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These are the user uploaded subtitles that are being translated: 1 00:00:00,900 --> 00:00:02,700 Hello and welcome to the next session. 2 00:00:04,000 --> 00:00:09,800 So all the times before we've looked at static Sky boxes using HDR images. 3 00:00:11,000 --> 00:00:13,800 And for me, personally, 4 00:00:14,000 --> 00:00:18,900 this still gives the most control and potentially also, 5 00:00:18,900 --> 00:00:25,500 the highest quality since you have more control over the cube map, what the sky actually does. 6 00:00:25,900 --> 00:00:29,900 So like the sky lighting can be a little bit more sophisticated, 7 00:00:30,700 --> 00:00:32,900 but obviously that's not the only way to do it. 8 00:00:33,300 --> 00:00:36,300 I do like this a lot when I have a fixed scenario. 9 00:00:36,800 --> 00:00:44,800 So I would most of the time always prefer A HDR Sky workflow over something else. 10 00:00:45,600 --> 00:00:49,900 However, now that we have Lumen and we actually do have some proper. 11 00:00:51,500 --> 00:00:52,800 Well Dynamic, 12 00:00:53,000 --> 00:00:55,500 Global illumination and Lighting in general. 13 00:00:56,800 --> 00:01:02,400 Obviously one of the things that we can do is have a fully Dynamic Sky system. 14 00:01:04,900 --> 00:01:07,300 But I want to just quickly. 15 00:01:11,300 --> 00:01:13,200 Change my pool size here again, 16 00:01:13,300 --> 00:01:15,700 because it's probably going to complain. 17 00:01:16,100 --> 00:01:20,100 So we do have a fully Dynamic Sky system that we can use now. 18 00:01:20,200 --> 00:01:23,600 So for this reason, I created a dynamic Sky layer. 19 00:01:24,800 --> 00:01:29,900 we still have our post-process volume base and all of 20 00:01:29,900 --> 00:01:33,400 this basically starts with a few basic components 21 00:01:34,800 --> 00:01:37,200 so we can add a directional light. 22 00:01:39,100 --> 00:01:42,500 We can add a sky atmosphere. 23 00:01:43,800 --> 00:01:44,400 and 24 00:01:45,500 --> 00:01:47,700 we can add a 25 00:01:49,700 --> 00:01:50,700 skylight here. 26 00:01:54,300 --> 00:01:56,300 So these are the basic components. 27 00:01:58,000 --> 00:01:58,600 Now, 28 00:01:58,600 --> 00:02:01,000 one thing that we want to do is we want to change this to movable 29 00:02:01,000 --> 00:02:03,700 and we also want to change this to Real Time Capture. 30 00:02:04,300 --> 00:02:09,199 So it actually updates all our changes that we do per frame. 31 00:02:15,100 --> 00:02:15,300 So, 32 00:02:15,800 --> 00:02:19,000 am I actually getting some decent lighting here? 33 00:02:19,600 --> 00:02:19,900 Yo, 34 00:02:20,100 --> 00:02:20,600 so 35 00:02:22,100 --> 00:02:24,500 now one important thing to understand here is, 36 00:02:24,600 --> 00:02:32,800 you may remember how I've talked about these Differences of like how the sky is balanced out 37 00:02:32,800 --> 00:02:38,300 against the Sun. So the important thing is when you use the sky atmosphere simulation, 38 00:02:38,300 --> 00:02:45,600 it's more or less, like, you don't necessarily have the full control over these things, 39 00:02:45,600 --> 00:02:51,600 because the way that it works is it is just a lot more simulated. 40 00:02:51,600 --> 00:02:59,800 So the intensity of your sky is defined by Why the intensity of yours? 41 00:03:01,300 --> 00:03:04,400 So if I say this is like a super hot day, right? 42 00:03:04,400 --> 00:03:07,000 So let's do like our 100,000 43 00:03:08,700 --> 00:03:09,600 Lux again. 44 00:03:11,000 --> 00:03:14,100 So you can see it's just like levels it out. 45 00:03:15,100 --> 00:03:25,000 And it's kind of like the same again here so there's not really a lot of difference in that sense 46 00:03:26,100 --> 00:03:35,600 so it just like tries to to make it work anyways and you can really control 47 00:03:35,600 --> 00:03:40,500 how bright this guy is compared to how bright is the sun. 48 00:03:41,300 --> 00:03:46,100 So, one thing that is important, though is when you, when you Have your son here? 49 00:03:48,200 --> 00:03:50,800 And just going to drag this up a bit. 50 00:03:51,400 --> 00:03:53,600 So one thing that is important. 51 00:03:55,000 --> 00:03:58,300 Is when you lower your son. 52 00:04:03,900 --> 00:04:04,700 Like this, 53 00:04:05,600 --> 00:04:08,500 it will actually get slowly darker. 54 00:04:08,700 --> 00:04:13,700 That's one thing so it will lose intensity and you don't see it here. 55 00:04:14,800 --> 00:04:17,899 And it will also tint its color. 56 00:04:19,200 --> 00:04:19,899 so, 57 00:04:19,899 --> 00:04:22,400 it will become 58 00:04:26,100 --> 00:04:29,800 More red based on the color temperature, that would be accurate. 59 00:04:30,400 --> 00:04:33,400 So this all is great. 60 00:04:34,000 --> 00:04:34,700 However, 61 00:04:34,700 --> 00:04:38,800 it really means that the only controls that you have 62 00:04:40,300 --> 00:04:43,000 Are like your exposure in that sense. 63 00:04:43,600 --> 00:04:50,500 So like right now for example I feel like my exposure is way too bright so I could go in. 64 00:04:53,500 --> 00:04:56,000 And get my post-process volume here. 65 00:04:56,800 --> 00:04:57,600 Call it. 66 00:04:59,900 --> 00:05:00,800 Ppv 67 00:05:03,000 --> 00:05:03,700 sky. 68 00:05:06,300 --> 00:05:08,400 And then just to do it quick and dirty. 69 00:05:08,400 --> 00:05:13,600 I could just like offset it here and we won't see it because I have checked on bound. 70 00:05:14,600 --> 00:05:22,500 So right, I could just then control the sort of intensity of the values, kind of like this. 71 00:05:23,900 --> 00:05:24,300 So, 72 00:05:24,300 --> 00:05:25,500 I think that 73 00:05:26,700 --> 00:05:28,000 this, for example, 74 00:05:28,600 --> 00:05:30,700 looks a bit more pleasing. 