Unreal Engine for Architecture - Class #1 | Yahiya Jasem | Skillshare
Search

Playback Speed


  • 0.5x
  • 1x (Normal)
  • 1.25x
  • 1.5x
  • 2x

Unreal Engine for Architecture - Class #1

teacher avatar Yahiya Jasem, Unreal Engine Specialist | VR Division

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Class Introduction - What's this about?

      2:01

    • 2.

      Gathering References

      3:09

    • 3.

      3D Modeling and Exporting our Project

      4:44

    • 4.

      Getting Unreal Engine and Datasmith

      4:08

    • 5.

      Importing our Project

      6:36

    • 6.

      Lighting Part 1

      6:33

    • 7.

      Lighting Part 2

      6:02

    • 8.

      Materials

      8:52

    • 9.

      Quixel and Findings Assets

      4:27

    • 10.

      Cinematics and Raytracing

      10:49

    • 11.

      Outro, Your Class Project

      2:06

    • 12.

      CPU Light Baker & Lighting Setup (Bonus video)

      8:09

    • 13.

      GPU Light Baker 4.25 & Lighting Essentials (Bonus video)

      4:40

    • 14.

      Sun Position Calculator (Bonus video)

      6:18

    • 15.

      How to find and use HDRIs (Bonus video)

      11:04

    • 16.

      The Test Room! (Bonus video)

      6:56

    • 17.

      Important - How to optimize our scenes (Bonus video)

      11:42

    • 18.

      How to Enable the new GPU Lightmass in UE4.26

      1:04

    • 19.

      Unreal Engine 4.26 new GPU Lightmass

      14:01

  • --
  • Beginner level
  • Intermediate level
  • Advanced level
  • All levels

Community Generated

The level is determined by a majority opinion of students who have reviewed this class. The teacher's recommendation is shown until at least 5 student responses are collected.

2,873

Students

5

Projects

About This Class

Hello and welcome to this my first Unreal Engine class!
Today We will build an interior and visualize it using Unreal Engine 4.

  • In class #1 I will walk you through my process in creating photoreal interiors in Unreal Engine.

Some of what you'll learn.

  • How to organize your references.
  • Correct practices to preparing your project for import/export.
  • Lighting and basic materials.
  • How Quixel and 3d assets will save you tons of time.
  • Final Lighting and RayTracing and Cinematics.

If you're a 3d architect/artist Who loves photorealism and wants to step up their game in Unreal Engine this class is for you!

After this class

Your projects are going to look better

You will learn how to save time and focus on important aspects of your project

Materials / Resources

Softwares:

  • Unreal Engine.
  • Knowledge of a 3d tool (I use 3ds max)
  • Quixel Bridge.
  • Recommended: NVidia Graphics Card for “GPU Light Baker”

 

To make sure we publish a portfolio piece on your Artstation account check out the Class Project.

Meet Your Teacher

Teacher Profile Image

Yahiya Jasem

Unreal Engine Specialist | VR Division

Teacher
Level: Beginner

Class Ratings

Expectations Met?
    Exceeded!
  • 0%
  • Yes
  • 0%
  • Somewhat
  • 0%
  • Not really
  • 0%

Why Join Skillshare?

Take award-winning Skillshare Original Classes

Each class has short lessons, hands-on projects

Your membership supports Skillshare teachers

Learn From Anywhere

Take classes on the go with the Skillshare app. Stream or download to watch on the plane, the subway, or wherever you learn best.

