All language subtitles for Environment_03

af Afrikaans
sq Albanian
am Amharic
ar Arabic Download
hy Armenian
az Azerbaijani
eu Basque
be Belarusian
bn Bengali
bs Bosnian
bg Bulgarian
ca Catalan
ceb Cebuano
ny Chichewa
zh-CN Chinese (Simplified)
zh-TW Chinese (Traditional)
co Corsican
hr Croatian
cs Czech
da Danish
nl Dutch
en English
eo Esperanto
et Estonian
tl Filipino
fi Finnish
fr French
fy Frisian
gl Galician
ka Georgian
de German
el Greek
gu Gujarati
ht Haitian Creole
ha Hausa
haw Hawaiian
iw Hebrew
hi Hindi
hmn Hmong
hu Hungarian
is Icelandic
ig Igbo
id Indonesian
ga Irish
it Italian
ja Japanese
jw Javanese
kn Kannada
kk Kazakh
km Khmer
ko Korean
ku Kurdish (Kurmanji)
ky Kyrgyz
lo Lao
la Latin
lv Latvian
lt Lithuanian
lb Luxembourgish
mk Macedonian
mg Malagasy
ms Malay
ml Malayalam
mt Maltese
mi Maori
mr Marathi
mn Mongolian
my Myanmar (Burmese)
ne Nepali
no Norwegian
ps Pashto
fa Persian
pl Polish
pt Portuguese
pa Punjabi
ro Romanian
ru Russian
sm Samoan
gd Scots Gaelic
sr Serbian
st Sesotho
sn Shona
sd Sindhi
si Sinhala
sk Slovak
sl Slovenian
so Somali
es Spanish
su Sundanese
sw Swahili
sv Swedish
tg Tajik
ta Tamil
te Telugu
th Thai
tr Turkish
uk Ukrainian
ur Urdu
uz Uzbek
vi Vietnamese
cy Welsh
xh Xhosa
yi Yiddish
yo Yoruba
zu Zulu
or Odia (Oriya)
rw Kinyarwanda
tk Turkmen
tt Tatar
ug Uyghur
Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:01,300 --> 00:00:05,600 Hello, and welcome to the next session with our nice exterior environment. 2 00:00:06,700 --> 00:00:11,500 so I was like thinking of it and before we continue to like 3 00:00:11,500 --> 00:00:14,500 further dig into all the cool stuff that we can do here, 4 00:00:15,700 --> 00:00:16,800 I just wanted to 5 00:00:17,900 --> 00:00:21,400 show a few things and explain 6 00:00:22,700 --> 00:00:26,100 some of the settings and things we can do inside of unreal a bit more. 7 00:00:26,300 --> 00:00:28,000 So in case that 8 00:00:29,100 --> 00:00:32,900 anyone would like to do a certain workflow or so they they 9 00:00:32,900 --> 00:00:35,400 can and they understand how these things work. 10 00:00:36,300 --> 00:00:37,000 So 11 00:00:38,100 --> 00:00:44,900 one really important thing to note is that this scene was not built for unreal 5. 12 00:00:45,400 --> 00:00:45,700 So, 13 00:00:45,700 --> 00:00:49,300 it was actually built for unreal 4 and 14 00:00:51,200 --> 00:00:54,100 unreal for had. 15 00:00:55,200 --> 00:00:59,100 Obviously a bunch of features are not there compared to Unreal 5. 16 00:01:00,300 --> 00:01:07,000 And some features are also rather expensive. Like, for example, 17 00:01:07,800 --> 00:01:16,400 doing tessellation on the terrain is really expensive and can be quite taxing. 18 00:01:16,400 --> 00:01:22,200 It can also introduce visual artifacts when you tessellate the terrain quite a bit up close 19 00:01:22,400 --> 00:01:29,900 and then over distance, it's sort of like tries to lock bag into the the normal. 20 00:01:30,000 --> 00:01:36,900 Terrain grid structure so to speak and it can like have little breaks and stuff like that. 21 00:01:37,900 --> 00:01:41,000 And one really interesting thing is 22 00:01:42,300 --> 00:01:43,600 My buddy. Andrew again, 23 00:01:44,700 --> 00:01:47,600 he came up with a really cool technique. 24 00:01:48,400 --> 00:01:54,100 So there is a feature inside unreal, that is called pixel depth offset. 25 00:01:55,400 --> 00:01:56,100 and, 26 00:01:57,700 --> 00:01:59,400 What he basically did, 27 00:01:59,400 --> 00:02:05,100 was he used the pixel depth offset together with a height map 28 00:02:06,400 --> 00:02:13,200 and he displaces the pixels based on the height map in screen space. 29 00:02:14,000 --> 00:02:18,000 And then he uses the screen space contact, Shadow featured at unreal, 30 00:02:18,000 --> 00:02:22,700 has to cast sort of like virtual Shadows from the geometry. 31 00:02:22,700 --> 00:02:29,900 So you can see here that the bark has all these like small Tiny little Shadows that 32 00:02:29,900 --> 00:02:35,300 make it seem like the object has a lot higher geometry than it actually does. 33 00:02:35,600 --> 00:02:37,900 We can see it here. For example, here on the bark, 34 00:02:38,700 --> 00:02:40,500 we can see all these things are here, 35 00:02:40,800 --> 00:02:46,300 like, all the leaves and all that kind of stuff. It, like, casts these Shadows, 36 00:02:47,000 --> 00:02:54,200 which makes it seem like there's three dimensional geometry when there actually isn't 37 00:02:55,600 --> 00:02:59,800 Here. This is a very beautiful example as well with this little wooden Pole. 38 00:03:00,900 --> 00:03:04,300 And that is a technique that is 39 00:03:05,900 --> 00:03:11,500 not super well-known. I think like I wouldn't say that he was the first one to do it, 40 00:03:11,500 --> 00:03:13,800 but maybe he actually was. 41 00:03:14,300 --> 00:03:18,100 So like a lot of people have been studying this content and they were like, 42 00:03:18,200 --> 00:03:19,700 oh wow, 43 00:03:19,700 --> 00:03:26,100 this is actually really cool and it adds a lot of detail to the surfaces so he was doing this 44 00:03:26,100 --> 00:03:31,300 on the terrain as well and and with that he got like Shadows All the little details. 45 00:03:31,700 --> 00:03:34,300 And one of the things that we have is when we, 46 00:03:35,400 --> 00:03:37,700 when we don't actually have geometry, 47 00:03:38,600 --> 00:03:42,700 things can feel rather flat because they are normal map. 48 00:03:42,700 --> 00:03:49,600 So they are shaded correctly in terms of just like where the light hits and where it doesn't. 49 00:03:49,800 --> 00:03:53,600 But it doesn't mean that they the normal map features actually 50 00:03:53,600 --> 00:03:57,100 cast Shadows on to other areas of the texture, 51 00:03:57,800 --> 00:04:00,100 which obviously makes things look. 52 00:04:00,200 --> 00:04:01,200 Look flat. 53 00:04:01,900 --> 00:04:07,500 So this scene here was built with the same techniques. 54 00:04:08,000 --> 00:04:10,300 So almost everything in here, 55 00:04:10,400 --> 00:04:12,200 uses pixel depth offset. 56 00:04:12,600 --> 00:04:16,399 And has the height Maps hooked up and uses the contact shadows 57 00:04:16,800 --> 00:04:22,200 in unreal here to to mimic that sort of depth Behavior. 58 00:04:23,300 --> 00:04:23,800 So, 59 00:04:24,000 --> 00:04:25,300 why is that important? 60 00:04:25,400 --> 00:04:25,900 Well, 61 00:04:26,100 --> 00:04:32,400 one of the most important things is that nanite is not supported right now because this is, 62 00:04:32,400 --> 00:04:37,200 like 5.03. This is not like 5.1 or something because that's not out. 63 00:04:37,200 --> 00:04:40,200 It's not like a custom-built from from GitHub. 64 00:04:40,500 --> 00:04:46,000 So like these features, they have been improved, but this is the normal version. So right now, 65 00:04:46,000 --> 00:04:48,800 there is no support for a mask materials 66 00:04:50,000 --> 00:04:51,900 foliage is a little bit broken. 67 00:04:52,600 --> 00:04:56,700 There is no support for Pixel depth, offset or vertex, 68 00:04:56,700 --> 00:04:58,400 animation or like vertex 69 00:04:59,500 --> 00:05:06,800 will position offset in that sense with nanite and that means that if I go into the nanite 70 00:05:06,800 --> 00:05:14,300 visualization here you can see that like some of the mesh scattering that is here is using nanite. 71 00:05:15,300 --> 00:05:19,500 There is like a few parts of the cliffs, because like, 72 00:05:19,500 --> 00:05:22,500 a lot of the cliffs are actually splines and supply. 73 00:05:22,700 --> 00:05:26,000 Also don't support and I'd like spline meshes right now. 74 00:05:26,700 --> 00:05:30,300 So you can see here that the exterior, for example, 75 00:05:30,300 --> 00:05:37,500 for the diner also has a set nanite to to work, because there is a part of the mesh, 76 00:05:37,500 --> 00:05:38,600 that is the glass, 77 00:05:38,900 --> 00:05:42,500 which uses a translucent material. So, again, not supported. 