75 00:05:33,700 --> 00:05:37,300 So that is obviously a very very nice thing to do. 76 00:05:38,000 --> 00:05:40,500 So now this still looks a little bit empty and that is 77 00:05:40,500 --> 00:05:44,100 because we don't really have any any fog here. 78 00:05:44,500 --> 00:05:46,800 That is not like the atmospheric fog. 79 00:05:47,400 --> 00:05:48,900 So we only have 80 00:05:50,300 --> 00:05:54,000 Or basically nothing. So we need to add our exponential height for. 81 00:05:54,500 --> 00:05:56,000 And one thing that I mentioned before, 82 00:05:56,000 --> 00:05:59,900 as you can see that these colors here are set to Black and 83 00:06:00,200 --> 00:06:03,800 is because when you go into your project settings, 84 00:06:05,400 --> 00:06:06,900 you can do. 85 00:06:08,400 --> 00:06:10,600 This high. 86 00:06:11,900 --> 00:06:15,100 So here it just search for height fog, 87 00:06:15,300 --> 00:06:18,300 you get support, Sky atmosphere affecting height fog, 88 00:06:18,900 --> 00:06:22,400 and that is really important because if these colors are not black, 89 00:06:22,400 --> 00:06:24,200 and the setting is not turned on, 90 00:06:24,400 --> 00:06:27,900 you can see how the height fog is, now basically, like, 91 00:06:28,300 --> 00:06:31,700 orange or like, almost almost purple, right? 92 00:06:34,100 --> 00:06:37,300 And the more I like roll around here, 93 00:06:37,300 --> 00:06:41,600 you can see how the height fuck changes the colors based on, 94 00:06:41,600 --> 00:06:43,600 on what the sky actually looks like. 95 00:06:46,600 --> 00:06:50,400 So and this is actually really, really nice. So here we can see. 96 00:06:50,900 --> 00:06:52,500 Yeah, this is, this is beautiful. 97 00:06:53,100 --> 00:06:56,000 So, and this without this setting, 98 00:06:56,100 --> 00:06:59,200 the height fuck would completely be disconnected all the time. 99 00:06:59,500 --> 00:07:03,700 And you may remember when I had to change the colors on the height fucked. 100 00:07:03,900 --> 00:07:07,500 Be super strong, like way above one. 101 00:07:08,000 --> 00:07:10,500 And that was because the height fought was basically 102 00:07:10,500 --> 00:07:13,500 disconnected from all all the other values. 103 00:07:14,200 --> 00:07:19,400 Now, I don't have to overwrite these colors even though I am using physical units, 104 00:07:19,400 --> 00:07:22,400 which is this very bright Sun of like 100,000. 105 00:07:22,900 --> 00:07:26,500 However, since it gets the values from the sky atmosphere, 106 00:07:26,900 --> 00:07:31,200 it will all be in sync and now we get these like really, 107 00:07:31,800 --> 00:07:33,600 really, really nice values here, right? 108 00:07:33,800 --> 00:07:34,100 Right? 109 00:07:34,300 --> 00:07:36,900 So this is all pretty 110 00:07:38,200 --> 00:07:45,200 beautiful and then of course we we can control more like density and things like that, 111 00:07:45,700 --> 00:07:49,500 but this is the basic of of the dynamic sky. 112 00:07:51,200 --> 00:07:51,900 And 113 00:07:53,200 --> 00:07:55,600 I just want to quickly go in here. 114 00:07:58,900 --> 00:08:00,800 And adjust this a little bit. 115 00:08:07,400 --> 00:08:09,500 Get a little bit brighter. 116 00:08:12,900 --> 00:08:13,800 Maybe a bit more. 117 00:08:17,700 --> 00:08:18,200 Whoops, 118 00:08:19,100 --> 00:08:22,100 -0.2 was the intention. 119 00:08:28,600 --> 00:08:32,200 So now you can see that we get something really, 120 00:08:32,700 --> 00:08:34,400 really nice here. 121 00:08:36,700 --> 00:08:41,700 And we get good readability. We get nice blue Shadows here. We get the bounce. 122 00:08:44,500 --> 00:08:51,400 So this all works just as before and actually all quite simple here. 123 00:08:53,200 --> 00:08:55,300 and we do have our Auto exposure on, 124 00:08:56,200 --> 00:09:04,800 so we still do get the adjustment, but I Offsetting it a little bit so it doesn't like get so overly bright. 125 00:09:08,000 --> 00:09:09,800 So that's one thing here. 126 00:09:10,200 --> 00:09:14,300 Now, the next thing that we can also do is right now, we don't have any clouds. 127 00:09:14,700 --> 00:09:20,300 So having clouds with this used to be a lot more difficult now. However, 128 00:09:20,500 --> 00:09:22,900 we can just I think it is in here. 129 00:09:23,100 --> 00:09:23,500 Yeah, 130 00:09:23,800 --> 00:09:27,000 we can just add the volumetric cloud actor. 131 00:09:27,500 --> 00:09:31,200 And what we get is some really, really bad looking clouds. 132 00:09:32,100 --> 00:09:32,800 So, 133 00:09:32,800 --> 00:09:37,400 one thing that I would like to tell anyone is 134 00:09:38,500 --> 00:09:45,300 please don't use these clouds like so often. I see like portfolio stuff. 135 00:09:45,700 --> 00:09:51,200 We're like someone just like throws this in and goes like, yeah. Well metric clouds, whoo. 136 00:09:51,600 --> 00:09:56,300 And then I see this. And and the actual portfolio seed looks like super good, right? 137 00:09:56,400 --> 00:09:58,400 Like like this environment, for example, 138 00:09:58,800 --> 00:10:00,500 like if I go, 139 00:10:01,000 --> 00:10:01,700 I don't know like that. 140 00:10:01,900 --> 00:10:02,200 Here, 141 00:10:02,600 --> 00:10:04,000 which is like, look at this. 142 00:10:04,400 --> 00:10:11,200 This is like beautiful, but these clouds just completely destroy the illusion of that. 143 00:10:11,200 --> 00:10:16,200 This might actually be something super realistic because no clouds look like this. 144 00:10:16,700 --> 00:10:21,700 And that is something that makes me a little bit sad because before the volumetric clouds, 145 00:10:21,700 --> 00:10:25,000 there was another default Skydome from from epic, 146 00:10:25,400 --> 00:10:31,200 and it's just saddens me. That epic always provides the worst-looking. Default thing, 147 00:10:31,200 --> 00:10:38,000 they Can even though they release like demo content that has way better looking stuff. Like, 148 00:10:38,000 --> 00:10:42,700 for example, the sky that comes with the value of the ancient looks so much better. 149 00:10:43,200 --> 00:10:49,100 And then I see so many people just dropping the default Skydome like the 150 00:10:49,100 --> 00:10:53,300 old unreal for default Skydome, for example, or this thing into this scene, 151 00:10:53,600 --> 00:10:58,100 and it just looks really bad. I'm very sorry, this just does not look natural. 152 00:10:59,000 --> 00:11:00,500 So how can we fix this? 153 00:11:01,000 --> 00:11:06,200 So I hope it's going to work now because like, I've had some issues. 154 00:11:08,100 --> 00:11:12,900 Getting this to work, to be honest, it doesn't work. Consistently, however, 155 00:11:13,000 --> 00:11:16,300 if you go into your plugins folder here, 156 00:11:17,300 --> 00:11:19,600 And you search for volume. 