Transcripts

1. Class Introduction - What's this about? : I like coffee so much. Hello and welcome to this workshop in building architectural projects centered environments inside Unreal Engine. The ability of visualizing gourds of tomorrow and interact with them today in real-time is where my passion is and why I get out of bed every morning. This workshop is for those of you who share the same passion in building and visualizing the better version of tomorrow. This workshop is a series of classes. Every class comes with an assignment and project files. Thus, your homework, I will provide you with gut files and unreal projects so you can follow me through the lessons. There is a community of students like you. You can share your class project with us and get feedback from other students, my team at VI division and me. This way, You and I, we make sure you finish each class with the new portfolio piece. You're proud off and you can share it on your Instagram or art station. Today's project RES, it's a beautiful apartment I found on Pinterest. I will show you how I gathered reference, how a model organism export my projects to unmade. How using premade 3D assets will help you speed up your workflow. We will cover the basics of Unreal before we dive into lighting materials and cinematics. Even though this class is for beginners, it expects you to know the absolute basics of a treaty tool like Max Maya Blender. And the same goes to Unreal Engine. To apply what you learn, I provide you with CAD files or for different apartments, a mood board, and Unreal Engine project. So you can practice all of your new treaties kids a0, it's my goal to inspire architects and game developers around the world to learn Unreal Engine and make projects that's inspired them. My name is Yahoo awesome, founder of VR division, and welcome to my Unreal workshop. 2. Gathering References: Before I start a new project, I like to gather reference and to do that, I use Pinterest. Pinterest is one of the best websites out there together, inspiration, reference images and making mood boards. I made this board called class one for our project, I gathered pictures I liked and I wanted something that is simple, minimal, and easy to follow. So you guys can make your own project to, after I finished gathering references on Pinterest, I'd like to find high quality images of the references I found and save it on pure F. Pure ref is one of my favorite tools in gathering reference and inspiration to create mood ports. It has so many features and amazing shortcuts is completely free and it's available on multiple platforms. To demonstrate how I work with pure F, you can click and drag images from anywhere on your computer. Like this. You can make them larger or smaller. From these handles, you can rotate them. Press Control Alt and left-most button, then click and drag left or right to make it larger or smaller. If you want to optimize the size of all these images, go to images. Normalize. Scale, for example, or height or width. Can try this. Size. Made them relatively the same size. If we made some mess like this, for example, you're just clicking and dragging your images from your web browser. By the way, you can do that, you need to wait sometimes if it's your loading high-quality image, you want to organize all this, no problem, press Control and peak. And it will arrange all these images for you. Right-click help. You can see quick shortcuts. Mouse wheel to zoom in and out. Sometimes you may want to find higher-quality image. Let's say the image here is not really high-quality. You just click and drag the image I dislike super bad and pixelated, right? Right-click any image. Let's say this as just an example. When you go to Google, go to Images. Search by image can either upload an image from UBC or you can just search by the URL. It will show you the image. It will try to guess what it is. You can click on all sides is to find all sizes. Shut out to hold design. This project's called flat 50. And I thought it would make a perfect project for you guys to start to give them some love and thus keep going. Search by Image is super handy. Use it. Here we are impure f after gathering these references and studying them closely, deciding whether I like what I don't like. I tried to sketch the floor plans of this apartment on papers before I do anything, interior smacks or blended. 3. 3D Modeling and Exporting our Project: But the floor and it's a simple objects with thickness of 20 centimeters. Stalls can be made in so many ways. This is one way where we create multiple boxes and attach them later. And now we're just likes I'm simply snapping on vertices. Everytime I create walk. One other way to do this is selecting this explain and thus detach it and give it an extrude, modify it to this guy. Let's do that. If we are tried to assign extrude modifier to the whole floor plan, we may get some problems. And these can be fixed when we close the supply. And let me show you what I mean. So now we have two vertices here. It means our explain is open and when we extrude, we will see these problems to fix this. So usually you can select everything and willed before it's 11 vertices and after we read it, it's ten. And now if we extrude again, we will have our objects fixed. So let's this guy, if I make a copy of it, we don't need this. Close it. Here. We have multiple surfaces, so we have five. We're supposed to have fought. Here, we have two vertices, you're supposed to have one when this guy, it won't. Because maybe we have multiple edges. And that's right, we have two segments. The best way to do this, to delete the segment and then just this. Now if we try to extrude, should look perfect. And that's exactly what it is. I want to explain something. Bake the 1900. It's highly recommended that we separate goals into multiple pieces. So it's not good to have all of our roles one object like this because we will have a super bad lighting quality when we bake delight in and you'd always recommended that we detach our objects into smaller chunks. So notice just detach this guy here is the same on this guy. So this guy is open. Forgive it, extrude modifiers. Again. To be, to look bad, to fix it, we need to connect these two vertices. Our spine is closed when we click extrude, it looks right. It's really important to keep all our layers organized. It would make it so much easier to work on your projects, especially if you have large scale project. Let me unhide the world's diet. After making the walls, I made the floor and the ceiling, the large objects, the doors as the Windows. Then I added some smaller details like the sqrt boards, like these guys, they make all the difference. Here we have the kitchen, it's basically just boxes. And here we have our table set, just like our reference image, if you remember. Let's show it. And finally we have our spotlights. And all looks good. That's unhide this part. And now we need to export this to Unreal Engine. Few Using TDS marks, go to File Export, set a location. Usually I have DEM folder for my data's mess. Exports. Give it a name. Save file as data Smith, click Save, visible objects or selection. If you have an animation, you can't select active time segments. Click OK. Now it's exporting. You can get some error messages like this. This means that there are some objects without UVA's, but that's fine because Unreal Engine would take care of this for us. And I will show you how we can take care of them. Now let's import everything in Unreal Engine. 4. Getting Unreal Engine and Datasmith : Hey everyone. In this lesson, I'm going to link you to some important tutorials I made few months ago. The full tutorials are on our YouTube channel. I'm going to put them in the projectory sources. In this video, I left what's important for you to watch so we can continue the tutorial. At the end of this tutorial, you should know what unreal engineers, you should have it on your machine. And you should have also data Smith and Lu Shuang GPU, light mass. If you have any questions, you can leave them in the comments. You guys did, the AIA from their division and welcome to our first tutorial. For today, I will show you my process in creating architectural projects in Unreal Engine and in future lessons, we'll explain everything in detail. First, we will don't know the Unreal engine. Then you will install dataset for 3D smarts, and then you will get Lu Shang GPU light Baker. As an example, we will use a beautiful scene from our motion and we will export it from today as Marx to Unreal engine using dataset exported. So our first step is getting Unreal Engine four. And to do that, let's go to Google and search for it. If you recently got GTA five from epic store, then you have an account. If you don't have an account and you need to create one. If you're using Unreal Engine four for architecture like me, then you need to select it. There's license. After you select license, your browser will download Epic Games launching, set out the launcher or neurocognitive and sine n lick on Unreal engine on the left, not friends, Unreal Engine. The first page you will see is basically what's up this page updates on a regular basis. For example, you're going to see what's free on the marketplace this month. If you pick on the Learn tab, you will find so many projects that you can download and learn from. I started using Unreal Engine more than five years ago. And if it was not for the stub, Wow, I don't think I would be where I am today. So I highly recommend exploring the staff not to get Unreal Engine. Click on library and library. You will find the engine vergence you got on your machine, and you will find your projects, and you will find the content you buy from the market place. To add an engine version, click on the little plus button on the left and select the latest version. In my case, I already got Unreal for twenty-five point one. After you selected version, click on Install, select a location, then click on Install again. Oh boy, it's datas with time data. Smf is like magic. It's a collection of tools and plug-ins that help you bringing group projects to Unreal Engine four does to save me weeks, if not months, of additional work. So in our case, we need to know the exporter for today as Marx licked on load and try uninstalling. But like in faster than me, it's time for Lu Shuang GPU like mapmaker, you use Unreal Engine mainly for architecture. This will make your life so much easier. However, it's super important that you did the first page and understand the limitations of the Baker, for example, it's strutting in cuda. Therefore, it works on Nvidia cards only after you download the baker caveat to your engine and extract the files, then the place or grid engine is the word most advanced real-time 3D condition too. It's a complete suite of curation tools for game development, architectures, automotive, virtual production. It's evolving every day and it gave us curators across all industries the freedom and control to deliver cutting edge tone. So I will assume you already followed my first tutorial. You got Epic Games launchers, and unions told Unreal Engine under machine, what do you need to do now is get lunch. You'll notice there are four different categories. Feel free to explore all these categories under templates. I actually recommend you doing that. It would surprise you. For example, there is this amazing product configurator in our case, let's click on games next, select a blank template. Also click Next. Let's set a location for our project and give it a name. Let's keep it at blueprint. Know retracing for now, enabled with starter comb. And then click on create project. 