Okay, So as soon as you click
that you see that things change and it looks
more like a rendering. Things are looking more accurate
as far as the lighting, shadows and reflections go. One important thing to keep
in mind with Packet Tracer is that there are some
compatibility issues. Not all functions of Unreal Engine are compatible
with the Packet Tracer. So things will look a
little bit different. If you note, when I
go between pathways, you're a non packet tracer
might environment fog, my volumetric fog turned off. That's kind of a big deal. And it in It's a
compatibility issue. They say that in
their documentation. But I'm hoping that that is something that is
integrated really soon to be compatible with the eraser because that's pretty
important. I would say. I believe they even say in
their documentation that they are working on integrating
this for a later version. Another thing that
I've noticed when using the path racer is that if I'm immediate mode
versus some work around it, obviously not in the
brainstem pathways. In Game Mode, different results. There is no way
to control that I didn't see on the exposure
just stays. Okay. And I'm not sure why that is. But what I'm experiencing is
that if you're in Game Mode, There's no way to control
the exposure of your scene. It just stays the same. The post-processing exposure in the camera exposures
do not have an effect, but if you're not in Game Mode, then they work like normal. So that's the way you
can work around it. And it turns out when
we go to render this, the proper exposure is what's
going to actually work. So just keep that in mind. You can see that as you move
around it is not real time, but it will it will quickly resolve itself,
Polish itself off. As you sit and
wait for a second. The settings for this are all controlled in the
post-process volume. If you go to if we just
type in path trace, path, tracing path, then
it gives you the path tracing section of the
post-processing volume here. Okay. Max path exposure. The important thing to
keep in mind here is to not set your exposure, your math pass path exposure higher than your
actual scene exposure. Because then you will get
a bunch of fireflies here. So if I set this higher, then you start getting a
lot of fireflies, right? Okay, so that's the
important thing there. There's other things
here that are important. Samples per pixel is an
important part of this that controls how much quality
you're going to get. And you can see by
default it's at 63, 84. If we enable it, Put it down to 20 or something, we'll see that it
resolves really quickly, but then it's also jumping to this kind of blurry resolved, de-noised thing
because the denoise or is also important here. So with it enabled, you'd only do 20 samples and then went straight
to the de-noise, which gives you a kind of blurred effect and you
lose a lot of your detail, but it looks smooth, right? I'm not a huge fan of
the denoise or I like to get a lot more of my quality
using just more samples. So if we disabled didn't noisier and just set our
samples a lot higher. You can set it to ten
and you see that it barely resolved at
all. Something nice. But if I put the
denoise or back on, it could smooth that out. It just you won't
have a lot of detail. So I prefer to put it like
higher like the default 63, 84, leave the denoise or off and get a lot of quality just
from doing a lot of samples. But do you have to find the balance between
how much you want to de-noise and how much you
want to actually sample. It takes longer to sample, but it's going to give you
a higher-quality overall. I choose to just leave
the denoise or off and wait a little longer
with some more samples. So again, this is with
20 samples and the noise are on like that. Denoise her off 20
samples looks crappy, but if you set the
sample is higher. Now I can get some
good results again. And you just don't lose that detail that you
would if you just allow the denoise or to kick
in after just 20 samples. Obviously, I'm going to
create a camera inside here. Actually, I've already
got a camera and it's cinema camera, camera 15. And I'm going to, we're going to work on this path tracer and get the settings just right
for this particular chair. So if we go to the
camera cinema accurate, after 15, we go into the settings and make
sure the exposures right. And remember only
when it's not in Gamow does this
exposure work properly? I want the exposure
about right there. This is, this is the mode, the regular Lit mode. You can see that the shadows
aren't super accurate. Lumens doing a pretty
good job here. But it's not super accurate. If we look at the pathways here, we'll see how it's a
little more accurate. If we go back up here and switch it to path
tracing instead, you see the shadows under
the chair look a lot better and just overall things
look more accurate, more like a V Ray
rendering because this is actual ray
tracing going on. But it's really as
simple as that. You just have to have everything enabled and you can just
switch to the eraser and get a much more
advanced looking view. Of course, I can adjust
the depth of field on the camera and all of
those kinds of things, just like I would be able to
do in any other 3D software. Adjust the exposure. This is the game mode versus non-GMO difference here
that I was talking about. But just keep in mind
when we export the final, it's going to look like it does here with the
exposure properly being affected by the camera and by the
post-processing volume. So just know that if you're experiencing
the same thing I am, or maybe they fixed it by
the time you're doing this. I don't know, but
just know that if you're not in Game Mode and you're adjusting
the exposure like this, it's going to work just
fine for the final result, so you don't have
to worry about. And I was worried about
the light bulb icons and other icon showing up
in the final rendering. That's not going to happen even if they're there and you're not in Game Mode and you're
adjusting the exposure, everything will work out in the end when you do
the final results. And we're going to
look at how to do that for the next video. We're going to see how to
export this as a rendering or an animation if you want to
get that exposure just right. Okay, see you in the next video.