157 00:11:20,200 --> 00:11:24,600 You get this volume metrics and this is a library of stuff, 158 00:11:24,600 --> 00:11:30,300 a blue prints and textures and all these kind of things that are or have to do with volumetrics. 159 00:11:31,200 --> 00:11:33,400 There's a bunch of really helpful stuff in here. 160 00:11:33,500 --> 00:11:37,800 So in the content browser, you can go to engine plugins, 161 00:11:40,300 --> 00:11:44,400 And then here, we have develop metrics content. 162 00:11:46,100 --> 00:11:52,700 And here we do have a bunch of materials. 163 00:11:57,600 --> 00:11:58,200 so, 164 00:12:11,800 --> 00:12:14,300 I think this is the stuff that we can use here. 165 00:12:25,000 --> 00:12:26,500 Let's see if it's working. 166 00:12:28,300 --> 00:12:29,500 Doesn't do anything. 167 00:12:29,700 --> 00:12:35,200 So we might need to trial and error a little bit here because I got some of them. 168 00:12:35,200 --> 00:12:36,400 I got them to work. 169 00:12:38,200 --> 00:12:42,700 When I tried this the last time because the the paint clouds, they don't, 170 00:12:43,300 --> 00:12:44,200 it was just there. 171 00:12:44,600 --> 00:12:45,300 I don't get it. 172 00:12:45,600 --> 00:12:47,500 So this is the thing that I had with this, 173 00:12:47,600 --> 00:12:54,900 we're like it just appeared for a super short amount of time and then it just like went away. 174 00:12:55,900 --> 00:12:57,100 So how 175 00:13:01,400 --> 00:13:03,500 I change this and nothing happens. 176 00:13:08,300 --> 00:13:12,000 So this is really sorry. What's the red thing here? 177 00:13:13,400 --> 00:13:14,800 Never seen this one before. 178 00:13:19,000 --> 00:13:21,000 It might be the wind Force. 179 00:13:22,900 --> 00:13:24,400 That is possible. 180 00:13:25,300 --> 00:13:28,600 Anyways, so let's try and see if we can actually find one. 181 00:13:30,000 --> 00:13:33,000 that works because again, 182 00:13:34,700 --> 00:13:35,500 They are. 183 00:13:36,800 --> 00:13:37,700 Not very, 184 00:13:37,800 --> 00:13:44,900 very nice. Otherwise and like, some have the the paint in it and the paint, 185 00:13:45,100 --> 00:13:50,400 it means that you need to like, turn on the cloud painting, plug-in for this to work. 186 00:13:50,400 --> 00:13:55,300 And then you need to like paint the clouds in and you need to set up a render Target and all these 187 00:13:55,300 --> 00:14:00,300 kinds of things and that goes a little bit beyond the scope for, for what we're doing here. 188 00:14:00,600 --> 00:14:05,300 So, I'm really just trying to find a Shader that hopefully, like, 189 00:14:06,000 --> 00:14:07,500 quick and dirty. 190 00:14:08,800 --> 00:14:10,000 Does the job. 191 00:14:12,900 --> 00:14:18,400 Well, actually, I realized that this 12 has a render Target. 192 00:14:21,500 --> 00:14:22,500 I think. 193 00:14:23,500 --> 00:14:30,200 What we could do is just replace the render Target with white because I think 194 00:14:30,200 --> 00:14:33,700 all the ones that use the render Target are the ones that need to be painted. 195 00:14:43,200 --> 00:14:45,500 And this one needs to be painted to just like, 196 00:14:45,600 --> 00:14:46,200 I'm sorry. 197 00:14:46,400 --> 00:14:47,800 So let's get, let's try this. 198 00:14:47,900 --> 00:14:50,500 Let's go and here we go. 199 00:14:51,900 --> 00:14:52,600 Here. 200 00:14:54,200 --> 00:14:56,900 And let's try to fix this. 201 00:15:00,000 --> 00:15:01,700 Text sample here. 202 00:15:07,400 --> 00:15:10,500 And these so you can see these are the volumetric like textures. 203 00:15:13,300 --> 00:15:17,400 Here is the render Target and 204 00:15:20,800 --> 00:15:22,200 I'm just going to apply this. 205 00:15:23,400 --> 00:15:26,600 I have no idea what's going to happen but this is half the fun. 206 00:16:03,400 --> 00:16:04,900 Just like trying to find. 207 00:16:06,800 --> 00:16:08,000 The Brows this one again. 208 00:16:46,900 --> 00:16:51,200 They all have that render Target thing. 209 00:17:03,200 --> 00:17:06,099 Which is a bit frustrating. 210 00:17:17,500 --> 00:17:21,400 So this is why it's so so difficult to get like proper clouds 211 00:17:22,500 --> 00:17:24,300 because you can't just 212 00:17:25,900 --> 00:17:27,300 Use one of these. 213 00:17:34,700 --> 00:17:35,800 but I think, 214 00:17:48,100 --> 00:17:50,100 I should sort of be able to, 215 00:17:52,800 --> 00:17:59,800 Set some of these. So they're all based on this one and we have Sky texture scale in kilometers. 216 00:18:12,800 --> 00:18:16,500 Is this not based on the same Shader? 217 00:18:17,900 --> 00:18:18,500 It is. 218 00:18:23,700 --> 00:18:24,300 Here. 219 00:18:26,300 --> 00:18:30,300 Let's try if we can actually change something here. 220 00:18:57,900 --> 00:19:01,000 Well, this is looking very bad. Great stuff. 221 00:19:01,300 --> 00:19:02,100 Hahaha 222 00:19:29,300 --> 00:19:30,900 I think this is the bat one. 223 00:19:31,600 --> 00:19:34,700 It is God, I hate it so much. 224 00:19:44,100 --> 00:19:48,800 And these are all the others I guess we just for now have to live with this. 225 00:19:49,000 --> 00:19:52,800 I feel very bad because so usually I built my own. 226 00:19:54,000 --> 00:19:58,700 I've been digging quite a bit into this but not the way like the the Epic 227 00:19:58,700 --> 00:20:04,000 materials are done with all the render targets and that kind of stuff. 228 00:20:06,400 --> 00:20:09,700 So can't really talk much about that. 229 00:20:10,300 --> 00:20:13,700 So but here's a few things that, that is pretty cool with the clouds. 230 00:20:14,000 --> 00:20:15,000 So right now, 231 00:20:15,100 --> 00:20:19,000 you can see that the sun is behind the clouds, 232 00:20:19,800 --> 00:20:21,500 but not really much is happening. 233 00:20:22,400 --> 00:20:23,100 So, 234 00:20:23,500 --> 00:20:26,900 what we can do is we can 235 00:20:30,100 --> 00:20:34,400 I always forget in which one it is, but it might actually be in the direction of light. 236 00:20:37,500 --> 00:20:40,200 So ended directional light. 237 00:20:46,700 --> 00:20:47,400 Here. 238 00:20:48,500 --> 00:20:50,700 So we can do cast Shadows on clouds. 239 00:20:51,900 --> 00:20:55,200 And that can quite often, not make a huge difference. 240 00:20:55,500 --> 00:20:59,800 So always like depends a little bit cast. Shadows on atmosphere is pretty. 