5. Importing our Project: After you don't note EPA games launcher and sign in, go to Android engine at an engine Virgin at the latest one in our case is 425.3. And click on launch. You have multiple categories. So if you're working with games, you can select games and there are all these categories to choose from. So it's a virtual reality project or the flying game, or a first-person. Same for these other categories, though in our case, we'll be using architectural engineering and construction templates. Aac does go with blank. We don't want structured content and we don't want ray tracing. Let's set a location and give it a name. So class. Great project. Creating the project for the first time will take awhile. So be patient. Will come to Unreal Engine. And this what you should see when you open the engine for the first time. If we right-click, we can look around. If you press on the arrow keys or ASD and w, you can walk around, click on E, you can go up. If you press on Q, we can go down. Click out, and left-most button, you can orbit the camera around the center of screen. And you can change the behavior to orbit around this specific object and not. We can discuss these in future classes. On the left, we have our basic actors. For example, our basic lights. The light is working. It's an eight, but we cannot see its effect because the sun is set to physically correct value, which is 75 thousand looks. Let's set it to ten and wait for the auto exposure to adjust. And now we can see the effect of our light. Again on the left we have our basic actors. So in cinematic you can get a cinematic camera selecting, translate, it's w selecting, rotate, E, Select, and scale are I never escaped the committee or that's funny. Yeah. If you press chef well, moving an object or translating an object, the Camila would move with it. So it will make it easier to place objects in our words. So let's say when go right with my camera are left. On the right we have the word outliner on this panel, details. When you click an object, you can change its values and its options. So let's do that again on a point light. This is context-sensitive. If you press on a camera, we will have the camera details. If you press on a light, you'd have the late details and we can play with its settings from here. And so on. Here we have the content browser, and this is where our project clips on the left corner in the Content Browser you can show or hide the Sources panel. And here, if you right click create new folder. Let's create a new folder called projects Class1. And inside the classroom does click DT make new folders? Dt stands for datas methods, just my thing. That's how I do it. Now, I'm going to select and delete all these actors and import our apartment. So let's save it in DT here. Data Smith, I only want the geometry. And in the static mesh options, Lightman resolution, I want to sell it for 64, not 512. This will make it so much easier to bake the light. Our apartment is here, but we cannot see it because there is no light source. But you can see the outline that's at a light source. You should be able to add a directional light from the light from here and the skylight. And whatever you want, spotlight and all this cool stuff. Or you can get sun and sky positioner or like the sun positioner. And this takes real-world values, the latitude, longitude, and the time zone to set reward location for the sun. If you want to go to Berlin or do something, let me delete the windows to edit an object like this. If you double-click on the object, you can go to mesh editing, edit mode and select these polygons and just remove them. We can do the same from the backside. And now let's save our actors. And here we are. This is our wet apartment. All looks good, but now we need to bake the light. Let's get the sun to make it easier to select. And we need to play with the North offset. So here is the sun. You can see this four arrows on our light. It means our directional light is movable, so we can sell it to stationary or static, immovable dynamic lights. We don't have to bake anything. Check this out, for example, let's set it earlier, eight or seven. So nice. And that's how our lighting looked like. We can keep this late but set it to static or recessionary. Nas said it may be 7.5. Now I'm going to show you what is like map resolution. So let's click on Build lighting on the, make sure its onset on preview and click Build letting only and no less weight. I'm using Lu Shuang GPU, light mass. If you want to learn more about it, you can watch my tutorial on YouTube. Now the light bake is finished. Nothing really changed a lot except for the shadows they got so much uglier node. And the reason is because we have all this floor and all of the speakers surface for the whole apartment. It's light map resolution is set to 64. We need to change this from Lake something from 64 to 512 and thus do it actually 128. And I will show you how it improves gradually. Now the shadows improved slightly. So let's try something like 512. This is way much better when it was 64, but also the time to bake the late took longer. Keep that in mind. 6. Lighting Part 1: I like to give everything white material and thus make in-class one New Folder and thus call it Materials. Right-click. Create a basic asset material and M underscore M stands for Material, thus call it basic. Double-click the material, it will open the material editor. You can add nodes. It's similar to the slate editor in Marx or no, no, digitally and blender. You should be familiar with this if you have made materials before. If not, we will cover this in depth in future classes. Or you can add materials in many ways. You can right-click and search for what you want to add. So we want to add constant four or three Victor. You can search for it from here and you can see there are also shortcuts. So the three vectors, when we right-click and retype constant three vectors, all of this you can just click and hold three on your keyboard and click and you will have it. If you press V, you can add a constant, three vectors. So lastName, this guy color. And thus click s To create a scalar parameter, which is similar to one when you click on constant. But this guy we can edit and I will show you what I mean, what can we edit later? So I'm gonna call this guy roughness. This is the basic material. So let us keep it simple. Thus set the default value of roughness setback 2.5. Click on Save, right-click the material and create a material instance. Name it, MI material instance, white material. In material instance, on the right, we will have our parameters, you remember, renamed, may victory parameter and name it color, and then a scalar parameters and we name it roughness. So here, here they are. That's just select all walls. So let's type here in search walls and assign this material instance to all the ones. Click on Color to modify it and thus change it to something more bright. Let's assign this material on all of our actors here in the scene. And we will make light again. Here we are again. And I think there is something wrong. I think the skylight is set to movable, so we need to make it to set it to static. Yes, the seller to stationary or static and thus build the let again, we will see what difference we will have between dynamic and static lighting. We have this problem. It's because we don't have a post-process volumes, so we need to play with the exposure. Let's fix this to other post-process volume. Go to actors to place actors panel on the left and go to visual effects. Or you can just search for it. And visual effects. The first thing here, you can just click and drag the few plus g. You can toggle the game mode. In game mode, we will see what people will see in our final product. So press g again, and this is our post-process volume and it have boundaries as you can see. So let us play, for example, just quickly demonstrate I'm gonna play with the temp and I'm gonna go inside it. And you see everything changed the temperature. Now I'm going to go outside and now it's back to normal. To change this, to make it like global, you can either just scale it or you can set it to infinite from the post-process volume settings, you can set it to infinite extent unbound. Now, our process volume is infinite. We can go to exposure and set the min and the max EV to similar numbers. So let's set it to 0.1 or one. And then thus claimed the exposure compensation, setting it to 0. So let's set it to two-by-two and set this guy two minus our item. And the other thing we need to fix when we placed a nuisance guy, the default value for the directional light is again, still at 75 thousand and so on. We need to set that to ten. And now you can see how much difference our lighting. We can build letting again. Let's fix the post-process volume again to his, to better values. And here we are. You can see that there is a bad quality on the shadows that's improved this even see some lightly. So let's add a directional light and set it like this. It's much easier, thus at a skylight salad to stationary. Let's make sure this one is a default value. Now, we don't have a sky atmosphere and there isn't because we need a sky atmosphere. Nothing changed. That's because we need to click on our sunlight and go to the advanced settings here and enable atmosphere, fog, sunlight. And now we have our atmosphere. One thing you can also do to get rid of this plaque is by adding exponential height FEC. To get rid of this yellow thing he does click Build late again. This is so much, But now we have some problems. On this window. We have some bad shadows on the corners here. We have like interesting lighting going on here. Don't worry about these because all of these will be gone when we increase the light map resolution and the light settings. So in fact, let's start doing this. Now. This will be our next step to make the light in this empty interior arson. 7. Lighting Part 2: To improve the shadows and the lighting in our scene, I'm going to select few objects and increase the right map resolution. Let's start with these guys here. The sliding doors. Looks good. And by the way, when you see me isolating selection or an isolating, it says custom shortcut i half so like any object, you can go to visibility and show only selected and show all actors or hide selected. So high selected, I set it to shift edge H, height, h, just to show only selected Contra, aid to show back everything. And you can set shortcuts from Odette, editor preferences. Let's see. We want to set the shortcut for show only selected. When you go to editor preferences, you just search here, show only selected and you will see it in general, the keyboard shortcuts. The level editor, you can show only selected it's set to. So you can make Nuan or changed or deleted. So that's how you set shortcuts in Unreal Engine does select these guys and thus increase their light-bulb resolution to something like 256, and select the ceiling and increase a solution to something like 512. This kitchen, please, the resolution to May 256 be 128. On this guy. This guy will catch some shadows from accessories we will put later. So let's put it to something like 512. This wall. It covers, it goes from here to here, so it definitely need to have a higher resolution. You can see that here's like this black artifact. It will be gone when we increase the resolution of this one. Same for these guys. You can't see these leaks and splotches. Same here. Let's select this clause. It looks good and set its values to something larger. For the walls. I usually make calls at 512 or 1024. Depends. Really. Saw this guy can be, for example, 256. And if it still looks, we can increase it. This window, or all of these windows can go from 64 to 128. And then we can see if we need to increase anything. This wall can go to 512. After we increased the resolution for most of our objects. Let's make the light again. Will take so much longer because we increase everything from 64 to 128512 and so on. The lights look so much better than before. I want to emit warm lights from the ceiling. I usually do that with the rectangular light, or you can assign it an immersive material that's timeless due to the rectangular lights. So the third threads could be five centimeters or ten, doesn't matter, and the bond length, you can play with this to have more control over your light. So usually I said this to two or 21. I don't really need it when it comes to objects like this. So let's set the intensity to something like two. Let's also get rid of this lens flare. It's super annoying to Glasgow to the post-process volume and go to lens flares intensities that at from 0 to 0.1 or just 0 if you don't, if you don't want it completely, I set it to 0.1 just to keep the small effect. So it's like barely there. Let's move our lights up. Gluts increase its height or width to cover, to cover the space. Something like this. Click your mouse the left-most button click and drag. You will move forward and backward. Like this. Few press left monks and right mouse button together. You can move the camera up and down, left and right. Depending on your most Movement. And red click again to look around. So you will get used to these slowly. To duplicate an object, you can press alt and drag. So now we have two over 34 less enabled rotation, click, hold and drag or like. So now we duplicate this object on the z rotation axis and thus set the lights from dashing Ernie to static acetic on fully baked lights and they are the cheapest when it comes to performance. Sued us, decrease this to two hundred, three hundred and fifty. Will this guy do that's going to be get this guy and put it somewhere. And thus make you this looks good. Let us be light. 