23. Path Tracing Export: Okay, Let's just look
at how to export this as a rendering if we want 0. First, let's look at depth
of field for the camera. I have it set up
already how I want, but let's just look so we know. Of course we've looked at
camera's settings already. But one thing I've done here is set the sensor
width and height to both be 20 mm so that I'm
getting this square view, this square aspect ratio. I have my minimum f-stop to 1.2. Again, I'm exaggerating
it really low. Setting the manual focus too. Let's set it right there,
just so we can see. We can set it on the windows
back here are outside. And you can see how
exaggerated my f-stop is. Let's see where the
actual setting is. It's probably at one point too. Yeah. Current
aperture 1.2. Okay. I'm focusing like right
there on these buttons, which blurs out this front arm a little bit and blurs
out the background. Maybe, maybe we
focus right there. Maybe we set this
higher, like three. Now our exposure has
gone down because we're actually using the camera
settings to determine it, which I guess we
will continue to do. But we need to adjust
it up a little bit. Now you can see
we're kinda getting the whole chair in focus, but not the background. So a lot of things
you could do here. Now those buttons
aren't in focus, but the background is C. That's why I had it to 1.2 because I want the
background faded. But you really have to
exaggerate that if you want to do that properly. And that's why I had it at 1.2. Okay. We'll just go with that. I'll quit fidgeting with it. And we'll just focus
on exporting it. Okay, I'm going to leave
it just like this. And of course you need a
level sequencer in here. So you can go to
Add animation level sequence and name it
whatever you want. I already have one in here. And this is just like doing the animation that
we did before. So in the level of
sequence or you add, you add actor and you
add your camera to this. All right, so here's our, here's our camera in level sequencer and we're not going to need to animate
anything in here. So none of this really matters. We just need that camera
added to our level sequencer. And we're just going to take that first frame and
render it as an animation. A quote unquote animation
is really just a rendering. Okay, so we go to
the movie sequencer. Of course, you can add ad
level sequence up here too. But then we need to go to Window cinematics,
movie render queue. Now when we go to render, this is where we tell it we want to render a level sequence. So actually named
my level sequence that I want pathways or two. But all it is is just adding this camera to that
level sequence, that was it. And in here you can, you can set it up to
render the packet tracer. So you go to, let's see, we want to delete. Now, let's go to this and say Packet Tracer will add that. Then we can delete. Once the packet tracer is added, we can delete
deferred rendering, and we want to again add our own anti-aliasing in our settings. Okay, so in here we want to override anti-aliasing,
say none. And then we remember
we just want to use these anti-aliasing
settings manually. So this will, you need to keep in mind
here that we're no longer going to be controlling
the quality of our path Tracer using the post-processing volume
with the maximum samples. It's going to be controlled
using this basically. Here we're telling
it how many samples. And this is going to, like we've talked about
with the animations. These multiplied by each other. Temporal is more having
to do with time. So that's more
about motion blur. For rendering. We don't need to really worry about
that too much. So we can just set
this one really high, the spacial sample count. So we'll say like 36. So it'll do 36 samples for that. And maybe we could go
even higher if we want. This is not actually
really high. Remember the default for the
post-processing volume was 1,600 something and
we're setting it to 60. But for demonstration purposes, it's fine, but keep in mind those two numbers are
equal to each other. Instead of using
the post-process, you're using this, but
that's the same number. So 60 samples will work fine in this case and it will
render pretty fast for us. This is something you
should experiment with, but that's going to take, that's going to take
much longer time than it would without all this extra anti-aliasing
we're setting up. Let's go 60 and see what we get. Now if I put two here, that means 120 overall because these will
multiply it by each other. So in the packet
tracer settings, we can just leave this as it is. What we wanna do is
go to the output. And we can say, we'll say use custom
playback range and we'll just do 0-1. Because we just want
that one frame. We can set our output
resolution to 2,500 to 2,500. That matches our aspect
ratio of one-to-one. Then we tell it where to save. And we say except render local. Okay, So you could do this
with a full animation or, or you can just do it
with one frame like we're doing here. There. It says subsample 060,
and then it's done. Okay, this is the shot I got. Let's close this down.
So there you go. That is the path
tracer generated. This is the rendering. And that's what we
saw in Unreal Engine. So it's basically like an exact screenshot
of this, right? And there you have it. So now I've generated or
rendering straight out of Unreal Engine that is quite
accurate and realistic. We can export this to Photoshop and post-process
it if we want. And there you go. So
if you want a higher, higher-quality and more
accurate animation or rendering, That's
how you do it. I think path tracer
is a great tool. It gives you, it gives you
a lot of versatility to Unreal Engine as far as what you'd want
your outputs to be.