241 00:21:00,000 --> 00:21:03,000 Look. But then cast Cloud Shadows is this year. 242 00:21:04,300 --> 00:21:06,200 and the cool thing with this is, 243 00:21:06,200 --> 00:21:10,700 is that now the clouds are actually 244 00:21:12,000 --> 00:21:16,200 Casting Shadow onto the terrain so now they're just 245 00:21:16,200 --> 00:21:19,100 so huge that everything is kind of in Shadow. 246 00:21:20,200 --> 00:21:24,200 which is a little bit unfortunate because we just don't really have 247 00:21:25,500 --> 00:21:26,500 that kind of 248 00:21:27,700 --> 00:21:30,800 like good-looking clouds right now. 249 00:21:31,900 --> 00:21:36,100 And there's a bunch of like a lot of parameters that we can do, we can do here. 250 00:21:36,300 --> 00:21:36,700 But this, 251 00:21:36,700 --> 00:21:40,400 basically replaces the light function to 252 00:21:42,200 --> 00:21:48,800 To cast Shadow from the Sun. And you can see that if I move the Sun, 253 00:21:51,100 --> 00:21:51,900 Over here. 254 00:21:52,300 --> 00:21:58,500 You can see that. Like right now we do have some here and we do have Shadow back there. 255 00:21:59,400 --> 00:22:02,600 So this is kind of like really really nice. 256 00:22:03,300 --> 00:22:09,400 And when you have like a shadow on atmosphere and stuff like that 257 00:22:10,600 --> 00:22:13,900 that means that if you have a very thick atmosphere, 258 00:22:16,300 --> 00:22:19,500 you will get basically God Rays, coming through the clouds. 259 00:22:20,600 --> 00:22:22,100 From the, 260 00:22:23,000 --> 00:22:24,000 from the atmosphere. 261 00:22:24,000 --> 00:22:25,500 So let's see if I just 262 00:22:27,400 --> 00:22:30,300 kind of wasn't this one. 263 00:22:30,300 --> 00:22:33,800 I think it was this one that made it more like 264 00:22:39,600 --> 00:22:41,500 so I haven't done these quite a long time, 265 00:22:41,500 --> 00:22:45,800 but we should in theory based on atmosphere thickness. 266 00:22:46,200 --> 00:22:47,200 Get more 267 00:22:50,900 --> 00:22:54,100 More got rice and it is pretty hard to begin again because these 268 00:22:54,100 --> 00:22:58,600 clouds don't have a lot of room here to to do good stuff. 269 00:23:02,100 --> 00:23:05,300 But you can see how we get like a really nice 270 00:23:06,400 --> 00:23:08,000 Sky, simulation going. 271 00:23:11,000 --> 00:23:14,800 and one thing that I wanted to look at with this as well, 272 00:23:17,200 --> 00:23:19,800 if we go to our post-process volume base, 273 00:23:21,200 --> 00:23:23,200 You may remember that. 274 00:23:23,300 --> 00:23:26,000 I said that the lens flares. 275 00:23:27,500 --> 00:23:28,900 Look really, really bad. 276 00:23:29,000 --> 00:23:31,800 And I also said, please don't ever use this, 277 00:23:31,800 --> 00:23:36,100 because this is basically the thing that I see when there's a game on the market, 278 00:23:36,300 --> 00:23:39,600 and this is unreal game and I just look at this and I just 279 00:23:40,900 --> 00:23:44,500 It very, very, very bad. 280 00:23:47,600 --> 00:23:49,600 So you usually don't want that. 281 00:23:50,100 --> 00:23:50,700 However, 282 00:23:50,700 --> 00:23:57,600 so real cameras have profiles for this and I found this really cool website on Pentax forums. 283 00:23:58,600 --> 00:23:59,800 You can see it up here. 284 00:24:00,800 --> 00:24:05,700 We're like there are a bunch of nerds, like real like nerd. Stay there. 285 00:24:05,700 --> 00:24:07,500 They do like scientific stuff here. 286 00:24:07,500 --> 00:24:08,600 It's like these guys 287 00:24:09,900 --> 00:24:14,500 and they started basically sampling these camera profiles. 288 00:24:14,800 --> 00:24:20,200 And you can see this is the lens profile here. Like they call it. 289 00:24:20,900 --> 00:24:22,000 What do they call it? 290 00:24:24,200 --> 00:24:25,900 So basically it is the bouquet, 291 00:24:26,000 --> 00:24:30,600 but there's a psf, I think circular psf, 292 00:24:32,800 --> 00:24:33,900 that's what they call it. 293 00:24:34,000 --> 00:24:39,500 And here you have this kind of textures and this stuff is kind of what you what you 294 00:24:39,500 --> 00:24:46,000 want to certain degree when you when you work with these these elements. 295 00:24:46,300 --> 00:24:47,000 So just go 296 00:24:49,200 --> 00:24:51,000 Download one of these. 297 00:24:54,100 --> 00:24:55,500 Into my textures folder. 298 00:24:57,300 --> 00:24:58,700 And you kind of like you, 299 00:24:59,300 --> 00:25:00,300 please don't use these. 300 00:25:01,700 --> 00:25:03,900 So you kind of want to have a decent text right here. 301 00:25:08,200 --> 00:25:10,400 I'm just going to go in to 302 00:25:12,300 --> 00:25:13,600 writing folder here. 303 00:25:19,700 --> 00:25:22,300 And then I'll just go ahead and drag this in. 304 00:25:24,500 --> 00:25:28,300 And of course this has probably like a weird size now. 305 00:25:28,400 --> 00:25:34,400 Yeah, it's 896 by 862 you kind of want to give this some treatment, 306 00:25:34,400 --> 00:25:37,400 make it proper like 512 by 512 or something, 307 00:25:38,400 --> 00:25:42,500 but for now we're going to roll like this. So the first thing, 308 00:25:42,500 --> 00:25:48,600 what I do is that you do this thing and you can see it's still kind of looks really shitty. 309 00:25:49,400 --> 00:25:52,400 So we may need to look at our texture settings here. 310 00:25:53,400 --> 00:25:55,700 So we do have no MIT maps. 311 00:25:55,900 --> 00:25:57,900 That is good already. 312 00:25:59,200 --> 00:26:04,300 This all looks good. Does this make any difference? I don't think it should. 313 00:26:07,100 --> 00:26:10,400 So this might actually be a limitation. 314 00:26:12,400 --> 00:26:15,500 For unreal itself, 315 00:26:15,800 --> 00:26:22,800 how they how they have changed it, potentially because this did not always be this, pixelated. 316 00:26:23,100 --> 00:26:25,500 And I think the texture, we can all see here. 317 00:26:26,900 --> 00:26:29,300 Is pretty good. Here, 318 00:26:30,600 --> 00:26:35,900 I'm gonna try sometimes using the texture group can help. 319 00:26:46,200 --> 00:26:48,100 Justice making any difference. 320 00:26:53,900 --> 00:26:56,600 That is very, very unfortunate. 321 00:26:56,900 --> 00:26:59,800 I'm going to try one more thing. 