8. Materials: It's time to focus on adding some textures to our scene. What I love about it, Unreal Engine is all the free stuff they give us. There is quicksand mega scans, there is the free monthly constant, there is the permanent free collections that are just so many for you guys in architecture. Go to Epic Games launcher, go to the marketplace. I wanted to search for twin motion materials for Unreal Engine added to your account and then go to your library in Epic Games launcher, and you will find it in the vault. Be careful though, it's nine gigabytes when you don't know it, it added to your project. In our cases Class1. And not just wait for the download to finish, you will have, I think 500 materials. It's verifying the content. It takes few minutes if you already have it installed or don't know it. Now you will never worry about finding materials again. She got two materials. You will have all kinds of materials. You'd have break sealing, concrete, immersive food tiles of that good stuff. And now in the next lesson, we're going to assign some materials. We need to assign a glass material on these guys. So let's go to glass, glass, clear and click and drag. And there we go. Let's find some concrete for the walls or some even black materials. So we will take care of that one by one. I usually like to experiment with textures, see how stuff looks when working on my project and improve based on that. So I like this texture to either to the floor. And now by the way, we have like super bad reflections because we don't have anything to capture our reflections. So to do that, go to visual effects and are the sphere reflection captured? And now you will see how the texture is reflecting known. Awesome. Let's go to it and find something for the table. As a placeholder, just place holders, you know, that's fine. Let's find involves wall coverings. U, we have clusters and we have Stokoe. And we can even have like this glass dish work in progress. We could add matte like this, are blasted coating like this. And I like this one. I actually like this one. So let's keep it. That's added to this wall for our kitchen. I'm going to make a material for it. So I'm gonna make material instance of this and call it MI, black matte. Assign it to our kitchen. Like this. There we go. So it's 0.5. Let's make it maybe point for the roughness. This looks better. Maybe we could add a light here to make this area warmer. Let's also do that as a bring a spotlight. Put it inside, go to the tab. If you click Control and click and hold the middle mouse button, you would have this line. So if you move it to the top, like this, you'd go to the top few, few, move it to the left or the right. You would go to the side views. If you move it in this direction, you'd go to the perspective view. So this direction or this direction is the perspective. This is a bottom up left, right perspective. So got the tub, make sure it's in the middle. Let's move it even up further. Up to here, for example, make the cone angle, the outer cone angle something like 70, a tonation radius, increase decrease it to something like 400. I don't want it to go all the way. Just one simple normal light. To give an effect like this. You can do either point light or you can add another fake light like this. And you can't pay with the atoll nation radius. And now we have this. We need a material like this on our TV, maybe on our TV. We could name it just dV and make it glossy. Like this. Maybe that's way too glossy. 0.35. Just a box, but that's fine. I would assign to all closets the same black material. Good. What about this guy? That's bad? That's added glass. And in 3D as Marx, I added a second material ID to the border of the glass, so we can assign a different glass color. Usually I like to use either a burger material or just a different material that has maybe slightly tinted. So this gives a very nice effect of thickness. I like to give these skirt boards, also black material. And this wall could be darker. Maybe we can find something from mega scans. We will see about that. Should be good for now. I will finish assigning materials and come back. I added some materials I like. I know it's dark, will change that now when I change the lighting. So regarding the lights, I'm going to remove the directional light we added, and I'm going to remove the sky atmosphere, this guy, and we'll leave the fog and the skylight. I imported from HDI haven this this HDI. So let me save it. And let's change the HDI type from SLS catcher scene two cube map. And that's our HDR image. It's set to stationary or static. Now, to get the effect of this image, we need to build the late. I also increased the direct, indirect light map intensity from one to three or four astray at three. And let's spin the light again. Now we have slightly better lighting. We can take care of that later. What we need to do, our sphere reflection captured is way too large, so let's make it smaller and less, make multiple instances out of it. So let's make one that's way smaller, like 250. And Unreal Engine captures the smaller pieces and then the larger ones. So let's make another one and make it even smaller. And now you can see like this one is captured first. Then this one. See this one is not getting affected. And then this one, the global one. Usually on objects where we have multiple reflections or like where we need more accurate reflections. You can have a smaller sphere reflection catchers like this. And you can send them around your scene where objects and experiment with it. Maybe one here in the kitchen and set it to like 500. Can always play with these settings and see which brings the best result. So this should be cool. Now I'm going to import the rest of the assets. So the bed, the sofa, and some light sources does go back to Marx. 9. Quixel and Findings Assets : Let's hide everything in the architecture and unhide the furniture in the furniture. I got these assets from 3D sky. So the bed so far, very nice assets. You can get them from 3D sky or you can get them from Unreal marketplace. There are similar assets. The curtain, yeah, I made this curtain really quick, super quickly introduced marks. I got also some kitchen accessories from over emotion and some appliances. Now, I will select these guys. And I would export not as FBX, but as a data file. So we can call it apartment one furniture. And thus click OK. It takes sometimes a few minutes or less than a minute when exporting such heavy assets, we got more error messages, but that's something we would worry about later because I didn't do anything. I took these directly from the marketplace and I just did them in my scene. There is no unwrap yet, There is nothing so Unreal Engine will take care of so many things for us. And then at the end we will decide to what we have to fix or not, we have to unwrap manually. Now after we exported the furniture to data files that go back, let's go back to our Unreal Engine Project. And thus click on Data Smith again and select our furniture. We need to save it here next to our architectural elements, click OK. This time we need the materials and the texture is two. So that's important. And thus keep everything as 64 to import and thus wait for awhile. Nice. Now it's going to combine some shaders for our assets. So take few minutes. And now I'm going to bring in even more assets and build the light and come back to you guys. I did some changes. As you can see, I changed the floor texture and I got this one from quicksand. So let me show you a quick cell is actually amazing. Quicksilver bridge, when you don't know that you have all these items and they have more than 13 thousand assets at this moment. And that is also collections where you could select what you're looking for. So when you click on Arch his collections, you have all these collections in here. So they make it easier for you to search. I got like this piece of bread. Let's look at it here. Looks absolutely beautiful. Here's our piece of bread from Quicksilver. I got this candle holder. I think I get it somewhere here. I think it's still an HDI image, the same one we had, but I said the indirect lightening and density on five. What we are going to do later is to fix these things and these below, they need unwrapping, so they have overlapping movies. We need to fix this in marks. These are premade assets, so if they are not unwrapped, I'm gonna just maybe find other words or maybe just go directly to under market place. One of the ways to avoid this, or maybe slightly fix it, is maybe to increase the light intensity. So it has to do with something that's really, really high, like 1024. And thus trick on the light mob movies of this object. So let's see what we got. So this I got from 3D as Marx using data smith. It was like one-click. If it doesn't. Oh yeah. So it made automatic unwrap and thus does not work for such organic looking objects. Ok, so we may need to unwrap this manually. So let's see what's up with the topology. Might be easy, I don't know. We will see later. Let us cancel this. We can build the light again on like high setting and most of that effect will be gone. And I will see you guys in the next lesson. 10. Cinematics and Raytracing : Hey guys, welcome back. So as you can see, the pillows are definitely better, but they still have these artifacts. And this means these guys 100% needs added API. So we will do that in another video. But I would suggest in future that not sending your assets like this, it would be better if we separated the pillows. So 1234567891011, it would be better if we separate these into their 11 meshes. So 11 pillows we have here. So we would have them separately and then give them a lower Lightman resolution of 256 or something. After we unwrap and separate these guys, they would look like way much better. Stay tuned. I will upload videos soon, unwrapping all kinds of objects. This is our apartment now. I changed the bed at its chair, a desk, and I apparently a flying book. And some, you know, just inspiration from it in there. The next thing you are going to do is adding cinematic cameras and animate our cameras and the sequencer. So check this out. If you right-click, go to animation and add level sequence, you would have your sequence like this or more sequences. If you wanna learn more about the sequencer, go to the Learn tab and don't know the sequencer project it has so much you can learn from sequence. It is how you make movies inside Unreal Engine. For example, my master sequence here I have four or five shots. And if I click on this little camera icon, I can view my animations. These are cameras I animated inside the sequence id. And thus what we will do now, I'm trying to move my camera, but it won't let it one give me back control. So I need, unlike the viewport, when you click on this camera icon. Now we're free to add a camera. You can do that in at least two ways. You go to the cinematic and you get other cinematic camera. So plus g to toggle the game view. And this is the cadmium. This is our view. And you can been the view here. So when you click on different objects, you always have your camera. So I, I will unpin it and click somewhere else. You see this little preview is gun. Let's say I like this view. The second way we can addicts camera, clicking on this arrow, go to Create camera here and cinematic camera. This is our cinematic comida We just made from that view. To view, you'd cameras click on prospective and it will list all the formulas you have in the scene so we can rename this. This is the governing. Let's make a new sequences and call it shot seven. For example. If you double-click it. Let's find our Camino. This camera, you can either click and drag from the word outliner sequences, or you can select the camera, or you don't have to select it, you can click on add and you can search for it from here. But if it's selected, it will appear here on the top, making it much easier for you to add cinematic cameras or any other actors to your sequence. At the sequencer looks like an editing program, like Premier or resolve. And it's as simple as just going to the first frame, going to transform location Rotation scale. So we want to animate the location of this camera. So it can't, for example, what you want to animate X. X are the keyframe. Go few keyframes forward, like few seconds. Let's see, three seconds on 30 frames per seconds. So that's three seconds. And you can animate your camera like this and add another key frame. And now if you want to play, our animation was just shorten this k. We can do that by pressing space. We can view our camera like this. And let's lay bar Q7, reverse. Awesome. Let's delete this. And now usually how I animate, I enable auto keyframe. The secondary to animate your cameo, enabling the auto keyframe. And of course we have to add the frames manually, like this and then NAS scrub forward. If we move the camera to keyframe for us automatically. So you can see the path here. And you can see it starts slow because we have like, I don't know, vertices, dots closer to each other, right-click and go to the key interpolation and changes from auto, cubic Auto to lineage. And now they will have the exact same space and the camera will move in the exact same speed all the time. So let us go back a few, press on one. Let me let me tell you this shortcut. One, 2345. So if we press for, it will go to linear one, it will go back to the cubic. And two is cubic usage. And we can open the curvy did adhere and select some of the key frames. So this is the cubic auto or users. And if you press for, make it linear, you can see that it is. So that's the curve editor, super handy. Let's go back to view our camera. One of the ways you can also animate your camera is, let's remove these keyframes and now we don't have an