78 00:05:43,000 --> 00:05:44,500 But if we go inside, 79 00:05:44,800 --> 00:05:46,900 we can see that. 80 00:05:47,700 --> 00:05:50,400 Nanite is turned on for a bunch of these meshes. 81 00:05:50,800 --> 00:05:52,500 However, looking back at the outside. 82 00:05:52,600 --> 00:05:59,500 I hear what this also means is that our geometry here is not as detailed as you would. 83 00:06:00,000 --> 00:06:04,300 We like to have it with the nanite meshes and all that kind of stuff. 84 00:06:04,600 --> 00:06:05,200 So, 85 00:06:05,300 --> 00:06:08,300 to basically still get like a lot of detail. 86 00:06:08,700 --> 00:06:16,100 This screen space shadowing technique with the height maps with was utilized and 87 00:06:18,400 --> 00:06:24,500 Right now I'm using the virtual Shadow map and I actually found out something really interesting. 88 00:06:24,800 --> 00:06:29,100 So what I'm going to do is I'm going to switch this back to the normal Shadow map here. 89 00:06:32,300 --> 00:06:35,600 And now if we just like go down here, 90 00:06:35,600 --> 00:06:43,200 we can see that all of this looks basically exactly as we expect this to to look, right? 91 00:06:43,500 --> 00:06:47,000 So there is not really any any Shadows from anything. 92 00:06:47,300 --> 00:06:52,100 Like we do get like some nice screen space, Gi bounces here on this little. 93 00:06:52,100 --> 00:06:53,900 So this is like all the mesh scatter, right? 94 00:06:54,200 --> 00:07:00,200 All these little Stones being scattered around here and some twigs and stuff. 95 00:07:00,200 --> 00:07:01,300 And we can see like that. 96 00:07:01,400 --> 00:07:04,100 Wig is actually getting a little bit of the Shadow map, 97 00:07:04,100 --> 00:07:08,400 but then again like the shadow map is using Cascade at Shadows here 98 00:07:09,500 --> 00:07:16,100 and it's just not enough resolution detail to pick up on the small stuff. 99 00:07:16,300 --> 00:07:21,200 And then again we also have nothing that really makes the texture itself. So, 100 00:07:21,200 --> 00:07:24,700 let's go here because here is like, no mesh scatter. As you can see, 101 00:07:25,400 --> 00:07:28,400 there is a scatter, this is just a flat texture, right? 102 00:07:30,600 --> 00:07:37,000 And this Is kind of interesting that we have a lot of this stuff here under the terrain. 103 00:07:37,200 --> 00:07:38,300 Very interesting. 104 00:07:39,600 --> 00:07:41,100 Not sure how that happened, 105 00:07:41,800 --> 00:07:45,300 but we'll just accept this. 106 00:07:47,100 --> 00:07:50,000 So when we look at this here, like again, this is very flat. 107 00:07:50,400 --> 00:07:54,500 So what was done here was to basically say, like okay, 108 00:07:54,500 --> 00:07:59,100 we use this pixel depth offset to cast shadows. And again, 109 00:07:59,200 --> 00:08:02,200 if if you want to understand how this works because 110 00:08:02,200 --> 00:08:04,800 we can share this content since it was sponsored, 111 00:08:04,900 --> 00:08:07,200 but if you want to understand how any of this works, 112 00:08:07,300 --> 00:08:12,000 you can get the free rural or Trailer content, and you'll see how the shaders are being set up. 113 00:08:12,000 --> 00:08:12,900 How it's all done. 114 00:08:13,400 --> 00:08:17,200 It's pretty straightforward. So it's not like Voodoo or anything. 115 00:08:18,100 --> 00:08:22,700 So now inside my directional light I can search for 116 00:08:24,300 --> 00:08:31,900 a contact or just like this and we can see here is this thing which says contact Shadow length. 117 00:08:32,400 --> 00:08:35,600 And so this is not like it doesn't have a flip or anything. 118 00:08:36,000 --> 00:08:38,900 So what we need to do is we just need to say how long they are. 119 00:08:39,000 --> 00:08:41,000 Supposed to be and then they happen. 120 00:08:42,200 --> 00:08:42,799 So, 121 00:08:42,900 --> 00:08:43,799 for one thing, 122 00:08:44,400 --> 00:08:49,100 like this feature, was not necessarily designed for this in particular. 123 00:08:50,100 --> 00:08:53,500 But what was the what this was designed for? 124 00:08:53,800 --> 00:08:57,000 This kind of like let's have a quick look here. 125 00:08:58,000 --> 00:09:01,400 So if I'm going to take a Point light here. 126 00:09:05,200 --> 00:09:07,100 and I'll make it like, 127 00:09:08,500 --> 00:09:11,700 Hats a lot writer. Let's do like, I don't know, 128 00:09:13,200 --> 00:09:14,100 something like this. 129 00:09:14,500 --> 00:09:15,100 Alright. 130 00:09:16,600 --> 00:09:17,300 So, 131 00:09:18,800 --> 00:09:25,500 Here we can obviously see that. We do actually get a lot of Shadow casting. 132 00:09:32,400 --> 00:09:33,900 but this is also very 133 00:09:35,400 --> 00:09:38,900 Very higher as Shadow map, but you can see that here. For example, 134 00:09:38,900 --> 00:09:43,400 we do get a little issue where the shadow is not really connecting. 135 00:09:44,000 --> 00:09:47,400 So if I would go in here and add the contact Shadow, 136 00:09:50,600 --> 00:09:51,800 it closes the gap. 137 00:09:52,800 --> 00:09:58,800 so it's just like it's not a shadow that casts like a large amount of Shadow and actually, 138 00:09:58,800 --> 00:10:01,000 here's even introducing some artifacting, 139 00:10:01,500 --> 00:10:02,200 it would 140 00:10:04,400 --> 00:10:05,100 Interesting. 141 00:10:05,100 --> 00:10:05,500 So 142 00:10:07,900 --> 00:10:08,300 now, 143 00:10:08,300 --> 00:10:09,100 it's just 144 00:10:10,200 --> 00:10:11,200 Got better. 145 00:10:12,700 --> 00:10:16,600 So like this, just basically closes the gaps. 146 00:10:17,600 --> 00:10:20,400 And it's kind of like really neat here, 147 00:10:20,400 --> 00:10:23,800 but now we can see that it's actually longer than our actual Shadow. 148 00:10:24,300 --> 00:10:28,400 So if we just remove this so it can also cause issues, right? 149 00:10:28,400 --> 00:10:34,100 So you don't want to make this so long as that it starts overriding, the actual Shadow map. 150 00:10:34,800 --> 00:10:38,800 So, this is a feature that has to be tweaked, very, very carefully. 151 00:10:38,800 --> 00:10:41,700 You just want a little bit like 0.02 here, for example, 152 00:10:42,100 --> 00:10:46,000 and that already helps with the contact information, 153 00:10:46,000 --> 00:10:51,100 which is why these are called Contact Shadows because they're supposed to fill the gap between 154 00:10:51,300 --> 00:10:55,800 the filtered Shadow because the filtered Shadow has like a little bit of like a bias and stuff like 155 00:10:55,800 --> 00:11:02,000 that. So it can sometimes create this effect where it feels that something is not grounded. 156 00:11:06,600 --> 00:11:10,600 So if I, for example, take this guy here. 157 00:11:14,900 --> 00:11:18,300 That is probably not supposed to be in the ground like this, 158 00:11:18,400 --> 00:11:19,600 but whatever. 159 00:11:21,700 --> 00:11:22,200 so, 160 00:11:22,300 --> 00:11:23,400 if I take this 161 00:11:24,500 --> 00:11:26,800 and just move it over here, 162 00:11:30,400 --> 00:11:32,800 Are we holy shit? Where did I move it to? 163 00:11:34,400 --> 00:11:34,900 Okay. 164 00:11:39,700 --> 00:11:41,400 Actually, we don't even need this guy. 165 00:11:41,900 --> 00:11:44,700 I just noticed we have our Shield here. 166 00:11:44,900 --> 00:11:51,200 So like sometimes we can get this effect where we can see here. Clearly that the sign here, 167 00:11:51,600 --> 00:11:54,300 it is inside the ground, right? 168 00:11:54,300 --> 00:11:58,000 But we can see that there's like almost like a gap here in the shadow casting. 