322 00:27:00,000 --> 00:27:01,300 Sister used to be. 323 00:27:03,400 --> 00:27:04,000 The. 324 00:27:05,800 --> 00:27:07,500 Vector displacement. 325 00:27:20,500 --> 00:27:21,600 Not here anymore. 326 00:27:26,200 --> 00:27:28,900 So this is all good here because you don't want this to be streamed 327 00:27:28,900 --> 00:27:31,800 and all that you want this to be the highest Fidelity possible. 328 00:27:32,900 --> 00:27:34,400 But as we can see, 329 00:27:36,600 --> 00:27:37,700 It doesn't really work. 330 00:27:38,500 --> 00:27:40,100 So one thing that 331 00:27:41,200 --> 00:27:46,700 I don't like is the coloring and also like the way some of these are distributed, 332 00:27:47,600 --> 00:27:48,400 so 333 00:27:50,600 --> 00:27:53,400 I think that this here is the position. 334 00:27:53,900 --> 00:27:59,100 Yeah. So here, you can see that we can kind of like offset it with the alpha. 335 00:27:59,400 --> 00:28:04,400 So we can create like opposite artifacts here as well. So it's kind of like behind the sun, 336 00:28:04,800 --> 00:28:05,400 right? 337 00:28:06,400 --> 00:28:11,100 So that is one really cool thing and then we can also dig 338 00:28:11,100 --> 00:28:16,900 in here and we can change the color and honestly, 339 00:28:17,200 --> 00:28:20,300 it makes me a little bit Furious that the resolution. 340 00:28:20,400 --> 00:28:22,700 Solo because unreal, 341 00:28:22,700 --> 00:28:26,200 the resolution was an unreal 4 at is the resolution was 342 00:28:26,200 --> 00:28:29,100 not that low so this already looks a bit better. 343 00:28:31,500 --> 00:28:36,400 And then we can just slowly go in 344 00:28:37,500 --> 00:28:40,000 and tweak all these these elements. 345 00:28:40,100 --> 00:28:42,800 So this one is here. 346 00:28:44,200 --> 00:28:47,500 And we kind of want to have it more. 347 00:28:49,100 --> 00:28:51,100 Orange, I presume. 348 00:28:54,000 --> 00:28:59,900 so this is just like how you go through these and one thing that I also like to do is I usually like 349 00:28:59,900 --> 00:29:03,700 to scale them up quite a bit and now for some reason they got 350 00:29:03,700 --> 00:29:09,400 a lot of software which is more how I remember this being so 351 00:29:11,500 --> 00:29:11,700 You know, 352 00:29:11,700 --> 00:29:16,000 you can at least try to do something a little bit with these so 353 00:29:16,000 --> 00:29:21,700 to make them not look as generic as they as they used to. 354 00:29:25,200 --> 00:29:28,700 Just going to do this. And I make this like purple. 355 00:29:30,100 --> 00:29:35,100 And then I'm going to take the next one and bring it way closer. 356 00:29:40,000 --> 00:29:44,600 Kind of like this. So now it's flipped but it still gives me kind of like what I want. 357 00:29:45,600 --> 00:29:47,600 And then we take this guy. 358 00:29:51,100 --> 00:29:53,000 Don't we take this guy. 359 00:29:56,300 --> 00:29:59,800 And this one we make it purple again. 360 00:30:04,300 --> 00:30:06,000 That we take this guy. 361 00:30:10,700 --> 00:30:12,100 And where is the last one? 362 00:30:12,500 --> 00:30:13,900 Let's have a look at this one. 363 00:30:24,500 --> 00:30:28,500 So I think we want to move these all in a little bit more. 364 00:30:29,400 --> 00:30:33,500 So this guy will go here. 365 00:30:35,400 --> 00:30:36,500 This guy. 366 00:30:48,000 --> 00:30:48,400 Okay. 367 00:31:03,500 --> 00:31:04,700 I really want this. 368 00:31:05,300 --> 00:31:08,800 I think the problem is that I moved this the other way around so I want 369 00:31:08,800 --> 00:31:14,100 them to be a little bit closer so it's by no means perfect, right? 370 00:31:15,100 --> 00:31:21,300 However I think that it still gives a bit more 371 00:31:26,300 --> 00:31:30,500 A bit more like something that works a bit nicer. 372 00:31:32,100 --> 00:31:34,000 And then just move them all back. 373 00:31:34,200 --> 00:31:34,600 Yeah. 374 00:31:36,900 --> 00:31:39,000 So, we got this guy. 375 00:31:45,000 --> 00:31:48,300 So it's just kind of want to space them out in a proper way 376 00:31:49,900 --> 00:31:54,100 and obviously it is a bit too intense right now which is completely fine. 377 00:32:04,200 --> 00:32:11,100 Because like what we'll do is what kind of like tone them down eventually a little bit. 378 00:32:15,100 --> 00:32:17,800 so, our intensity is going to be like, 379 00:32:19,100 --> 00:32:20,300 A lot lower. 380 00:32:22,700 --> 00:32:24,700 So it's not as in our face. 381 00:32:25,100 --> 00:32:28,400 But again, this is not the most beautiful lens flare, but at least, 382 00:32:28,400 --> 00:32:30,900 this looks like so much better than the stock lens flare. 383 00:32:31,200 --> 00:32:37,000 And again, you can tweak the distances and all these kind of things like quite a lot. 384 00:32:37,700 --> 00:32:44,400 So that is definitely one way to do things and and just improve it. 385 00:32:48,600 --> 00:32:49,900 And then let's see, 386 00:32:50,700 --> 00:32:55,100 because the screen bird feature. 387 00:32:57,700 --> 00:32:59,900 Was kind of broken. 388 00:33:00,600 --> 00:33:06,200 A little bit and unreal 4 and when the lens flare hits and you have some screen dirt, 389 00:33:06,500 --> 00:33:11,500 the elements actually combine and the screen dirt. Here is this thing, 390 00:33:11,500 --> 00:33:12,500 the dirt mask 391 00:33:16,200 --> 00:33:18,600 And there used to be something. Yeah, 392 00:33:18,700 --> 00:33:19,600 like this thing. 393 00:33:21,100 --> 00:33:24,400 And it basically gets triggered when light hits it. 394 00:33:29,200 --> 00:33:31,700 And again, I don't know if it still works. 395 00:33:31,900 --> 00:33:33,400 It kind of used to work. 396 00:33:34,000 --> 00:33:37,300 I think I'm seeing something here. This one is probably the screen, dirt. 397 00:33:38,800 --> 00:33:40,300 Yeah, yeah, yeah. Well get it. 398 00:33:40,900 --> 00:33:42,900 So here you can see the screen dirt now, 399 00:33:43,800 --> 00:33:48,100 and it gets triggered more when the lens flare also hits it a bit, 400 00:33:48,500 --> 00:33:52,400 so you can get some nice combine shapes here with the, with the lens flare. 401 00:33:52,800 --> 00:33:58,900 And These things like obviously this is just the cheapest texture that I got, 402 00:33:59,200 --> 00:34:03,900 but like these things they can work really well in tandem to to make it. 403 00:34:03,900 --> 00:34:06,600 Just look a little bit better than it usually does, 404 00:34:07,500 --> 00:34:08,699 but it needs again, 405 00:34:08,800 --> 00:34:10,600 it needs some careful tweaking. 