animation, right? So if you go back to inside the camera and move our frames like go back to 75. And then I'm gonna look like this. Look to the right and then move slightly. You see it's adding keyframes for us. And now if you animate to repeat our animation, so that's one nice way to animate your cameras to hover like fly through. You see. So professed, click-and-drag these guys. So that's an example. I already animated four cameras, so I have shut one. So this is my first camera. Second, third, fourth. When you open your master sequences or do you muster level sequence or the level of sequences. All of these can be mastered by the way. If you just click and drag. So let me delete this, click and drag. And there we go. Let me pin this here again. Click on preview. And I can move this up or down to have only took two rows. And thus our animation. To render this out, go to render this movie to a video or image frame sequence. This icon. Usually like to render an image sequence. I set it to 60 frames per second and then 1440. Or you can set your own resolution. So that's two k For me, you can set the location from the output directory and you can give it a name. So when you introduce guys out there would look something like this. So this is my timeline here. On 60 frames per second. So few percentage here to succeed. This is just for preview. By the way, the display rates, if you go back to our animation, we have 1200 frames. So this is an image sequence on 60 frames per second to enable ray tracing. To enable retracing, go to the settings, go to Project Settings, and you need to search for two things. Go to the search bar on the top and search for IE IHI and change it from default to direct x2. And then search for ray tracing. And enable ray tracing. It will ask you to just start the project. So let's do that today. Ask us to save or not save. That's not my case. Unless wait for it to restart again. I like to enable ray tracing before I export cinematics of my projects. So now we have ray tracing enabled. And you can see the little reflections we get. C. I'm running on my B, C 1080 TI. I don't have LaTeX card c, these two paintings here, here, there. So now we can go to the sequencer. And here's our sequence that again, maybe you have low budget commutation, like my GPU here. You can enable ray tracing before you export your cinematics. It does not have to run in real-time. So again, we enabled retracing from the project settings and make sure you're committed and your drivers are compatible with ray tracing. After do enable retracing, just click on this icon and gender Altoona module. And the next lesson we're going to discuss your class project. 11. Outro, Your Class Project: Everyone says, yeah, yeah, I hope you found this class useful. Now, it's time to talk about your class project. Start by downloading Unreal engine on your machine to make the most out. To make the most out of your class, make a project, and share your progress with us. We can do this in two ways. You can either don't know the Project Files and find the CAD apartments we are tasked for you. Just make sure you start small or you can make your own mood board and make you unique. Virginia, subscribe if you haven't already, let us know in the comments, what type of classes you want to see in future. Do you have any friends we're trying to learn Unreal Engine. You can support us by sharing this class with them. Can no friends, but I'll share. Thank you for watching and take care. Okay. Okay. 12. CPU Light Baker & Lighting Setup (Bonus video) : I removed all furniture to make it faster to build the light. And they will compare the CPU versus the GPU bakers or the end of this video. To get started, let's add a light, because now if we go to the let's mode, we don't have analyte in our scene. Therefore, our seniors community directly to Adelaide, go-to place actors battle, click on nights. We will drag a directional light. This will act like our Sun. Now, click on a to activate select Annotate object unless rotated around the z-axis. Let's go up and the transform see rotation. Now we need the bounced light. So click and drag on skylight added to your scene. We will see its effect after we build the light. We also need light mass importance volume. So let's click on volumes or click on the search tab and click light mass. This is us telling Unreal Engine to focus the light mass on our apartment on. This is especially useful in large-scale environments where you want to focus the light on specific areas. Let's also add light must portals on the windows. Just like VA light must portals help increasing the quality of pate interior lighting. I will not go in depth, but you can't go to Unreal Engine documentation to learn more. I will link it in the description. If you look here, you can see the difference. This is a rendered without the portals, and this has a render with the portals that makes all the difference. Let's add exponential height. Funk. I like this glass sphere reflection captured. Nice. Now let's click on building quality and senate on preview, and on the settings, open Word settings. And then the light mass settings. If you have changed anything of these guys, click on this yellow, reset to default. But now everything should be back to default because if you change anything heat, it will take so much longer to be delayed. Make sure there are some preview and thus click Build lighting only. Nice light bakers done. Let's see how much time it took to see that we need to opens for agent swarm. Agent comes with Unreal Engine and we will cover this in depth in future. Swarm agent is used by Unreal Engine and it's what we use to set up a network to be the lead on many commutators and of course, to see the progress of the light space. In our case, it took 340 seconds. Not bad, but we need to increase the quality of the filled bet in our interior. This is a good start. I think the fog is way too annoying, so let's take it down a notch and let's also do something. Let's make a new folder called a clade and try and keep things slightly organized. Also, remember our post-process volume from the last tutorial. Don't forget to add that to and go to the exposure said the min and the max EV to a similar number and then play with the exposure compensation. So let's move the bus process volume to the lights folder, close the meshes folder, and find our file. Keeping things that you organized. So you can see how much fog we have indices, which is unrealistic. So maybe last little 0 to the density. Take it down just a notch. Let me delete the folksy without you see fairly they're yep. So let's keep that. And outside is nice. You can see the effects of the skylight inside. So that is also nice. Now, we will get bad shadowing here on the floor after we bake the light, as you noticed earlier. So let's increase the light bulb resolution here from 64 to something like 512. And the same for the ceiling. You can see here we have some artifacts, so does use 512. Here we have some more artifacts too, but that's fine. I will not go in depth in the CPU bakers. I will show you how we can get at least somewhere. So let's go to the word settings. Now, under static lighting levels scale, if we decrease this lower than one, as it says here, in the, it will increase the light bill times greatly. And that's right, but we would have less of these artifacts. So when we decrease this to something like 0.5 or 0.1, god forbid, I do, I use to do this like four years ago and it used to take maybe 101520 hours depending on your scene, even actually four days, crazy shit. So let's just maybe keep it on one. If we increase the indirect lighting bounces, it would make it nicer from inside. So this is so much control we have over our lives. And this is where maybe some people prefer to use the CPU Baker Over the GPU bakers, especially in games, but for Archie's, don't bother just you, the GPU baker, Some people used to do a 100 and like do crazy numbers here, hover your mouse over something. Setting this higher than one will greatly increased render times and to final production settings, what we used to do on projects, we used to go something like this. What I'm going to do now is increasing these settings, just diluted and see what we can improve here. And I want more light bounces inside, so hopefully it will get lighter in. Let's see how it goes. I'm going to click on built, builds letting only on preview. So let's bake is finished. And it took some time to good south and seconds lab. Not used to this. Compared to the GPU light mass. The scene is definitely much better. It looks more realistic, delighting the light bounces. Some problems are gone, and now we have also some new problems. This problem is gone here. And some of the new problems are, and these guys, don't forget we build glide on preview mount on the quality level. So when we built on reduction and when we adjust the settings even more, we can get almost perfect lighting. It would take more time, but it can be done. This scene took around 16 minutes to build. And that's mainly because of the static lighting level scale and the indirect lighting quality. If we decrease the Static lighting level scale from 0.5 to one instead of 60 minutes. This might take five minutes or even this. What I'm saying is when you build something now and it takes for 20 minutes, 30 minutes, it may not seem much, but 2000 super dash project and you go crazy with these settings like this. And then you build on production. Gear project will take so much time, might be days. So be careful with the settings. We will start having differences and see real results when we do production. 13. GPU Light Baker 4.25 & Lighting Essentials (Bonus video): I'm going to make a duplicate of this level so we can compare them. I'm gonna get a type main.out GPU when you duplicate a level or late big data as gunk. So when we open here, we will see there is nothing. Read. It tells you, hey, build the red for me and thus just do that. So let's make sure it's set on preview. We have the same exact setup like before. We have a directional light, we have a skylight, we have a fog, we have light mass portals, sphere reflection captures like mass importance volume. In fact, I have to, So let's just delete one. And we should be ready to build the light. Let's do it. This took one minute and we have almost a much better result except for this super ugly ceiling that we can fix literally with two clicks. So this is super nice. I told you I wanna show you multiple ways and letting our interiors. So now let's just have fun with us before we deleted because I'm going to need the setup. So does do something like this. I like it. Let's give it the color. More warmer color. Let's just have fun, you know. And has been polite again. Let's see how this one will look. I like the GPU bakery. So as he's going to show you more of what we can do, now we're done. Let's see how much time it took. It took omega 80 seconds, that's 690 seconds. I like what we get. As you remember earlier, I said, we should not use the scanner curtains here because we need to increase the resolution of the mesh or the object. Since we can do this in just 20 seconds, does put this one to 1K. In fact, let's put this one to 1K and thus keep the soul as 64. And let me show you the difference. Build the right again. You can't see it changed color because we have to be at the right. It tells you, hey boy, girl, there are two objects that you need to build. Please built and you're like, Let's do that. Or it took another 20 minutes. And this is so much better. So you can see the difference in the quality in the shadow. This is definitely looks so much, but it needs to be softer. So let's see if we can achieve that with a directional light. And let's increase the quality on this wall so you can see the shadow. It's so bad here. So let's make this 1512. So I want to try an option with the GPU Baker, I was not sure about in the light mass use area shadows for stationary light. I don't know portrait or not. So let's see by if we change this, let's bring this back to normal. What will happen here? So I'm gonna be late again. So this is interesting. I like what we have for the sake of this tutorial. Let's just delete this curtain. So being organized, when you select a dataset with actors, when press control shift D, it will select all these guys for you. Click on Delete, deleterious all. And when we will delete again, we won't have these ugly shadows. I know now when we activate this guy, we should have softer and softer shadows. This in fact can be seen here. And here's now let's increase the resolution of these guys to something high. Lie 1024 or less go crazy because I really want to see that soft shadow. How does it look the same on the clothes it, the selected closet increases to 512. I promise you that we will move on after this. So does do that final time. We're back. When we increase the quality. I wanted to know I increase the quality on purpose of these guys because you see we increased only three objects under light bake took almost three times