169 00:11:58,800 --> 00:12:01,000 And that is because the These Shadows, 170 00:12:01,000 --> 00:12:06,300 they have a certain resolution so sometimes they cannot represent certain small details. 171 00:12:07,600 --> 00:12:12,500 And we do have similar issues. Most likely elsewhere. 172 00:12:13,900 --> 00:12:14,900 But for now, 173 00:12:15,600 --> 00:12:16,500 let's look at this. 174 00:12:16,800 --> 00:12:20,300 So if I'm going to take my direction and light, and I'm going to start adding these, 175 00:12:20,300 --> 00:12:24,000 this will start connecting. So that is what the feature initially was designed for. 176 00:12:24,600 --> 00:12:26,900 However, now that we have this technique here, 177 00:12:27,100 --> 00:12:28,200 you will see that. 178 00:12:28,200 --> 00:12:33,100 As soon as I turn on the contact shadows will actually start seeing something here. 179 00:12:33,100 --> 00:12:35,000 So I'm just going to do 0.04 180 00:12:36,200 --> 00:12:37,400 and now look what happens. 181 00:12:40,000 --> 00:12:44,000 So now we suddenly got Shadows here from these little stones. 182 00:12:45,100 --> 00:12:48,500 And they will react to the rotation of my light source. 183 00:12:49,000 --> 00:12:50,300 Or we got a shadow here. 184 00:12:50,900 --> 00:12:53,200 And, again, like, this is not geometry. 185 00:12:53,200 --> 00:12:58,400 You can see how the shadow actually starts fading away when I go to the screen Edge. 186 00:12:59,300 --> 00:13:02,000 So if you look here in the right side, bottom of the screen, 187 00:13:02,000 --> 00:13:06,500 you can see how the shadow fades in and out because it is screen space. 188 00:13:08,100 --> 00:13:11,300 However it does add a lot of perceptive 189 00:13:12,500 --> 00:13:15,700 perceived depth to the material. 190 00:13:16,100 --> 00:13:16,900 So again, 191 00:13:16,900 --> 00:13:21,200 if we just like do this we can see like now it feels almost like this 192 00:13:21,200 --> 00:13:24,900 was being tessellated or something, which it is clearly not. 193 00:13:25,500 --> 00:13:29,200 And also if we if we look over here we can see that. 194 00:13:29,200 --> 00:13:36,600 Now our shadow actually starts connecting and one other cool thing is that here we have all this 195 00:13:36,600 --> 00:13:42,500 mesh scattering And this this mesh scattering doesn't cast Shadows either 196 00:13:42,500 --> 00:13:46,100 because of the same reason, we don't get the contact information here. 197 00:13:47,000 --> 00:13:50,000 So with the screen space shadows in place. 198 00:13:50,500 --> 00:13:53,100 We can see how all this geometry. 199 00:13:53,200 --> 00:13:56,300 Suddenly casts a nice shadow. 200 00:14:00,300 --> 00:14:09,700 So obviously this looks a lot better and it really helps to to sell all these little details. 201 00:14:11,200 --> 00:14:15,300 there's a little bit of buggy this sometimes so you can see like here, it's like, 202 00:14:16,600 --> 00:14:18,300 They're not like always perfect, 203 00:14:18,300 --> 00:14:22,600 especially in combination with vegetation and overhangs and stuff like that. 204 00:14:23,200 --> 00:14:26,200 But for example, when you have like some really dense grass, 205 00:14:26,500 --> 00:14:29,300 using the contact Shadows on on grass, 206 00:14:29,700 --> 00:14:34,600 it just makes the grass feel so much more three dimensional because usually, 207 00:14:34,600 --> 00:14:39,400 your Shadow resolution is not good enough for grass from the directional light, 208 00:14:40,000 --> 00:14:44,300 and this technique is something that was heavily used in Ghost of tsushima, for example, 209 00:14:44,300 --> 00:14:45,800 to get grass Shadows. 210 00:14:46,400 --> 00:14:47,900 If you play Ghost Ashima. 211 00:14:49,100 --> 00:14:53,500 Have a look at it and do this thing where you like rotate the camera. 212 00:14:53,700 --> 00:14:56,500 And then you can see how on the screen Edge, 213 00:14:57,000 --> 00:14:59,500 how the Shadows of the grass are disappearing. 214 00:14:59,500 --> 00:15:04,200 When the I said self basically starts being out of out of the screen. 215 00:15:05,500 --> 00:15:05,900 so, now, 216 00:15:05,900 --> 00:15:09,100 I'm really interesting thing that I noticed is because 217 00:15:10,400 --> 00:15:10,800 Now, 218 00:15:10,800 --> 00:15:15,800 since we have the virtual Shadow map Things actually change a bit and 219 00:15:15,800 --> 00:15:19,200 I was really surprised to see that because again I did not know. 220 00:15:19,600 --> 00:15:21,400 So if I turn off, 221 00:15:22,500 --> 00:15:26,300 Let's go to a proper spot here where we have. 222 00:15:26,400 --> 00:15:27,500 So here we can see here. 223 00:15:27,500 --> 00:15:32,900 We have the texture with the with the shadows and and here we have like the mesh scatter. 224 00:15:32,900 --> 00:15:34,400 So we have both, right? 225 00:15:34,700 --> 00:15:36,700 So if I turn this back off again, 226 00:15:37,300 --> 00:15:38,400 no Shadows at all. 227 00:15:38,900 --> 00:15:42,300 So now look what happens when I turn on the virtual Shadow map. 228 00:15:45,500 --> 00:15:48,600 so suddenly with the virtual Shadow map, 229 00:15:49,700 --> 00:15:55,100 we actually do get the same height map shadows as we got 230 00:15:55,100 --> 00:16:00,000 before without if I do this without the screen space nature. 231 00:16:00,300 --> 00:16:04,700 So this seems like the virtual Shadow map, 232 00:16:04,700 --> 00:16:07,700 even though you can see that it does a little bit of a wonky thing. 233 00:16:07,700 --> 00:16:11,100 Like now the Shadows are disappearing now they are appearing. 234 00:16:12,000 --> 00:16:18,800 So there is something with the pixel depth offset that does feed into the virtual Shadow map. 235 00:16:20,000 --> 00:16:20,400 Again, 236 00:16:20,700 --> 00:16:22,100 I did not know that. 237 00:16:22,400 --> 00:16:26,500 So this is actually like a cool Discovery in that sense that 238 00:16:26,500 --> 00:16:29,800 we still get these sort of like things happening here. 239 00:16:30,400 --> 00:16:36,300 And I think that this that it changes is probably based on how the pixel depth offset 240 00:16:36,300 --> 00:16:42,000 gets computed and some other stuff of how the shadow map traces against this, 241 00:16:42,500 --> 00:16:45,000 like, to be honest, I'm not entirely sure. 242 00:16:45,500 --> 00:16:47,400 But again, if I switch this back, 243 00:16:49,100 --> 00:16:54,200 We can clearly see that we do get a lot more definition from the virtual Shadow map. 244 00:16:54,800 --> 00:16:59,400 So now one thing that you noticed is like okay so cool we have the virtual Shadow map. 245 00:16:59,600 --> 00:17:04,400 Also the virtual Shadow map has a lot of resolution which means we do get these really 246 00:17:04,400 --> 00:17:10,599 nice hard contact Shadows here that then become soft like it happens in reality. 247 00:17:10,700 --> 00:17:12,500 Like nice soft Shadows here. 248 00:17:13,099 --> 00:17:15,099 So however, 249 00:17:16,099 --> 00:17:20,800 We don't really get any Shadows from these small little like pebbles, 250 00:17:20,800 --> 00:17:22,200 and all the mesh scatter here, 251 00:17:22,400 --> 00:17:26,500 like, even like looking at the Twigs, like, no more, Twigs Shadows. 252 00:17:26,800 --> 00:17:32,000 So, what is going on here? Why did it work? When we do said this, 253 00:17:32,600 --> 00:17:33,200 right? 254 00:17:34,000 --> 00:17:34,600 So, 255 00:17:35,000 --> 00:17:39,700 and the reason for that is, is the screen space contact Shadows. 256 00:17:41,300 --> 00:17:49,200 They don't know about content specific settings because they run in screen space so that means 257 00:17:49,200 --> 00:17:57,300 they get actually calculated based on the buffer targets and the buffer targets is this stuff here. 258 00:17:58,000 --> 00:18:02,400 So this is basically If you want to understand physical based rendering, 259 00:18:02,400 --> 00:18:04,000 I'm not going to go into this. 260 00:18:04,300 --> 00:18:08,800 I mean it's not necessarily purely physically based rendering per 261 00:18:08,800 --> 00:18:13,100 se but it's just like deferred rendering versus forward rendering. 