406 00:34:14,699 --> 00:34:19,600 And the careful tweaking can take quite some time. Like this might be a bit too much here, 407 00:34:20,699 --> 00:34:22,500 but then also, 408 00:34:22,500 --> 00:34:23,400 if I 409 00:34:24,600 --> 00:34:26,500 take my camera here, 410 00:34:27,800 --> 00:34:28,900 and I'll just 411 00:34:30,800 --> 00:34:32,100 Duplicate this. 412 00:34:39,400 --> 00:34:39,900 like, 413 00:34:40,199 --> 00:34:40,800 you know, 414 00:34:41,199 --> 00:34:42,400 you can start, 415 00:34:43,699 --> 00:34:44,800 this is obviously very, 416 00:34:45,699 --> 00:34:47,199 very bright now here, 417 00:34:58,900 --> 00:35:02,500 But you can, you can get some, some stuff that does not look. 418 00:35:04,000 --> 00:35:04,400 Well, 419 00:35:04,900 --> 00:35:05,700 super shitty. 420 00:35:06,900 --> 00:35:07,800 Let's call it that. 421 00:35:07,900 --> 00:35:13,100 So you can get something a lot more more natural this way. 422 00:35:14,600 --> 00:35:17,600 And I think this works works quite well. 423 00:35:19,200 --> 00:35:20,000 So, 424 00:35:20,500 --> 00:35:23,800 how about we take this? 425 00:35:29,500 --> 00:35:31,100 And then we 426 00:35:32,200 --> 00:35:34,000 go out of my camera. 427 00:35:38,200 --> 00:35:39,000 Pindus. 428 00:35:41,400 --> 00:35:42,400 And then, 429 00:35:46,600 --> 00:35:48,400 Take our directional light. 430 00:35:57,400 --> 00:35:58,800 Bring it over. 431 00:36:04,500 --> 00:36:07,000 And now it would be kinda. 432 00:36:09,300 --> 00:36:10,300 Beautiful. 433 00:36:13,400 --> 00:36:14,800 To not have the clouds here. 434 00:37:26,800 --> 00:37:28,900 so now we have 435 00:37:32,800 --> 00:37:34,100 something pretty cool here. 436 00:38:33,400 --> 00:38:34,000 but now, 437 00:38:35,200 --> 00:38:39,200 One thing that I would like to quickly try and then I think we're, 438 00:38:39,600 --> 00:38:43,200 we're pretty much done here. We've covered a lot of content so far. 439 00:38:43,200 --> 00:38:44,600 We've covered a lot of tricks. 440 00:38:46,100 --> 00:38:46,700 So, 441 00:38:48,300 --> 00:38:49,600 I would like to see. 442 00:38:51,300 --> 00:38:58,300 If I can do something cool with this Cloud material, even though it is not that great. 443 00:39:01,200 --> 00:39:02,100 So, 444 00:39:02,700 --> 00:39:05,800 let's go into the clouds here. 445 00:39:09,000 --> 00:39:10,300 Open this up. 446 00:39:15,900 --> 00:39:16,800 Key. 447 00:39:23,900 --> 00:39:24,700 Wow. 448 00:39:26,600 --> 00:39:27,500 Okay. 449 00:39:37,300 --> 00:39:39,100 That is very sensitive. 450 00:39:46,600 --> 00:39:46,800 so, 451 00:39:46,800 --> 00:39:48,700 what I'm trying to do here is 452 00:39:51,400 --> 00:39:53,600 I'm trying to figure out. Yeah. 453 00:39:55,000 --> 00:39:55,800 Yeah, 454 00:39:56,700 --> 00:39:59,100 kinda trying to get more. 455 00:40:00,600 --> 00:40:01,800 Coverage. 456 00:40:07,900 --> 00:40:08,900 Nope, that's less. 457 00:40:20,300 --> 00:40:21,700 What does beer powder? 458 00:40:22,900 --> 00:40:25,000 Why do clouds have beer powder? 459 00:40:33,800 --> 00:40:34,200 Well. 460 00:40:40,900 --> 00:40:44,300 I think this one here might be my best bet to get something. 461 00:40:53,900 --> 00:40:54,500 Or 462 00:40:55,700 --> 00:40:56,500 not. 463 00:41:00,300 --> 00:41:01,100 Are we go? 464 00:41:02,500 --> 00:41:06,800 This is a lot more overcast. 465 00:41:12,700 --> 00:41:13,300 Okay, 466 00:41:18,400 --> 00:41:19,200 so let's do this. 467 00:41:21,200 --> 00:41:21,800 So, 468 00:41:22,000 --> 00:41:25,000 overcast is one of the most tricky things to do. 469 00:41:26,500 --> 00:41:30,300 Because with overcast, as you can see here, 470 00:41:30,600 --> 00:41:33,600 we don't really have a son. 471 00:41:37,000 --> 00:41:40,600 And the only light source that we have is pretty much the sky. 472 00:41:41,300 --> 00:41:46,900 And then usually it is also the case that the sky is like incredibly white. 473 00:41:47,000 --> 00:41:49,100 So like this war, 474 00:41:51,500 --> 00:41:56,300 so we have a very strong top light as what I call it 475 00:41:57,600 --> 00:41:58,900 and additionally, 476 00:41:59,400 --> 00:41:59,900 quite often, 477 00:42:00,000 --> 00:42:02,900 And there is a little bit of like, moisture in the air. 478 00:42:02,900 --> 00:42:06,000 So stuff looks a bit wet and we get this very strong like top, 479 00:42:06,000 --> 00:42:06,500 she 480 00:42:08,200 --> 00:42:12,000 And it is not very, very easy to do. And of course, 481 00:42:12,000 --> 00:42:17,200 things look very flat which is the reason that when you go out for 3D scanning, 482 00:42:18,500 --> 00:42:22,800 You really kind of want to use overcast, 483 00:42:23,400 --> 00:42:24,400 so 484 00:42:26,000 --> 00:42:28,000 everything looks kind of 485 00:42:29,400 --> 00:42:34,600 unlit almost, so it's the best conditions to sort of like, do this. 486 00:42:36,300 --> 00:42:36,900 now, 487 00:42:38,600 --> 00:42:44,500 I want though that this looks a lot more locked in, 488 00:42:45,800 --> 00:42:47,200 in terms of 489 00:42:48,500 --> 00:42:50,500 I want this to really shine here. 490 00:42:52,100 --> 00:42:55,700 So, I think we should start at maybe eight. 491 00:42:58,500 --> 00:42:59,900 And then of course, 492 00:43:00,000 --> 00:43:05,900 what we need to do is we need to tweak our directional light because remember, now, 493 00:43:05,900 --> 00:43:09,800 the whole atmosphere is lit by the intensity of the directional light. 494 00:43:10,100 --> 00:43:11,700 So if this is overcast, 495 00:43:12,400 --> 00:43:14,700 maybe something like 5,000 will do. 496 00:43:18,800 --> 00:43:20,100 That's still very bright. 497 00:43:22,400 --> 00:43:26,500 So we don't really have a lot of sun here available right now. 498 00:43:31,000 --> 00:43:34,200 So we can clearly see this. 499 00:43:39,300 --> 00:43:40,100 and then, 500 00:43:40,700 --> 00:43:42,100 in our fog, 501 00:43:45,500 --> 00:43:46,500 Or actually. 502 00:43:48,300 --> 00:43:50,100 In our Sky atmosphere. 