more from 90 seconds to 260 seconds. So be careful when you increase the resolution of your scene. These are some of the bugs we can get rid off when we increase the quality to production. This is one way we can let our sea. 14. Sun Position Calculator (Bonus video) : So now let me delete everything. I'm going to delete the direction and let the skylight and the fog. And instead I'm going to lights and other southern sky position edge. If you don't have this, it's in fact super similar to data national light and the skylight. And it also have atmosphere with it when it comes to with latitude and longitude. If you don't have the sun and the sky positioner, go to the settings to plugins, click on built-in and type sun and sky, some position calculated, sorry, click or enabled. And then you need to restart the engine. After you start the engine, if you go tonight, you will have this additional item. You can click and drag to you towards. The first thing we need to do when we click and import, this is decreasing the intensity of the sun. As I mentioned earlier, the sun is using real-world value. And we don't want that. We want to use just like directional light when we click and drag d for the National Night and chooses ten. So that's just used ten. Because ten is what our post trusses volume is already adapted to. We could use 75-80, but we need to chain the exponential and I'm just too lazy to do that. We need to do the same for our skylight. Click on the skylight. And so when you click on the sun and the sky, you basically you are here. And if you want to chain the details here, because this is context-sensitive unit to click on the on the inherited items and the scold them. So the skylight, it's set on moveable, set it on stationary or static. And now this will change after we bake the light. So this is a movable light from outside the atmosphere. Now a change to static because we need to build a late for directional light. You see these four arrows. We also need this on stationary or static. Because in architectural visualization, we're making our lights and the sky atmospheres is this guy and it will change based on what I like. One of the reasons I lay the southern sky is because we can change the atmosphere slightly more elastic. So let me show you what I mean. I'm going to change the value in North offsets so we can have some sunlight going inside the apartment like this. And now I'm going to set that solar time from 01:00 PM to something like 8.5 in the morning. Thus, try nine. And Australia to play with the North offset. Yes. Now, I'm going to set it again to 8.5 and you can see it's like changing the colors. Super airy now at seven. So nice. So let's go to something like eight. So this is a second way you can light your projects with it and this is more accurate. In fact, this is physically accurate in the world. You can go to Google to die Berlin latitude and longitude for example, or Moscow or Istanbul. Hello to all Istanbul people hate. You can't set a city latitude, longitude, times on, and you will have the beautiful sun of Acetic In the UNDRIP engines threshing. So let's give delight and waited for the meat. Quote before we build the light. Because it took three minutes to build on these guys. And look how ASL is this. Let's just reduce the quality to something like 512. Because 2K is crazy, don't do to K. K is Okay. I was just playing. I'm not kidding. Don't do 2K unless it's necessary and you know what you're doing now and has been delayed. The x this is we can ignore. It would change a free cell phone stationary because it says you have many overlapping stationary lights for some reason. So it must be a bug in this case. But that's fine. Now, we wait after reducing from 2K to 512 books from 260 seconds to 110. And this is definitely super interesting. I don't know why we don't have our Sunday. So I think one of the main reasons we don't have it is I don't know. So I will try and make again, does click on Build and weight. All right, we finished baking the light. We have our sun, which is great. These are objects that have immersive material on them. And they do not affect the word because they are not set to affect the world. To do that, if you want immersive materials to affect your word and give it some light, go to use MSE for static lighting. The splitted and thus click on Build delight to see how this one would look. I'm building the lights so many times just for you guys subscribe. If you're not subscribed already. We are back. And as you can see, when we enabled US Embassy first tannic lighting looks so nice. We discussed that we can improve these splotches, these artifacts by increasing the quality of the light. Now, I was thinking of deleting these tides candidly. We don't have light anymore and using an HDR image to light our scene. 15. How to find and use HDRIs (Bonus video) : I was thinking of deleting these tides candidly. We don't have light anymore and using NHGRI image to light our sin. And to do that, let's get a skylight and set the source type from captured scene to specific cube map. Now, we can go to a website like HDI haven and download something we like. So let's go ahead and do that. Now I got this HDI from HDI haven. I would like to import the Unreal Engine, this one, this one, and maybe try this one. Let's double-click the asset and check. What can we do here? So we need to make sure it's set to HGRI. Click and drag the image and set it on the cute map, the skylight. Now you can see its reflection. If we set to start the course with reflection and stationary recount for some reason. And now what we need to do to CD. Thirdly, we need to rebuild the light. So let's go ahead and do that. This is basically using one image and HDR image to light your seeds. It's one of the fastest ways to experiment with different lighting set-ups. Using one HDI we completed transformed how our scene look. And thus absolutely great. I want to get rid of this. I don't want to use for a static. So let me do that. For now. At least. Sometimes I made the mistake by searching by component, not in the detail. I know so many of us do this mistake TO funny. These reflections are so ugly. I think just for the sake of this tutorial, I'm going to remove the door. Let's try a different image. And let's try a less reflective surface and make a duplicate of this control w, two buckets of files. Now with the new HDI image that's increased acute map resolution from 128 to something like 1024. See if you can increase the intensity. It's nice. Let's stay on one c if we need to adjust anything in the advanced settings. So we can put in direct letting intensity to something like four and it will help achieving more bread areas in this area here. Let's pick bit. The reflection is super bad because we need smaller sphere reflection captures. So this is a sphere reflection capture of radius of 500 that covers this area. So it's slightly more accurate. So usually this is good. Control Shift S to save everything and just wait for the light bill. Well, setting this up to high value, I think there's way too bright, but it's not too bad. Now, due to the outside is completely black, is because we need to exponential heights. Fuck at it. And you have a nice atmosphere. I have a trick. I usually put it on the foci fall off to make it completely white oxide. That's how I do it. Yes. Fog is way too much. So that's reduce it. Like this. I like the lighting. I don't think its spreads because of floor also is completely right. So that's 5050. Yeah. So that's how we relate interiors gaze. Now you know how to do it in two years with SDA images and directional lights, can use the HDI backdrop discovered covered it later. It's also super cool. You can view your HDI here if you like. We can. Let's finish this tutorial with exporting our tests. Seem to remember my test scene and 3DS Max, let me set this to clay. Let me duplicate seeding. Select everything thick and rename S for static and thus gone at dusk. When we look at the layers, liquidated marks, please. Yes. It's nice to keep things organized. We simply now isolates selection like this. If you press shift E, In my case it's the shortcut i have to export selected. Let's make a new folder and save it as data from a file. If you don't have debt Dartmouth on your machine, go watch my other tutorial now in Unreal Engine, and that's go to projects and make a new project, correlate. Lighting tests, make new folders, call it maps, and make a new folder called a DT. Theta3. Keep things organized. Data's math, select our file and click Open. Let's navigate to our file, set everything to 64. But before doing this, I forgot to make new maps with us, make a new map and call it map. Creative name, let's say selected. Because when we import a data file, it's going to play the scene for you. So I don't want things to overlap. That's why. And they're like how unreal save the last selected folders for you. I just want the geometry import. We can't see anything because it's too direct. And this is our place to get some late, does go to scale-up and navigate to our HDI images. And let's select this image. So let's first from SLS captured scene to specific cube map and click and drag. Or you can click here, or you can search for it here. There are so many ways to think. What we need to do is to be the light. You can switch between modes. Pressing on these shortcuts, by the way, I'll to wireframe on 34. And you can customize these just like I showed you on the last tutorial, we use when we want to see the final result and net, just to see the true colors of every textures or, or any color we have. So it's unlit without lighting affecting our textures or colors in any way. In brush mode is just wireframe. We will look at that. Wow, this is super nice. So let's remove the black outside. To do that, we need to add the exponential height fog and the atmospheric fog. Click and drag. It usually. Both. What I also like to do is to add a post-process volume. Again, go to exposures, set these numbers the same. So there is an a, we said them the same so it, they don't autocorrect exposure. So now when you go outside, you see how the exposure is adapting the eye and nose to dark inside. And now we need to wait. Right? I don't want this, the simplest way to do this, to avoid this, just sitting this number, the same number and then increase this value to something X3. Four. Well first of course, we need to make it global from the post-process volume settings, click on infinite extent and bound. Let's remove the lens flare. So the intensity to something like 0.2 and their size to something like 15. And now it's like more subtle, maybe 0.1. That's nice. And going to increase the intensity of my scale. I am going to increase the resolution TIN lake 10-24. I used this kind of rooms to see how my lighting will look like. I would like to take a walk inside this apartment or if we can't call it apartments. So let's go to add new and you can add a future, but you can add a first-person or a virtual reality. This was amazing. Kal out so many things here. So if you don't choose a template on the start of the project, you can choose a template from here every time, so added to your project. And now to experience this, we need to click on play. So now when we click play, nothing happens, right there is just comida floating. We want to walk in first-person mode. To do that, we need to go towards settings and Game Mode override, set it to a first-person game mode. Now this is here because we had a little template. And now when we click play, we will fall off the ground because we don't have a blocking volume forever. So we need to press escape. If you last like this, you can click somewhere, click f, two ad blocking volume, go to place actors and search for blocking volume. And now press Ci, put it on the floor and extended. And like this. That's nice. Imagined doing exterior in there. We will do that soon by the way, it's similar fashion case. So if you have exterior project exported with data, with math and have some fun with it. Let's click Play and you see everything is awesome. So now let's just give every thing concretes, we don't really care, just select everything and thus give it, I don't like this materials, so let's try different materials, sorry, control shift the pure good press or pay attention to shortcuts. Shortcuts are nice if you want to ascend the material to all these static meshes. And you wonder why I can't assign a material because you have two types of actors in New York are selected. These static measures and there's data from a thin actors. So we need to deselect this press Control and click on the axis. And now we have all selected actors are from the same table. And now we can ascend the material. I like this. I will see you guys after it finishes. Right? So there we go. 16. The Test Room! (Bonus video) : And the last tutorial we discovered this door, we made some changes. That is purpose because I want to show you some stuff. This is a test room I made to show you how when we play with a light bulb resolution and when