262 00:18:13,700 --> 00:18:20,600 These are the most common Technologies techniques used for rendering and unreal uses 263 00:18:20,600 --> 00:18:25,400 a deferred renderer and if you really want to understand what is happening here, 264 00:18:25,500 --> 00:18:28,600 you would want to read up on how a deferred renderer works. 265 00:18:29,000 --> 00:18:34,100 And it works by By basically creating these what we call Buffer targets. 266 00:18:34,100 --> 00:18:38,400 So like base color specular subsurface normal, 267 00:18:39,200 --> 00:18:43,500 all these types and the calculations that are done in screen, 268 00:18:43,500 --> 00:18:49,500 space are done on these buffers and other calculations to but anywho. 269 00:18:50,100 --> 00:18:56,400 So one thing to know is that the contact Shadows, they work on everything in the image. 270 00:18:56,400 --> 00:19:00,100 So like if I have an object so let's say a, 271 00:19:00,100 --> 00:19:02,300 I'm actually know if this is like 272 00:19:03,700 --> 00:19:07,300 yeah, we can just select this so if I go in here, 273 00:19:09,000 --> 00:19:11,900 And I turn off cast Shadow. 274 00:19:12,600 --> 00:19:17,300 We see that we still get this thing here from the screen space shadow. 275 00:19:18,700 --> 00:19:19,500 So, 276 00:19:19,700 --> 00:19:21,300 let's go in here. 277 00:19:22,500 --> 00:19:26,400 And so here you can see how we still get the screen space 278 00:19:26,400 --> 00:19:29,900 Shadow growing and so the screen space Shadows, 279 00:19:29,900 --> 00:19:34,000 they ignore the settings of the object itself because 280 00:19:34,000 --> 00:19:36,900 they have no information about that object. 281 00:19:37,500 --> 00:19:43,700 So what that tells us is that since all these little Pebbles 282 00:19:45,100 --> 00:19:45,500 Whoops, 283 00:19:45,600 --> 00:19:47,200 don't cast any Shadow. 284 00:19:47,800 --> 00:19:50,500 They probably have their Shadows turned off. 285 00:19:52,000 --> 00:19:55,200 So if we don't want to use the screen space, contact Shadows, 286 00:19:55,200 --> 00:19:58,600 but we want to fully rely on the virtual Shadow map 287 00:19:59,200 --> 00:20:02,000 and we do want all this stuff to cast Shadows. 288 00:20:02,300 --> 00:20:05,500 We probably need to fix some settings here. 289 00:20:06,500 --> 00:20:10,300 So let's just go over here where we have a lot of this. 290 00:20:11,000 --> 00:20:13,300 So now how is this done? So if I click this, 291 00:20:13,300 --> 00:20:15,500 nothing really happens despite that we select the 292 00:20:15,500 --> 00:20:19,900 landscape and this is different from selecting, 293 00:20:20,100 --> 00:20:21,700 like let's say this bush here. 294 00:20:22,200 --> 00:20:26,800 Because here you can see this is all part of a instance foliage actor. 295 00:20:27,700 --> 00:20:32,700 So what is this? A part of you might wonder and this stuff is distributed. 296 00:20:32,700 --> 00:20:36,300 Using the landscape grass feature. 297 00:20:37,500 --> 00:20:42,100 So what we need to do is we actually need to look at 298 00:20:42,100 --> 00:20:45,900 the grass types and figure out how they're set up. 299 00:20:47,300 --> 00:20:48,400 So for that, 300 00:20:48,800 --> 00:20:50,500 you can see it goes away when it says, 301 00:20:50,500 --> 00:20:53,300 building grass maps and then is an indicator that 302 00:20:53,300 --> 00:20:56,500 all this stuff is scattered using the grass system. 303 00:20:57,800 --> 00:20:59,600 Which is fine because the grass. 304 00:21:00,000 --> 00:21:07,300 Is not necessarily only for a grass. It is basically just scattering masha's across the terrain. 305 00:21:07,600 --> 00:21:10,900 So we need to go to the master all very clean here. 306 00:21:11,300 --> 00:21:15,400 So here we have our grasses. 307 00:21:16,900 --> 00:21:18,800 And we can just start with the first one, 308 00:21:18,900 --> 00:21:22,400 so we can open this and we can see inside of this. 309 00:21:22,600 --> 00:21:25,300 So, This UI is really annoying, 310 00:21:25,400 --> 00:21:27,000 sort of because 311 00:21:28,500 --> 00:21:29,900 There's a lot of stuff here. 312 00:21:30,400 --> 00:21:30,800 So, 313 00:21:30,800 --> 00:21:32,300 what we're going to do is 314 00:21:33,800 --> 00:21:36,800 we basically search for 315 00:21:39,500 --> 00:21:40,200 shadow. 316 00:21:42,700 --> 00:21:43,200 Whoops. 317 00:21:44,700 --> 00:21:47,700 And now we just basically turn them all on here. 318 00:21:47,700 --> 00:21:50,500 So you can see these ones are probably bigger meshes. 319 00:21:53,400 --> 00:21:55,300 So, I just got to turn them on. 320 00:21:57,100 --> 00:21:58,100 And hit save. 321 00:22:00,000 --> 00:22:03,800 And then we're going to go into the next one, 322 00:22:04,200 --> 00:22:05,600 which is the cacti. 323 00:22:06,800 --> 00:22:09,000 We're going to search for shadow 324 00:22:10,400 --> 00:22:13,000 and again, like I have no idea what's all in here, 325 00:22:13,200 --> 00:22:15,400 but we just got to turn all these on. 326 00:22:41,700 --> 00:22:42,300 And again, 327 00:22:42,300 --> 00:22:50,300 like if all this stuff would be like nanite and whatever we wouldn't even have to worry 328 00:22:50,300 --> 00:22:54,000 about like the screen, space shadowing stuff and all that. And most likely, 329 00:22:54,000 --> 00:22:57,800 we would not even turn some of these things off. 330 00:22:58,500 --> 00:23:02,800 We would just like roll with sort of the default settings. 331 00:23:05,700 --> 00:23:12,700 But I just kind of wanted to explain quickly how this has probably been made and how it's 332 00:23:12,700 --> 00:23:19,500 probably working. So I think it's important that like everyone also has options, right? 333 00:23:19,700 --> 00:23:23,900 So like, there is no right or wrong here, there's just like really preference, 334 00:23:24,500 --> 00:23:27,700 but I think that if you work in a way how, 335 00:23:27,800 --> 00:23:31,300 for example, the value of the ancient was done or stuff like that, 336 00:23:31,600 --> 00:23:33,300 you may not like do this, 337 00:23:33,300 --> 00:23:38,800 but if you want to work that way you At least know it's a thing so you can do it. 338 00:23:39,900 --> 00:23:40,800 And again, 339 00:23:42,100 --> 00:23:45,600 it is never really about what is right or wrong. 340 00:23:45,700 --> 00:23:48,400 It is just about what are the options. 341 00:23:48,900 --> 00:23:53,700 What is it that you want to do? What seems the most beneficial to what you're trying to do? 342 00:23:54,200 --> 00:24:00,800 And personally I feel that that is always the way to go then because What is this? 343 00:24:03,500 --> 00:24:03,900 okay, 344 00:24:04,600 --> 00:24:05,200 because 345 00:24:06,300 --> 00:24:09,500 You know, like no one is judging here. 346 00:24:10,000 --> 00:24:11,300 It doesn't really matter at all. 347 00:24:12,000 --> 00:24:14,400 So let's just go this way. 348 00:24:22,500 --> 00:24:27,600 And we're working so fast that the grasp of a prebuilt doesn't really 349 00:24:28,700 --> 00:24:32,800 follow quickly enough but that's fine which just set this all and 350 00:24:32,800 --> 00:24:36,700 then we let it think for a while and we should be good. 351 00:24:39,300 --> 00:24:41,000 And this should be the last one. 352 00:25:26,800 --> 00:25:30,600 And now we can see how all that stuff. 353 00:25:31,700 --> 00:25:34,800 Is actually testing proper Shadows. 