503 00:43:53,200 --> 00:43:57,700 We probably want some more of this. 504 00:44:00,000 --> 00:44:05,300 So we're already getting like a lot more fog here and this is starting to look pretty cool. 505 00:44:06,600 --> 00:44:10,000 And the lights are quite still nice brightness, 506 00:44:10,000 --> 00:44:10,700 and all that 507 00:44:12,300 --> 00:44:18,300 one thing that really annoys me is the way that the emissive surfaces render over distance. 508 00:44:18,600 --> 00:44:22,900 So this is not really something that I can do much. I would need to research this a bit better. 509 00:44:23,700 --> 00:44:28,200 It can be nanite related, but then on the other hand, 510 00:44:28,300 --> 00:44:32,300 also one thing that has a difference here is the screen percentage. 511 00:44:33,800 --> 00:44:38,500 so it just becomes cleaner with higher resolution obviously, 512 00:44:40,100 --> 00:44:41,400 So this is a little bit. 513 00:44:42,800 --> 00:44:44,400 One might say unfortunate. 514 00:44:48,200 --> 00:44:49,700 so, now going in here, 515 00:44:51,800 --> 00:44:53,400 Turning on the volumetrics. 516 00:44:55,300 --> 00:44:59,800 And then cranking us this folk dance. 517 00:45:00,000 --> 00:45:04,000 That he very ever. So slightly, 518 00:45:06,700 --> 00:45:08,800 And I think we need a lot more. 519 00:45:21,000 --> 00:45:25,100 Also, one thing that we can do here, you can see how the volumetric is leaking out. 520 00:45:28,200 --> 00:45:29,600 So, you can just take this. 521 00:45:31,800 --> 00:45:32,800 Open the blueprint. 522 00:45:35,500 --> 00:45:37,400 And on the rectangular light here. 523 00:45:38,700 --> 00:45:39,800 if we scroll down, 524 00:45:40,000 --> 00:45:43,500 we can say can cast 525 00:45:45,300 --> 00:45:46,200 electric shadow. 526 00:45:47,900 --> 00:45:55,000 And now you can see that it's sort of like respects the geometry more, 527 00:45:55,000 --> 00:45:56,200 so it doesn't leak as much. 528 00:45:56,200 --> 00:45:58,000 So it actually creates like a 529 00:46:00,000 --> 00:46:01,200 Shadow here from it. 530 00:46:02,500 --> 00:46:04,400 So it looks a lot less leaky. 531 00:46:09,300 --> 00:46:16,300 So one thing now that I can see here is that I'm sort of feeling that this is a little bit, 532 00:46:16,900 --> 00:46:19,900 not foggy enough just yet. 533 00:46:21,400 --> 00:46:28,400 So what I'm going to do is I'm going to start to increase the extinction here a little bit. 534 00:46:29,500 --> 00:46:30,600 Let's say two. 535 00:46:31,700 --> 00:46:35,100 And now what we can also do is we can go into our Skylight 536 00:46:35,100 --> 00:46:39,500 here and the Skylight has a volumetric scattering intensity. 537 00:46:41,500 --> 00:46:44,800 So we can just seems to be 538 00:46:47,100 --> 00:46:48,500 all this one actually doesn't work. 539 00:46:50,500 --> 00:46:52,200 That is very interesting. 540 00:46:52,600 --> 00:46:55,300 So this used to work quite a bit here. 541 00:46:56,800 --> 00:46:59,300 For some reason, it doesn't seem too. 542 00:47:01,000 --> 00:47:01,700 To do so. 543 00:47:04,000 --> 00:47:07,600 So, the only way here for us now is to really work. 544 00:47:09,000 --> 00:47:10,600 What the fuck itself? 545 00:47:17,900 --> 00:47:18,800 So for example, 546 00:47:18,800 --> 00:47:26,400 something like this and we can obviously like see that the rectangular light has way too much. 547 00:47:26,400 --> 00:47:31,900 Scattering it's started to annoy me a little bit, 548 00:47:32,700 --> 00:47:34,700 so which is going to lower this. 549 00:47:38,000 --> 00:47:43,300 So, this is pretty cool, but I'm not really getting exactly the feeling that I would want from this. 550 00:47:44,000 --> 00:47:46,700 So, how would we go about this? 551 00:47:47,100 --> 00:47:55,300 So now, I think that this is a cool time to to play around with a bunch of things here. 552 00:47:57,200 --> 00:47:59,300 So we can, first darken. 553 00:48:00,000 --> 00:48:01,700 Or Skylight a little bit. 554 00:48:03,300 --> 00:48:04,200 Kind of like this. 555 00:48:07,400 --> 00:48:12,700 And now what we can do in our ppb Dynamic, 556 00:48:14,400 --> 00:48:20,700 now we can actually try and move this into the direction that we want. 557 00:48:20,700 --> 00:48:22,400 We are some color grading. 558 00:48:23,700 --> 00:48:24,400 and again, 559 00:48:24,400 --> 00:48:27,700 the importance with the color grading is to be very 560 00:48:29,100 --> 00:48:33,700 How should I put it? Like you overdo it like rather quickly. 561 00:48:33,700 --> 00:48:38,600 So the first thing that we can do is we can just touch this one a little bit here and make it cooler. 562 00:48:38,600 --> 00:48:39,500 And you can see, 563 00:48:39,700 --> 00:48:43,100 we can go Clyde a lot with this. 564 00:48:43,500 --> 00:48:47,100 And this would be something where I'd say like this is a bit too much. 565 00:48:48,900 --> 00:48:51,600 So we kind of want to just like a little bit here. 566 00:48:54,400 --> 00:48:55,500 and now, 567 00:48:57,200 --> 00:48:58,200 in global, 568 00:48:59,100 --> 00:49:04,600 I would probably do a tiny little bit of desaturation on this. 569 00:49:07,900 --> 00:49:13,900 Then we can go with a tiny little bit more contrast and we're just like, 570 00:49:13,900 --> 00:49:16,900 slowly slowly getting there. 571 00:49:21,500 --> 00:49:27,600 And then I would go into the mid tones and I usually use the gain setting because like 572 00:49:27,600 --> 00:49:31,200 you kind of don't want to go into the saturation and do weird stuff to the 573 00:49:31,200 --> 00:49:36,400 colors because it just goes haywire and Gamma is also like a little bit. 574 00:49:37,000 --> 00:49:43,500 I don't know, it's not as intuitive. I feel like it can it can work quite well but I usually use the gain. 575 00:49:44,000 --> 00:49:49,700 But also one thing I have to say is I move them around a bit and see what works best for me. 576 00:49:54,000 --> 00:49:57,000 and this one, I kind of like it because when you do this, 577 00:49:58,700 --> 00:50:01,900 You actually get this little offset here with the lights. 578 00:50:02,500 --> 00:50:05,700 We're of course, this is too bright. We would need to fix the exposure, 579 00:50:05,900 --> 00:50:11,100 but they become like a different tint through that and it's something that is very common. 