we prepare our geometry for Unreal Engine, what could change and how this will affect our lite maps. So now everything, almost everything is set on 64, the LACMA resolution. And as you can see, the shadows are not that good, but that's okay. So this is a light map resolution of 64. And you can see the ceiling, you can see the light. It's really not that good. However, you can see the same here because we've made the light bulb resolution on 512. And you can see the shadows are way much Patricia. And we don't see this ceiling thingy anymore. And if you always wonder how can you get rid of these artifacts and bugs? You can't do that by upping your resolution. We made it now here, 1024. And you can see it's even better. And now we made a 32 just to show you the difference between age and the and don't ask me why I made the test room like us, because it's fun. So that's 64 and thus extreme 2K. However, I don't want you to set everything on 2K because it would take so much time to build the light. Now in this test room, this is the floor. I don't know if you can't control it, but this is set to 64 and you can see there is barely know shadows, especially like the contact shadows. We can't see them and they are not accurate. And here the LACMA resolution on 1024, and you can see the shadows are way much pathogen. And this is one big floor. Now we divided the floor into four parts here you can see LACMA resolution 64. And you can see the shadows are much better, much better than this part. And we did the same here. So this is 512. Shadows are a little hard to spot. So that's why we have the big teapots at the, at the end there. So this is a one big floor set to 64. Ic should be rapid. And this is like my resolution here set to 32 and the shadows sock. And the 10-24 shadows are much better. I have an imaginary spotlight spotting some light on this sphere. The lightbulb resolution on 512. And here the right pump resolution on eight. And holy shit. You can see the difference. Regarding the roles here. You can see the lights bleed from the ceiling because we have a lower resolution on 32. And here it's 1024. One other thing there isn't there is this leak. And it's not because of the worlds, it's because the ceiling LACMA resolution is set to 64. And I forgot to change it. That's why we see the bleed. The reason I'm showing you this lightbulb resolution, when it goes up. Yes. It gives you crisper shadows, better shadows, better lights and all. But also it takes so much time to build, so you need to do that strategically. I made this part here is smaller because we can get away with no map resolution when we have smaller pieces. And I will show you exactly that in the apartment later. So I'm going to press escape. And I will walk you through this test room. Here we have everything set to 64 and I don't want to change anything. But you can see the how about the shadows are in general, if we increase the floor resolution, we will basically get better shadows and the same here. And you can see that in action in these areas, that's increased the camera speed a little too fast. Now, here we have only chlorine and it's set the resolution. And here we have the same resolution, but we have instead of one big floor we have for flux. And if we want to compare the shadow on the teapot here, compared to here, I don't know if you can see the difference material there is barely know shadow has just a black spot. But here the shadow is slightly more defined. Okay, to demonstrate the Spanish why we have a smaller meshes, bigger meshes and stuff. It would be best to move on now to the next scene we made for you, which is the Class one apartment. We can get rid of this stuff. Again. We increase the light bulb resolution, delight leaks and stuff. How do we increase the light map resolution? You might ask, well, when you click on any static mesh and you scroll down to writing, you have the override Lightman resolution. Usually it's set to 64. We can play with this. When you activate override, you can just change it to wherever you like. And when you activate this, you need to rebuild the letting in. So be careful with that. Unless you control Z, it will bring back the old like map. Let's say we want to increase the resolution even more. And this is by the way, built on preview. So when we build on production, most of these will be gun. But it will take also like four times more deaths took like six minutes to build. So it might take like 20 minutes or something. So what we will do now is selecting this floor and increasing LACMA resolution to 512. And we have this 2K guy here. I don't want to sell it for 2K. Gaza takes longer time to build. So that's select these guys here. Unless you do something like 512 and thus change this to 512. So we don't forget. And what we can change here, selecting the ceiling and the seeding, set them on 256. And we will see later how some of the artifacts here will be gamma. We will keep everything else on the same values to do finance settings. Before we move on to the next scene, let's do preview, and you will click on Build light. Now, we will be back after the lights bake is finished. 17. Important - How to optimize our scenes (Bonus video) : Let me show you something in max, how to optimize your project's correctly. This is the apartment we have before. If you remember, we have the same apartment twice. So this is the new one. And this is the old one. I see most people do the following. They have all their meshes, all the rows, all the floors. Everything has just maybe one piece or two pieces. So imagine this area here. When we unwrap it, that your shadows and the light will be baked on this UV space. Unreal. Always unwrap your meshes for you, especially stuff like walls. Imagine your shadow is just here, taking only this area or this area. And instead what you could do is separate these meshes into smaller pieces, smaller chunks to make the most out of your light bake. Obviously, this will take much more time to build than this. So here we have two objects, here we have like 29. But the quality on this apartment to look so much better than this, this Would you will not see any lighting details on something like this or shadows or anything. And I will show you what I mean in a second after finishing that desk room light bake, We take this even one step further. The meshes we don't see, let's say this is an interior project and we don't see the exterior. What I don't want you to do is deleting this stuff because the light would just go through this wall and you will have even more artifacts. But what you can do is selecting this piece that we can't see from inside and detach it. Like, just like what I did here. I want higher resolution on this guy and this guy. So I just detach them. I keep this set to 64 or 32, or even eight because we don't see it. Remember that the higher the number, the higher it will take to build the light. So it's a good practice to detach what we see from what we don't see and give a lower resolution for what we don't see. Keep the same resolution on what we see or just increase it slightly. Because on a scenario like this, even afford K or eight K, it won't be enough and it won't be even practical to have an 8K lightbulb resolution on this guy. But here you can get away with like 256512 and you'd have an amazing shadow or alight when you bake your seen other tremendous few to maximize your UV space, just separate what we see from what we don't see. The same on meshes like the kitchens, for example. So here's a nice example I can show you. Usually how I do the kitchens are here. You will have like very nice slight Mab resolution because this is one piece or two pieces and this is, imagine the same mesh, the same object, but 12345 to have the same light on this object. This is set to 64. This should be five times more to have the same lighting quality on this part. So imagine when you do this, when you, all your kitchen is just one piece like this. This is not very practical. And there isn't, this is not very practical. You have Viewer. Marmara. Imagine this part of the kitchen where we have some decoration pieces, like in this picture. You would have shadows, you would have when all your kitchen is just one piece like this, you would not have an accurate shadows or lighting unless you take the light map resolution of this mesh to something extreme like 2K or 4K. However, when you separate your meshes to something like this, they are separated. You can just control the shadows and the lights based on whatever you like to get consistent results. Try to keep also you'd meshes consistent. It should be either DES, for example. So here is 11 piece of mesh like this, or just detach these guys into separate chunks to optimize your scene, then that's all what you need to know. I do the same on meshes like floors. So instead of having the floor one peak piece like this, I have it as two pieces or three pieces. So this piece of the floor, this part of the floor, we don't see a set to something like eight. And this is 1K maybe. And you may wonder, where does this part, well, it's also separated into its own part. Let me show you and let me show you also the separator tried to separate your meshes. Let me take this part too. Yeah. Try to separate your meshes when you have separators on them like this, right? So you don't want to do what we did here. Because when you have two different meshes and this is with the GPU baker with a CPU, you will have nightmares here, like you would see, oh, the seams. And that's because how the lighting is calculated from the CPU to the GPU. I will not go into detail about these technical things, but this is why one of the main reasons I like to use the GPU Baker, you won't have this seems unless you have extreme difference. And the light bulb resolution right here, we don't have extreme difference. This is made by me. I think it's just offset it. When you go to Lu Shuang GPU light mass, you would see the main difference between the CPU and the GPU. Bakers, the spilled on the GPU and the exact same scene built on the CPU. And you can see when you have modular pieces like floors, walls, you will have the seams with a GPU Baker whenever c The Sims, thankfully, when we upped the resolution here, this light bleed is gone from this end. But because here we have lower light map resolution, we can see the light played here. So in short, to avoid these light leaks just increased, just increase the resolution of your light maps. Don't go extreme because you don't want to spend five days just building the light. I would always start with 64. And then up up the resolution slowly to one hundred and twenty eight. Twenty two hundred and fifty six or 512. Usually 512 is perfect, but it takes like three times more. And now you can see in this room when we made a 102451200, there we go. We have way much better shadows and soft shadows and good stuff to demonstrate on real projects. That's open in the maps here we have the main GPU. So this is the room where you can see low resolution 64. And here you can see it's so much better because this is just one piece and it's also set on 64. You see the difference? Same here. 64, we have the sunlight coming in as could be butter when you increase it to 12x. But you can see these two parts here are way much better than our, than this guy. If we open another level I made for you, this is the same mesh I showed you before, where we have one wall, one mesh having all loans. And here we have those basically just separated. What we're going to do now is to build a light. We keep the exact same settings on both apartments. So this one, I think 1024, let's just say everything on. Let's do a 256, okay? And thus do this guy on 10-24. Here's our floor. Let's set it on 512, let's say. And here is the same floor. Let's do it on 512512 or even 256. Let's bring a nice teapot from our test mug. Thus, we can refine the teapot here. Yes. This boy enlarge it, put it here. Put it here. By the way, when you press shift while moving your meshes, you can move the camera with your match. So usually I like to estimate copies of my objects by pressing alt, selecting where I want to copy the mesh like this and press shift. So I can move like this. Alright, let's do the same form, but for just no reason. And maybe to see the shadow is better, less, put a spotlight like this. And let's do the same here. Suggests the final test we do before we wrap up the interior lighting in Unreal Engine for you guys. Let's build the light and wait for a second. Well, more than a second, but you know what I mean? Alright. Area, light bake is finished. Here we have our ugly kitchen, and here we have the even uglier kitchen. See you in the kitchen is one piece like this set to 64. And here it's ugly, still, but still one part set to 64. You see the difference in the Bake. She's us. So now you know the one of the main secrets to get beautiful lighting in your Android App Engine project. See the shadow here. This is set to 256. We can see how lovely the shadow is on the tea pot. But here you can see how ugly the shadow