354 00:25:38,900 --> 00:25:42,800 So now we basically have the same as with the screen space shadows 355 00:25:43,400 --> 00:25:47,800 and also we get like the Shadow from the from the height map here. 356 00:25:48,300 --> 00:25:50,400 So all in all this is 357 00:25:52,100 --> 00:25:53,100 Pretty cool. 358 00:25:54,300 --> 00:25:54,500 I mean, 359 00:25:54,500 --> 00:25:59,500 they're still like stuff where the seems a bit flat and all that like this would probably be 360 00:26:01,000 --> 00:26:07,900 Better. If it would be a little bit more like yeah, probably in general. But again, 361 00:26:07,900 --> 00:26:10,200 nothing nothing much should we could do here. 362 00:26:10,600 --> 00:26:15,400 But now everything all the Twigs, all that kind of stuff that's just like works. 363 00:26:15,900 --> 00:26:16,900 Well here, 364 00:26:20,400 --> 00:26:22,900 So definitely. 365 00:26:24,800 --> 00:26:25,800 An improvement. 366 00:26:26,900 --> 00:26:27,300 Nice. 367 00:26:29,700 --> 00:26:31,100 so now that we have looked at this 368 00:26:32,200 --> 00:26:34,300 one thing that I also wanted to do 369 00:26:36,000 --> 00:26:40,800 Was look at the bloom settings in our post-process volume. 370 00:26:41,500 --> 00:26:45,600 So I think I've mentioned it a few times already, 371 00:26:46,100 --> 00:26:46,600 but 372 00:26:47,700 --> 00:26:52,200 personally speaking I'm a very big fan of 373 00:26:53,700 --> 00:26:59,800 Like what? Like one of the biggest problems with CG stuff in general and that is not only like, 374 00:27:00,000 --> 00:27:02,700 Names ride. It's that things. 375 00:27:02,700 --> 00:27:12,300 Quite often look a little bit to clean or two pristine and I don't remember who said it, 376 00:27:12,300 --> 00:27:17,000 but I just loved the saying and the saying was, basically, 377 00:27:18,400 --> 00:27:22,700 Imperfection is the digital artists perfection. 378 00:27:24,100 --> 00:27:29,500 And I love it because per default everything that we build is more or less perfect, 379 00:27:29,500 --> 00:27:31,600 but that is not how the real world looks, 380 00:27:31,800 --> 00:27:36,300 which then makes things look like sterile or or fake. 381 00:27:36,500 --> 00:27:43,200 So like our job and not only like as 3D artists or like whatever type of artist you are. 382 00:27:44,100 --> 00:27:46,300 Our job is to introduce 383 00:27:47,400 --> 00:27:52,100 very tiny layers of imperfection into our work. 384 00:27:52,500 --> 00:27:55,200 So it actually It does feel more believable. 385 00:27:55,900 --> 00:27:58,600 And since this is a lighting course, 386 00:27:58,600 --> 00:28:05,800 A lot of the things that we can do are obviously related to lighting and two cameras, 387 00:28:05,800 --> 00:28:13,300 and we've talked a little bit about it in some of the earlier sessions where I said like, hey, 388 00:28:13,300 --> 00:28:19,700 let's add some grain. Let's do some very tasteful, tweaking of chromatic aberration. 389 00:28:19,700 --> 00:28:26,400 And one of the things that is actually one of the most important things I Like 390 00:28:27,600 --> 00:28:36,400 is is the bloom because so we can first of all quickly like we only have limited ways of of 391 00:28:36,400 --> 00:28:40,400 simulating stuff here because we have to work a bit 392 00:28:40,400 --> 00:28:43,200 with the features that we just get from unreal. 393 00:28:43,800 --> 00:28:49,600 And you can do a lot of like fake lens effects using particle systems. 394 00:28:50,900 --> 00:28:56,300 However, that is not really what what's going to happen in this course. 395 00:28:56,300 --> 00:29:01,400 Because this is almost like a course of its own on how to like emulate 396 00:29:01,400 --> 00:29:04,400 lens effects using particle systems and all that kind of stuff. 397 00:29:04,500 --> 00:29:07,900 It needs some very specific texture creation, 398 00:29:07,900 --> 00:29:14,400 it has some quite involved math but it is absolutely doable to do these kind of things but 399 00:29:14,400 --> 00:29:16,500 we're going to use is we're going to use the features that 400 00:29:16,500 --> 00:29:20,300 we have at hand and so if we going to go into the bloom, 401 00:29:20,700 --> 00:29:22,000 This is basically. 402 00:29:23,200 --> 00:29:26,300 what Bloom simulates is sort of like, 403 00:29:28,300 --> 00:29:34,700 What happens inside of a lens when really strong light hits the lens. 404 00:29:35,300 --> 00:29:40,700 And then there are interactions that happen between the different lens elements inside of 405 00:29:40,700 --> 00:29:49,100 a lens that can cause something to bloom or to leak and it create certain effects, right? 406 00:29:49,800 --> 00:29:55,500 And now what we have here, as we just have our, our standard Bloom settings, right? 407 00:29:55,500 --> 00:29:59,800 So we have the method, which is set to standard We have an intensity of a threat. 408 00:30:00,000 --> 00:30:10,100 Hold this stuff does not matter until we change this up here and so the threshold to minus one. 409 00:30:10,100 --> 00:30:14,800 As far as I know, means that here minus 1 all pixels effect. 410 00:30:14,800 --> 00:30:15,900 Blue equally 411 00:30:18,100 --> 00:30:18,800 so, 412 00:30:19,000 --> 00:30:20,500 it is like 413 00:30:22,500 --> 00:30:28,100 Yeah it is basically like so if we want to limit the bloom to happen in only certain parts of the 414 00:30:28,100 --> 00:30:34,800 image, we can like excluded from other parts that are not bright enough in that sense, right? 415 00:30:35,300 --> 00:30:41,500 So the first thing that we can do is to just illustrate this here we can crank this, 416 00:30:41,600 --> 00:30:42,200 right? 417 00:30:42,500 --> 00:30:43,700 And this is like 418 00:30:45,000 --> 00:30:46,400 this is oblivion here, 419 00:30:47,400 --> 00:30:49,000 Elder Scrolls Oblivion. 420 00:30:49,100 --> 00:30:49,700 I mean 421 00:30:50,800 --> 00:30:56,100 it's this like Maybe, maybe some of you remember, like, back in the day when before like, 422 00:30:56,100 --> 00:31:00,800 because in the early days, there was no Bloom and then suddenly like video games, 423 00:31:00,800 --> 00:31:02,100 discovered the blue feature. 424 00:31:02,100 --> 00:31:05,300 So every game just had like so much Bloom and it looked 425 00:31:05,300 --> 00:31:10,100 awful at this is sort of like a bad telenovela or something. 426 00:31:10,400 --> 00:31:16,700 But so the thing is she kind of really want Bloom when something is hit by like a very very, 427 00:31:16,700 --> 00:31:17,800 very strong light. 428 00:31:18,100 --> 00:31:21,100 Like this does not look. 429 00:31:22,300 --> 00:31:27,100 Accurate either like back here, so let's reset this. 430 00:31:28,600 --> 00:31:35,300 And if I just like increase this a bit, you can see how this just starts tiny little bit like glowing. 431 00:31:35,500 --> 00:31:37,800 And also, like, back in the day, when there was no, like, 432 00:31:37,800 --> 00:31:44,700 volumetric simulations people also used Bloom to create this award dense atmosphere, 433 00:31:44,700 --> 00:31:47,400 but again, it creates this really dreamy look. 434 00:31:48,100 --> 00:31:50,600 And one thing that we can do is like when we have, 435 00:31:50,700 --> 00:31:52,400 let's say we want this, right? 436 00:31:52,900 --> 00:31:57,200 But like we want to control this because like right now the threshold 437 00:31:57,200 --> 00:31:59,800 is set to this So it's affecting everything equally. 438 00:31:59,900 --> 00:32:08,700 So let's first start with a zero and now we can see that this is basically doing kind of what we 439 00:32:08,700 --> 00:32:12,500 want because now what we're getting is where the light 440 00:32:12,500 --> 00:32:16,400 hits and grazing angers or really hot like look at this. 441 00:32:17,300 --> 00:32:22,700 So it is basically still hitting a lot of the stuff but it's kind of like where 442 00:32:22,700 --> 00:32:27,900 the Sun hits the most it really blooms because without this, 443 00:32:28,600 --> 00:32:30,100 it kind of like blooms everywhere. 