580 00:50:11,100 --> 00:50:13,600 When you, when you look at, 581 00:50:14,800 --> 00:50:18,600 for example, like movie grading that, like, the fires are not reddish, 582 00:50:19,000 --> 00:50:22,100 but they're instead more yellow. 583 00:50:26,400 --> 00:50:27,800 so, now that we have this, 584 00:51:02,500 --> 00:51:03,700 We could start here. 585 00:51:06,700 --> 00:51:08,400 And to some quite interesting stuff. 586 00:51:11,100 --> 00:51:11,200 Now, 587 00:51:11,200 --> 00:51:12,800 one thing that I'm noticing is 588 00:51:14,800 --> 00:51:19,200 we are using a lot of saturation here. 589 00:51:22,300 --> 00:51:28,000 So what I'm doing right now off-screen is I'm just actually saturating the 590 00:51:30,300 --> 00:51:32,800 the Golden Glow a little bit more. 591 00:51:45,700 --> 00:51:46,900 maybe I 592 00:51:49,800 --> 00:51:53,200 Want to give them a little bit more here. Like just made these lamps a bit brighter. 593 00:51:53,800 --> 00:51:54,900 And then again, 594 00:51:55,900 --> 00:52:01,100 it's always like a little bit tricky when the fog conditions change all the time. 595 00:52:01,100 --> 00:52:03,900 So you kind of like when it's week the 596 00:52:05,300 --> 00:52:11,400 The volumetric scattering for when you have a really strong thing going like a strong fog, 597 00:52:12,300 --> 00:52:15,000 and I think this looks looks a lot better. 598 00:52:22,800 --> 00:52:27,000 You know, we're almost getting like a little bit of like semen Stalin Hawk Vibes here. 599 00:52:48,000 --> 00:52:50,100 So I kind of want to bring this down a little bit. 600 00:53:01,600 --> 00:53:03,300 And of course, like this, 601 00:53:03,300 --> 00:53:08,100 this this stuff is kind of like similar to like the gamma sliders and these things but 602 00:53:08,100 --> 00:53:13,200 you can really like crank and some cinematic contrast here doing these things. 603 00:53:15,700 --> 00:53:17,800 So I'm now we have a pretty nice shot here. 604 00:53:17,800 --> 00:53:18,400 I would say 605 00:53:19,700 --> 00:53:24,700 I'm pretty cool and foggy and it's just kind of like feels 606 00:53:26,500 --> 00:53:35,200 Yeah, like very cinematic. I would argue so let's do another high resolution screen. Shot of this. 607 00:53:42,400 --> 00:53:43,400 Alright, 608 00:53:43,700 --> 00:53:45,400 gotta move out here. 609 00:53:47,400 --> 00:53:49,300 Cannot duplicate this. 610 00:54:00,800 --> 00:54:02,700 And here's the thing that's very interesting. 611 00:54:02,700 --> 00:54:05,500 So here you can see that there's quite some leaking 612 00:54:07,800 --> 00:54:08,400 and 613 00:54:09,500 --> 00:54:11,600 there might be two reasons for this reason. 614 00:54:11,600 --> 00:54:16,400 Number one is we're not casting volumetric Shadow reason. Number two, 615 00:54:16,600 --> 00:54:20,600 could be that it is too 616 00:54:21,700 --> 00:54:23,400 thin of a geometry. 617 00:54:23,900 --> 00:54:25,800 So what we can do here is 618 00:54:27,900 --> 00:54:28,800 Need to move in. 619 00:54:30,200 --> 00:54:31,100 Get the lamp. 620 00:54:33,900 --> 00:54:35,100 Edible print. 621 00:54:37,200 --> 00:54:38,900 Go to the point light here. 622 00:54:38,900 --> 00:54:41,100 And then again also do 623 00:54:46,200 --> 00:54:48,100 Cast volumetric Shadow, 624 00:54:49,100 --> 00:54:52,200 which is probably going to completely destroy the performance, 625 00:54:52,800 --> 00:54:53,700 but hey, 626 00:54:54,400 --> 00:54:55,500 so much better now. 627 00:55:46,000 --> 00:55:47,100 It's a bit hard right now. 628 00:55:47,100 --> 00:55:54,400 For me to find a really nice angle because the sun is completely busting through my window. 629 00:55:55,600 --> 00:55:59,200 And of course, this is a rather dark scene. 630 00:56:25,700 --> 00:56:26,100 Yeah. 631 00:56:28,400 --> 00:56:29,900 I think this works quite well. 632 00:56:41,800 --> 00:56:44,800 So now looking at what we've done here, 633 00:56:48,200 --> 00:56:49,400 I think we had a 634 00:56:51,600 --> 00:56:52,500 A few really. 635 00:56:55,000 --> 00:56:58,400 Really good shots here at we could do been working on this. 636 00:57:00,800 --> 00:57:03,100 Started with some really nice daytime stuff. 637 00:57:04,400 --> 00:57:06,800 Got the interior to work. Well, 638 00:57:08,800 --> 00:57:11,000 made a bunch of different scenarios here. 639 00:57:18,400 --> 00:57:22,600 So overall, I think all this work really really well together. 640 00:57:23,800 --> 00:57:24,500 and, 641 00:57:27,000 --> 00:57:29,100 This is going to be the end of this course. Now, 642 00:57:30,600 --> 00:57:35,500 I hope everybody found it. Like interesting had fun following along with the things. 643 00:57:36,000 --> 00:57:39,800 Most importantly also were able to take away a few 644 00:57:39,800 --> 00:57:43,000 good things for working with lighting and unreal. 645 00:57:44,700 --> 00:57:50,100 I just want to stress again that a lot of these tools right now are still heavily work in progress. 646 00:57:50,100 --> 00:57:54,500 So unreal 5, even though it looks super slick on the, on the, on the surface, 647 00:57:55,500 --> 00:58:00,300 they're still quite a lot of things that just are not yet as stable 648 00:58:02,100 --> 00:58:04,300 as as unreal for is, 649 00:58:04,900 --> 00:58:07,000 so that is just always something to keep in mind, like, 650 00:58:07,000 --> 00:58:10,200 the stuff that I showed when flying around here as well, did some things, 651 00:58:10,200 --> 00:58:13,500 just kind of don't work or that there's like some weird leaking from the 652 00:58:13,500 --> 00:58:18,300 Skylight come And like all these kind of things I can see right now. 653 00:58:18,300 --> 00:58:21,300 Here's some artifacting from the fog when I move my camera. 654 00:58:22,300 --> 00:58:30,800 So there's just always going to be a few little things that are not potentially as far ahead. 655 00:58:30,800 --> 00:58:32,700 So please keep that in mind. 656 00:58:33,800 --> 00:58:38,900 I have been trying here, also my best to work with this very, very new technology, 657 00:58:38,900 --> 00:58:40,700 and it's just normal that there. 658 00:58:41,800 --> 00:58:47,200 That there can be like little issues or that things don't always exactly work the way they should. 659 00:58:48,000 --> 00:58:48,600 So 660 00:58:49,700 --> 00:58:51,900 with that out of the way again,50830

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