is on the teapot. Because again, this is one piece. The floor. What we see, what we don't see. But here is just this guy. And then we have this guy and then what we don't see as just this guy. So I think that would cover almost everything for the interior lighting in Unreal Engine. And you may wonder, just like you have this final question, How can I know how to divide my meshes? Well, do it strategically. It's nice practice to try and keeping all meshes have the same size. So try to do that. You know, not having one piece like this and then one piece like this, not just divide them strategically and you'd learn this by practice. So I absolutely urge you to download this file. It will be on skill shares. After you download it, do your tests, divide your meshes, attach your meshes, do whatever you want, go to projects and resources and start a new project. And if you need any help when you do your project, th, we can assist you. And what you can also do is go into our community on discord and just post your work in progress, post your award posterior stuff under as me and the boys and girls, and we will do our best to help you. 18. How to Enable the new GPU Lightmass in UE4.26: Hey guys. So you denoted Unreal Engine 426 and you'd excited about the new GPU light mass wealth to activate it. If you can't see it here, you need to enable the rate racing and you need to enable the GPU light mass from the plugins. To do that, go to the settings, the KM project settings, and again, settings, leggings. Now in plug-ins, just search for GPU. You can enable it. It will ask you to restart. Don't fall in this trap because we need to start again when enabled ray tracing. So let's enable retracing and to make sure raised racing with work, just take on IHI and change it from default to direct x 12. And now let's take restart, wait for a moment, make some coffee, drink some tea, stay hydrated. Now, let's close this window. Open our map. Gay, the engine will recompile it all shaders when you enable ray tracing. So we will just wait even more. 19. Unreal Engine 4.26 new GPU Lightmass: Hey everyone. So in Unreal 426, we finally got the GPU light mass, and now it's in beta. And for those of you who don't know, for the past few years we've been using Lu Shuang GPU light mass, and we've been replacing some engine files so we can be able to use the GPU Unreal engine like baking system, the light mass now offers a next-generation GPU based, and it's built from the ground up. The GPU light mass improves on the CPU based light mass system by leveraging the data at x 12 and the dx ray tracing capabilities to significantly reduce the time it takes to build complex scenes, achieving speeds on a single host comparable to a distributed storm render on the CPU based system. If you don't understand what this means, it means now when you have, when you use the GPU light mass, it's way, way, way much faster than the CPU lag masses. We've been waiting for this for many years now, and I'm super happy we have it. And now it says the new GPU light mass improves on the current light baking system by using a progressive like mapper with optional real-time previewing the viewport. This means and see what you rendered progressively similar to v re, good old days. So now you see that on the texture is here. Get a preview of your scene really fast when you make changes. So you don't have to wait for the render time. 30 more minutes or something. This is amazing. All right. It also offers tear. The new GPU light must offer multiple modes for building the light. So you can do a full bake or bake what you see. So when you click on the GPU light mass, after you activate it, if you don't know how to activate it, make sure you see our small quickie, Unreal Engine tutorial. It offers now to new modes. You have full bake and bake what you see. And by the way, this scene here is built with the GPU light mass, the old one, and producing more physically accurate results than CPR. That makes sense because it's ten times. It's using ray tracing to calculate these things, so it should be more physically accurate. But this here teaches you how to enable this. We already covered this. You need to switch the IHI to direct x 12. You need to neighbor retracing. And if you want. And I think this is a good one, so you can actually, this is optional. But if you want to be able to check your textures like this. So you can see the progressive result. You need to enable the visual texture in here to enable the visual texturing, we can also do that from the project settings. So let's see how we can enable that real quick. Virtual texturing Enabled Visual Tetris support, and we need to enable it also for the light bulbs. Yep. So we need to search here and the project settings for visual texturing enable it. Also enable the light markups option under to ask you to start your engine. It does not show here on my screen, but I'm going to restart the engine. Saves elected. Keep in mind when you enable the visual texturing it, it would take like fuck him 15 minutes to restart the engine sort. Mind, you can watch one of my other tutorials or you can now get some coffee just to make sure you stay hydrated. So when we enable the virtual texturing, it took like 15 minutes to restart the engine. And as you can see, we need to rebuild the light completely because all light lamps are gone when we enable the visual texturing for lite maps as well. But this will help us know see the progressive render. However, before I start, I'm going to turn off the ray traced reflections. And to do that, we can find our post-process volume and go to the post-processed sorry, go to rendering futures and find the ray traced ambient occlusion, disable it. See what kind of difference this makes. Thus also disable the great race reflections. So where is it? Yeah, reflections set the type from ray tracing to screen space. And this was also make mass massive difference in our scene. Anyway, this would be better for the performance because my viewport can get pretty lucky bread now, to reveal the light on of the first things I usually recommend doing when we want to test the light on something is just to reset the lightbulb resolution. So that's set x everything for 32 or 64. So we can have much faster bake types. Cosmos of these were like on production. 512, like, you know what I mean? 5121024 depending on the size of the surface. So now we don't really care about the resolution. And by doing this, by reducing the light maps resolution again, we can save us so much time in building the light. Just do 32 for most of them. Yeah, we're good. Note this took me a few minutes, may be just a minute or something to do. Kinda annoying, but this will save you so much time. So in general, in the future, go ahead. Do what it takes to optimize your scene for wherever you're doing and save yourself some time. This will make you much more effective and productive. No, let's do the magic button first. Control Shift S to save everything. We don't want to lose our settings. Now we need to bake what we see and thus click on Build late. And now you can not see it. It's like building lighting for current to view slow mode. You should see something similar. Let me see if I can do it now in up here. You see it? I'm going to put it on the video four montage. So imagine this. Every time when you remove, it resets to 0 wherever. So just you know, the purpose of this video. So let's just do it like this now let's sit back and relax. Actually, you know what, I, I'm not really concerned about bake what you see. I want to see a full bake on our scene. So let's click bake, full bake, and de-noise unconditioned as developed on both the video recording. Well, nice. We can forget about pausing the video, so to speak. Well, let me start by saying this is really nice. What kind of bake the progress, but there is something wrong here. Might be the skylight or something like that should be studied. Now it's more accurate. Recessionary is daylight. For some reason. It's kinda weird. Maybe after the bake is finished, it would apply. So let's do step, let's do a break and come back. I'm still learning about the GPU late loss. All right, so we finished building the light and now it's encoding textures. I switched to unless view and increased the slow modes speed and the full speed to the maximum number possible. And it made the speed of faking my light much faster. Like this is a nice bake, but the problem with it, my skylight is set to stationary. We have real-time now. Thus Why I Love and refer 26th news stuff. Anyway, we need to switch this from secondary to static. Now this is our way. Yep, this is 32. We need to increase the light bulb resolutions, but I like this. This is also super clean. We took like homos Diamond took, let's see. There is no way to tell how much time it took. There was no swarm agent. So from the output lag, you can find the total something Here, the GPU light mass total letting time took three minutes, 2020 seconds. So that's good. You can find it right. Now. This took on our super low resolution apartment here. Let's do another test where I increase the quality of these slightly. So let's do something like 256. These guys disclose it. Let's make it 1282564, and thus make this boy 512, same for this guy. Table here. Let's make it 256. Now the scared think IT always look good when it has high-resolution. Wonder Lake. Why did he put this number or why did he put that number? Go to YouTube and watch our tutorial series on lighting for beginners. Anyway, I'm done talking. Let's do another bill and thus decrease the NAS not use irradiance caching for now or voice. There is so much to do so I'm pretty excited, does go, whoa. So this is low mode enabled where we can see what's up. And I love this mode because I didn't see this objects. If I didn't see it now I would be super mad rendering for three Fock and ours. And forget to increase the resolution of this object from 32 to like usually 512 grade. This is like an amazing, This makes me happy. C Now we can see the shadow is way much, but it does absolutely incredible. I'm very happy with this update. I'm super happy. Let's wait and see how it goes. I'm gonna put timelapse for you guys. Let's go. We can see the door tough, some very bad resolution. And we can see this at the very beginning of the light. That's amazing. 128 and timelapse again. Ok guys, so basically I'm building the light. And usually in these scenarios I would wait for the light back to finish to change these bread. So what's really nice about this? You can work through your project. And if you forget to increase the quality of something, you can increase it. Now. I think I forgot to increase. We can tell, we can easily tell that's amazing. That make this 1512. Let's make this 11024. I'm gonna do a final Bay. Just give this guy 4K is kinda funny. Take forever. So I'm very happy with the new GPU light mass. This is extremely promising. And now I can understand why it took them so much time to work on this. They just, they wanted together trait and publishes data. Now after this, you can see the noise. This noise can be removed when we play with these settings. And at the end of this process, it will try and de-noise all these textures for us. And let's see how this will go. K, so it's encoding texture is now I'm curious how much time it took. Oh, look at this de-noise. This is good. This is actually good. Like this took only a few minutes. This is even faster than mushroom GPU like lots and cleaner. Somehow. Interesting, there are some artifacts. But I think we can increase some stuff, play wisdom stuff, and like get rid of these artifacts. They should, they should not be a problem. So the new GPU light mass is much, much faster, I think, than the CPU like loss thus does for sure. And they all Lu Shuang GPU light mass. So if you want to upgrade, I don't think it's safe yet. I don't know. And like this, this would be problem for production. Productive cannot give you customers such product and tell him to deal with this window. Developer Tools, output like and scroll down. Usually you would be like all the way down here. You should look for the GPU light months here. You can see here everything is going on. Output like, just like if you feel like nerdy today can just put it here and everything you do will be recorded. Anyway. If you wanna see it took like nine minutes to be delight to get this result. And that's incredible. So this is what we have in ten minutes with some buckets. My next test for this is to click here and decrease these back to their old settings, which is, which is slightly higher. Go ahead, build a light. Hey guys, we're back after upping the resolution. After making the resolution higher. As you can see, we don't have these artifacts like we did before. I think most of these artifacts are gone and they did does great. So that's the how much time does stood by going to the output glog. This took ten minutes, 45 seconds. Wow, that's incredible. That was it for today. In the upcoming lessons, we will cover more Unreal Engine stuff.