444 00:32:31,800 --> 00:32:32,900 and if we set this, 445 00:32:34,200 --> 00:32:35,200 we can see, like, 446 00:32:35,700 --> 00:32:39,000 now it blooms here, where it's like, hitting really hard, right? 447 00:32:39,000 --> 00:32:48,200 So we can see how this is actually changing things up in a cool way up here. 448 00:32:49,200 --> 00:32:49,600 So, 449 00:32:49,600 --> 00:32:50,200 this 450 00:32:52,800 --> 00:32:59,100 May look a lot more filming in that sense because we're having this effect now. 451 00:33:00,100 --> 00:33:03,000 And then we can obviously tweak this even further, right. 452 00:33:03,800 --> 00:33:08,600 So we can see now we sort of like compare this to zero. 453 00:33:10,800 --> 00:33:12,900 We've removed a lot of the parts. 454 00:33:14,900 --> 00:33:18,900 And then it depends on how strong the sunlight would hit. 455 00:33:19,000 --> 00:33:21,200 We would actually still get Bloom back in. 456 00:33:22,200 --> 00:33:25,800 So here we do get a lot of Bloom and can see that next to the car. 457 00:33:27,100 --> 00:33:28,800 So if I would do this, 458 00:33:28,800 --> 00:33:30,100 there's even more bloom 459 00:33:33,000 --> 00:33:40,500 So we can sort of say how strong does something need to be hit by light to bloom and 460 00:33:40,500 --> 00:33:43,500 then when it blooms we're going to kick in at like super high 461 00:33:43,500 --> 00:33:47,200 intensity because before that we obviously had this. 462 00:33:47,600 --> 00:33:53,500 So it kind of like looks the same as we would like increase this value but this is just really how 463 00:33:53,500 --> 00:33:57,600 strong the parts balloon that bloom and this is kind of 464 00:33:57,600 --> 00:34:02,200 like where do the parts that bloom end up being okay. 465 00:34:03,700 --> 00:34:09,800 So this is really important to tweak this properly and doing like a quite high intensity but at the 466 00:34:09,800 --> 00:34:13,300 same time keeping the threshold in check can actually 467 00:34:13,300 --> 00:34:16,199 be really beneficial to create some good-looking stuff. 468 00:34:19,600 --> 00:34:22,100 So this can be really nice. 469 00:34:23,699 --> 00:34:24,400 However, 470 00:34:25,100 --> 00:34:26,699 now let's get to the important part. 471 00:34:28,100 --> 00:34:28,400 Oh, 472 00:34:28,500 --> 00:34:33,300 sorry. Also, one thing, before we go to the important part down here, 473 00:34:33,600 --> 00:34:36,800 you can tweak the Bloom as well. 474 00:34:37,800 --> 00:34:39,900 And I'm not sure if all this. Okay. 475 00:34:39,900 --> 00:34:43,900 It seems to work because it unreal for some of, these were like, completely broken. 476 00:34:44,699 --> 00:34:46,500 So, for example, 477 00:34:46,600 --> 00:34:49,199 I'm not sure if this actually does work. 478 00:34:50,000 --> 00:34:50,699 Let's see. 479 00:34:56,800 --> 00:34:57,500 That's what? 480 00:34:58,600 --> 00:35:00,400 Okay here we can see now this is purple. 481 00:35:00,500 --> 00:35:04,800 So this is fantastic because it unreal for this was completely broken 482 00:35:05,200 --> 00:35:09,500 and it was really annoying because like, using this stuff here, 483 00:35:10,200 --> 00:35:14,500 this is like so much fun because you can really 484 00:35:16,100 --> 00:35:19,000 Like, change a lot of the behavior. 485 00:35:20,200 --> 00:35:20,800 Actually, 486 00:35:21,600 --> 00:35:22,900 I'm wrong. Sorry, 487 00:35:22,900 --> 00:35:28,200 I might need to correct myself because I'm not entirely sure if this one was broken and unreal 4. 488 00:35:28,200 --> 00:35:33,800 But what was broken was the lens flares and these ones here. 489 00:35:34,700 --> 00:35:40,000 So these ones did not really work in unreal for because you can use these to 490 00:35:40,000 --> 00:35:43,500 like move the elements and all that. So we're going to look at that in a bit. 491 00:35:43,800 --> 00:35:48,600 I'm sorry for mixing the So I think the normal Bloom used to work. 492 00:35:49,000 --> 00:35:55,100 So, no matter what I wanted to talk about is lenses have very specific behavior. 493 00:35:56,500 --> 00:35:59,800 and what that means is that like, for example, 494 00:36:00,400 --> 00:36:07,400 The way that they flare so Bloom is not a word that exists necessarily in photography. 495 00:36:07,400 --> 00:36:09,700 It's more flaring. That is what it's called. 496 00:36:10,800 --> 00:36:14,100 and if we look at, 497 00:36:21,200 --> 00:36:23,400 Some of these elements here. 498 00:36:26,200 --> 00:36:33,500 So obviously, we all have the Beloved JJ, Abrams, stuff that everybody loves to hate. 499 00:36:35,100 --> 00:36:37,200 And all these kind of things. But so, basically, 500 00:36:37,300 --> 00:36:40,100 what what usually happens is this, right? 501 00:36:40,100 --> 00:36:44,600 So we have a very bright light and then it scatters throughout the lens. 502 00:36:44,600 --> 00:36:50,200 And it usually creates this one is called like a star flare or a starburst. 503 00:36:51,500 --> 00:36:54,400 And then the lens flare is actually these little elements, 504 00:36:55,200 --> 00:37:02,100 and the way that they come into existence, is that when you have like a lens, so let's say, like, 505 00:37:02,100 --> 00:37:03,300 this is the lens, right? 506 00:37:04,100 --> 00:37:05,300 Beautiful lens here. 507 00:37:05,900 --> 00:37:11,200 So, inside the lens are obviously like a tons of lenses, and they all have like, 508 00:37:11,200 --> 00:37:16,500 different like things. How they are like built and they're like, shaped differently and yada yada. 509 00:37:16,800 --> 00:37:19,500 And here, we have the sensor and the light kind of like, 510 00:37:19,500 --> 00:37:21,200 goes through this and then stuff happens, 511 00:37:22,000 --> 00:37:28,200 right. So when you see stuff like this here, like these, these traditional flares, or like, this is, 512 00:37:28,200 --> 00:37:29,800 for example, very beautiful here. 513 00:37:30,500 --> 00:37:34,700 This is what I consider to be a beautiful lens flare. So if I would make lens flares, 514 00:37:34,700 --> 00:37:36,700 I would want to have something like this. 515 00:37:37,300 --> 00:37:41,600 And these shapes that we see is light reflection, 516 00:37:41,700 --> 00:37:46,800 refraction going through these different lenses. 517 00:37:47,200 --> 00:37:53,100 And then when you like move the camera, they also Parallax in different ways And this, 518 00:37:53,100 --> 00:37:57,200 for example, is something that I consider to be, not a very beautiful and swear, 519 00:37:58,400 --> 00:38:03,000 it's just depends on, also, the aperture and stuff like that, but I really like stuff like this, 520 00:38:03,700 --> 00:38:07,700 this looks rather fake to me that's probably made in Photoshop. 521 00:38:08,500 --> 00:38:13,500 But there are some really, really beautiful lens flare effects. 522 00:38:13,800 --> 00:38:17,200 And you can see this one is probably a mobile phone lens. 523 00:38:17,800 --> 00:38:19,800 So, these effects with these dots and things, 524 00:38:19,800 --> 00:38:26,200 they often happen with Phones because their lenses are built in a very, very specific way. 525 00:38:26,800 --> 00:38:29,500 And here, again, we have a beautiful Starburst. 526 00:38:30,400 --> 00:38:31,000 So, 527 00:38:32,600 --> 00:38:34,600 when an image, 528 00:38:34,900 --> 00:38:40,400 like when something blooms usually things like this happen with the lens, 529 00:38:41,500 --> 00:38:46,100 it's not that it just looks like this here, 530 00:38:46,500 --> 00:38:49,400 right? So like if I would go in and let's say 20, 531 00:38:49,700 --> 00:38:52,900 so here you can see this is just like an equal effect. 532 00:38:53,200 --> 00:39:00,300 So it just basically blurs This and like it just glows around right and Again, 533 00:39:00,300 --> 00:39:05,400 this is not necessarily what would happen. What happened is something a lot more like this here. 534 00:39:07,500 --> 00:39:10,000 and to simulate this, 535 00:39:10,500 --> 00:39:16,600 there is another version of Bloom inside of unreal which is called the convolution bloom 536 00:39:17,600 --> 00:39:21,700 and now we could see that a little bit of something happened to the brightness here. 537 00:39:22,700 --> 00:39:24,500 And one thing that is really important to know, 538 00:39:24,500 --> 00:39:29,600 the convolution bloom is that the convolution plume per default. 539 00:39:30,000 --> 00:39:32,200 It has a bunch of settings down here. 540 00:39:32,500 --> 00:39:36,000 So like not all of the settings work for the convolution 541 00:39:36,000 --> 00:39:38,900 so you can see like the intensity it does. 542 00:39:39,500 --> 00:39:42,100 But for example, the threshold does not, 543 00:39:42,100 --> 00:39:45,300 then we have this thing here which I actually haven't used 544 00:39:48,900 --> 00:39:51,300 Okay, this would be an interesting thing to try. 545 00:39:51,400 --> 00:39:52,400 Okay? Yeah. No, 546 00:39:52,800 --> 00:39:53,800 let's not do that. 547 00:39:55,100 --> 00:39:55,700 So, 548 00:39:57,200 --> 00:40:02,000 The convolution bloom has the settings down here. So what does the convolution balloon? 549 00:40:02,000 --> 00:40:06,300 Do the convolution bloom uses a kernel texture 550 00:40:07,400 --> 00:40:10,400 and scatters it around the screen. 551 00:40:10,400 --> 00:40:18,100 And then it uses these parts where it should Bloom and it modulates them by the texture and 552 00:40:18,100 --> 00:40:22,600 per default. Even though this says None, there is actually a texture that is being used. 553 00:40:24,500 --> 00:40:25,700 And it's this one here. 554 00:40:26,300 --> 00:40:27,900 And if we open this texture, 555 00:40:30,100 --> 00:40:31,300 this is what it looks like. 556 00:40:32,700 --> 00:40:33,800 So we can see, 557 00:40:34,700 --> 00:40:39,900 this is actually a really nice Starburst blue, like effect. 558 00:40:39,900 --> 00:40:44,900 And and the most important thing is this texture is an HDR texture. 559 00:40:45,700 --> 00:40:49,300 So you can see when I expose it differently, 560 00:40:49,300 --> 00:40:51,800 there's so much more information than is visible here. 561 00:40:52,100 --> 00:40:56,800 So one thing that I really dislike is I really dislike this green and red color. 562 00:40:57,100 --> 00:41:02,200 It's like quite often these become visible when people use these textures. 563 00:41:02,500 --> 00:41:06,000 Unreal and you can instantly tell it's the default texture 564 00:41:06,000 --> 00:41:08,700 because it has these colors and stuff like that. 565 00:41:09,600 --> 00:41:13,300 But like, there's nothing wrong with this. Like these textures to make them. 566 00:41:13,700 --> 00:41:18,700 It is rather difficult because you need, 567 00:41:18,900 --> 00:41:23,600 you need to hide an emic range, right? It needs to be an HDR image that has all this. 568 00:41:23,900 --> 00:41:27,600 And so how these are usually created is you take a camera, 569 00:41:28,700 --> 00:41:35,600 And then you point a flashlight straight at the center of the camera lens in a pitch-black room. 570 00:41:36,000 --> 00:41:38,900 And then you take pictures with different exposures 571 00:41:39,200 --> 00:41:41,600 and then you merge them into an HDR image. 572 00:41:41,700 --> 00:41:46,700 And that is how this is usually created. You can also render this with like some stuff, 573 00:41:47,200 --> 00:41:49,500 but it is quite nice. 574 00:41:49,500 --> 00:41:54,000 When you have a good camera and a good lens to shoot this based on your lens, 575 00:41:56,100 --> 00:41:57,200 Anyways, 576 00:41:57,700 --> 00:41:59,400 now that we have the specified, 577 00:41:59,700 --> 00:41:59,800 what? 578 00:42:00,000 --> 00:42:02,400 Need to do is the settings down here. 579 00:42:02,600 --> 00:42:05,300 They are not tweaked for physical values. 580 00:42:06,600 --> 00:42:11,800 So, we don't necessarily get what we want up here, 581 00:42:12,400 --> 00:42:18,600 but you can see that there is something sort of affecting things already. 582 00:42:20,600 --> 00:42:24,000 So that was mostly the intensity here. 583 00:42:27,000 --> 00:42:28,700 So, how do we tweak this? 584 00:42:29,800 --> 00:42:32,600 Let's try something nice here. 585 00:42:35,500 --> 00:42:40,900 I'm going to see if I can just place a light in here. 586 00:42:43,700 --> 00:42:46,500 Where we have our metals. 587 00:42:48,300 --> 00:42:50,900 And now I'm going to just make this like way too bright. 588 00:43:00,100 --> 00:43:02,800 And now we can see here is the bloom heading. 589 00:43:04,500 --> 00:43:06,600 So here you can see how this is. 590 00:43:06,600 --> 00:43:07,300 Kind of like 591 00:43:08,700 --> 00:43:10,600 Having the star shape kind of thing. 592 00:43:12,000 --> 00:43:13,700 and if I switch back here, 593 00:43:16,000 --> 00:43:20,200 It looks like this and this is not very photorealistic. However, 594 00:43:20,200 --> 00:43:23,400 this is a lot more photorealistic 595 00:43:26,400 --> 00:43:29,100 So this is kind of, like a good way to tweak it. 596 00:43:31,400 --> 00:43:36,400 It also kind of seems like they have improved the default settings a bit more. 597 00:43:37,200 --> 00:43:38,600 So it kind of 598 00:43:41,100 --> 00:43:44,600 Seems to work with these physical values, quite well. 599 00:43:47,400 --> 00:43:49,400 Because I remember in unreal for it. 600 00:43:49,400 --> 00:43:51,700 Did not really work 601 00:43:53,000 --> 00:43:54,800 the same way, so let's see. 602 00:43:58,700 --> 00:44:00,700 And this is just shrinking it, 603 00:44:01,300 --> 00:44:03,600 I think I used to tweak this value here. 604 00:44:07,100 --> 00:44:09,600 But it actually seems kinda like, 605 00:44:10,100 --> 00:44:13,400 okay, for now. So maybe we don't really need to touch it much. 606 00:44:15,100 --> 00:44:19,600 But one thing that I want to try since I told you that, I don't really like these colors a lot. 607 00:44:24,000 --> 00:44:24,900 I thought. 608 00:44:26,100 --> 00:44:26,600 Hey, 609 00:44:26,700 --> 00:44:28,200 is there any way to 610 00:44:29,800 --> 00:44:36,500 Make this like feel better and what I did was I kind of did this here. 611 00:44:36,700 --> 00:44:38,500 So her default 612 00:44:41,000 --> 00:44:45,000 I actually like added in more variation here so you can see 613 00:44:45,000 --> 00:44:50,100 that like I just wanted this to be a bit more complex, 614 00:44:51,200 --> 00:44:52,100 kind of like this. 615 00:44:54,600 --> 00:44:57,300 We may actually tweak this a little bit more. 616 00:45:02,600 --> 00:45:04,700 To something like this, I think. 617 00:45:11,000 --> 00:45:13,100 So I was just trying to see, hey, 618 00:45:13,600 --> 00:45:18,500 how does this feel if I make it more complex and then I, 619 00:45:18,600 --> 00:45:20,500 I changed also the colors a little bit. 620 00:45:22,200 --> 00:45:24,800 So when I expose it like up here, 621 00:45:24,800 --> 00:45:33,300 you can see that it is not as green as before and I just wanted to try that and see how it feels. 622 00:45:41,000 --> 00:45:42,200 so, we can just, 623 00:45:43,700 --> 00:45:45,200 Save ass here. 624 00:45:56,300 --> 00:45:58,700 Let me see where to put this. 625 00:46:06,700 --> 00:46:08,200 When you do save copy. 626 00:46:21,500 --> 00:46:23,000 and I think, 627 00:46:25,800 --> 00:46:27,900 I should exr should be fine, I think. 628 00:46:32,000 --> 00:46:32,800 All right. 629 00:47:08,300 --> 00:47:12,700 Didn't seem like it has saved that one second. 630 00:47:31,500 --> 00:47:33,000 Okay, now it has done it. 631 00:48:02,200 --> 00:48:03,100 Okay, cool. 632 00:48:03,300 --> 00:48:04,700 So we have this 633 00:48:07,000 --> 00:48:09,700 We're going to open up our content browser. 634 00:48:12,500 --> 00:48:16,300 Go to my lighting folder. 635 00:48:18,000 --> 00:48:18,700 Just gonna 636 00:48:21,400 --> 00:48:23,300 add my Bloom kernel texture. 637 00:48:23,800 --> 00:48:27,000 So now I have it here so we can see it. 638 00:48:29,500 --> 00:48:31,600 And let's see what happens when we apply this. 639 00:48:37,500 --> 00:48:39,500 And this is very interesting, 640 00:48:39,700 --> 00:48:42,900 so there could be a bunch of reasons for this. 641 00:48:43,800 --> 00:48:46,800 So the first thing is I'm going to open this one here. 642 00:48:52,300 --> 00:48:54,300 And then I open mine. 643 00:48:57,200 --> 00:49:01,800 And now, what we need to do is we need to make sure that we have the same settings here, 644 00:49:02,800 --> 00:49:06,600 so probably go with no mitt Maps here. 645 00:49:07,300 --> 00:49:08,000 Thanks for the room, 646 00:49:09,200 --> 00:49:11,100 lol. Good. 647 00:49:19,900 --> 00:49:21,400 Is there anything else? 648 00:49:26,200 --> 00:49:28,700 I think that should actually be it but let's see. 649 00:49:30,100 --> 00:49:30,600 so, 650 00:49:30,800 --> 00:49:32,800 I have never done this before, so, you know, 651 00:49:34,000 --> 00:49:35,600 This is actually quite interesting. 652 00:49:40,400 --> 00:49:42,300 Kind of curious why this is happening. 653 00:49:46,800 --> 00:49:50,200 it could potentially be the 654 00:49:52,700 --> 00:49:54,200 changes that I did to the color. 655 00:49:55,200 --> 00:49:59,100 So I'm just going to turn off the color changes. 656 00:50:08,800 --> 00:50:09,800 And save it again. 657 00:50:24,800 --> 00:50:29,500 Because it shouldn't really cause any major problems. 658 00:50:32,200 --> 00:50:35,300 Yeah, so it probably was the color changes that I did. 659 00:50:48,200 --> 00:50:51,500 And the cool thing is like this stuff. It can actually look like pretty. 660 00:50:52,600 --> 00:50:53,300 Pretty cool. 661 00:50:53,600 --> 00:50:54,600 When you have, 662 00:50:54,900 --> 00:50:56,000 for example, 663 00:50:56,000 --> 00:50:56,800 a little 664 00:50:58,300 --> 00:50:59,800 light bulbs and stuff like that. 665 00:51:01,500 --> 00:51:06,100 So, I'm just going for my good friend, 666 00:51:06,200 --> 00:51:07,400 the editors fear. 667 00:51:09,200 --> 00:51:11,700 And I'm just going to scale this down, oops. 668 00:51:16,000 --> 00:51:17,600 Like zero point. 669 00:51:20,100 --> 00:51:21,200 Sir, find one. 670 00:51:23,500 --> 00:51:24,700 So we have this here, 671 00:51:25,100 --> 00:51:28,900 obviously, still a bit too big, but that's fine. 672 00:51:33,400 --> 00:51:34,200 And I'm going to 673 00:51:35,900 --> 00:51:37,500 do this really really quick and dirty. 674 00:51:37,500 --> 00:51:39,100 I'm just going to take my 675 00:51:41,100 --> 00:51:42,500 Sky material here. 676 00:51:46,600 --> 00:51:48,700 And I'm just going to crank the brightness. 677 00:51:52,800 --> 00:51:53,700 There you go. 678 00:51:55,900 --> 00:51:58,300 So we basically turned this into a little glowing ball. 679 00:52:04,100 --> 00:52:08,200 And here, you can already see how we have these like, because there's varying brightness. 680 00:52:08,200 --> 00:52:08,800 Obviously, 681 00:52:08,900 --> 00:52:14,300 we have these different kind of glow. Bursts happening versus 0.05. 682 00:52:14,400 --> 00:52:15,900 0.01 683 00:52:17,400 --> 00:52:19,600 0.02 five. Let's do this. 684 00:52:21,200 --> 00:52:24,700 Alright, so now I'm just going to crank the brightness, more and more. 685 00:52:24,700 --> 00:52:32,100 And now we can see how we're starting to get this like a lot more interesting. Large shape here. 686 00:52:33,800 --> 00:52:36,000 So you can see we're having something like this. 687 00:52:37,400 --> 00:52:42,700 And this does look a lot more natural than this. 688 00:52:43,900 --> 00:52:44,500 All right, 689 00:52:45,500 --> 00:52:46,800 so we can use this. 690 00:52:46,800 --> 00:52:49,100 We can also just like go back to 691 00:52:50,200 --> 00:52:53,000 the old colonel. 692 00:52:54,900 --> 00:52:55,900 Which is like this. 693 00:52:57,700 --> 00:52:58,800 So, you know, 694 00:53:00,000 --> 00:53:01,300 like I was just really, 695 00:53:02,600 --> 00:53:05,000 Playing around with this here, trying to do something. 696 00:53:08,000 --> 00:53:16,100 And this is definitely what I recommend to be used for the bloom and all these kind of things. 697 00:53:18,400 --> 00:53:19,100 So, 698 00:53:19,800 --> 00:53:22,800 we will get a lot more natural behavior. 699 00:53:23,900 --> 00:53:25,000 Generally speaking, 700 00:53:25,100 --> 00:53:26,400 when we have bright stuff, 701 00:53:28,600 --> 00:53:30,800 Which could also like 702 00:53:31,900 --> 00:53:36,100 become important for this stuff here when we like inside. 703 00:53:37,600 --> 00:53:39,600 And we'll have like a different exposure, 704 00:53:40,100 --> 00:53:41,200 which okay, 705 00:53:42,900 --> 00:53:44,200 still not bright enough, 706 00:53:44,400 --> 00:53:44,800 but, 707 00:53:45,900 --> 00:53:46,300 you know, 708 00:53:46,500 --> 00:53:50,100 well, we'll get there, it'll all come together nicely, 709 00:53:50,400 --> 00:53:52,200 but overall, 710 00:53:53,600 --> 00:53:56,700 this is just what I, what I feel like should be said, in general. 711 00:53:57,700 --> 00:54:02,000 So this took quite A bit of time to do all this, 712 00:54:02,800 --> 00:54:06,000 but I hope it was interesting and you learned a bunch 713 00:54:06,000 --> 00:54:10,100 of cool things to try regarding the bloom texture. 714 00:54:10,300 --> 00:54:11,000 So, 715 00:54:11,000 --> 00:54:15,500 what I did here was I use the channel mixer to change the color and 716 00:54:15,500 --> 00:54:20,500 that was the thing that made it goal all Bonkers. So now, you know, 717 00:54:20,600 --> 00:54:21,500 don't do that, 718 00:54:21,600 --> 00:54:23,200 and don't use the channel mixer. 719 00:54:23,700 --> 00:54:27,000 I think that Hue and saturation is usually fine, 720 00:54:27,000 --> 00:54:30,200 but it can introduce some artifacting so this This one 721 00:54:30,200 --> 00:54:33,600 here is just a rotated version set to lighten, 722 00:54:34,300 --> 00:54:35,800 so that is no problem. 723 00:54:35,800 --> 00:54:41,600 So basically this change did not really make any difference so you know that too, 724 00:54:41,700 --> 00:54:46,500 it's not really a problem but if you want to do stuff like that, don't use the channel mixer. 725 00:54:47,300 --> 00:54:48,700 And so yeah. 726 00:54:48,900 --> 00:54:51,100 We've now looked at all these things. 727 00:54:51,400 --> 00:54:57,600 And in the next session we will continue to go through the 728 00:54:57,600 --> 00:55:01,300 elements that are not necessarily the natural lighting. 729 00:55:01,300 --> 00:55:06,700 So we're going to just make sure that all these values work here because ultimately what we're 730 00:55:06,700 --> 00:55:12,300 going to do is we work towards a setup where we can do different times of day 731 00:55:12,300 --> 00:55:17,400 and different light settings and all the things they will just work in tandem. 732 00:55:17,400 --> 00:55:22,100 So right now we don't like the exterior set up. We looked at a bunch of other other things, 733 00:55:22,400 --> 00:55:27,100 but we need to get the local stuff done, like the emissive values, the lighting, 734 00:55:27,100 --> 00:55:28,900 all these kinds of things for insides. 735 00:55:29,500 --> 00:55:35,200 And then we can do a bunch of variations with different exposures and will always get 736 00:55:35,200 --> 00:55:41,900 working lighting. That looks cinematic and it's just very well pleasing to look at. 737 00:55:42,500 --> 00:55:42,900 So,61827

Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.