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Hello and welcome to the next session.
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So all the times before we've looked at static Sky
boxes using HDR images.
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And for me, personally,
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this still gives the most control and potentially
also,
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the highest quality since you have more control
over the cube map, what the sky actually does.
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So like the sky lighting can be a little bit more
sophisticated,
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but obviously that's not the only way to do it.
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I do like this a lot when I have a fixed scenario.
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So I would most of the time always prefer A HDR
Sky workflow over something else.
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However, now that we have Lumen and we
actually do have some proper.
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Well Dynamic,
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Global illumination and Lighting in general.
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Obviously one of the things that we can do is
have a fully Dynamic Sky system.
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But I want to just quickly.
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Change my pool size here again,
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because it's probably going to complain.
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So we do have a fully Dynamic Sky system that
we can use now.
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So for this reason, I created a dynamic Sky layer.
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we still have our post-process volume base and
all of
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this basically starts with a few basic
components
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so we can add a directional light.
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We can add a sky atmosphere.
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and
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we can add a
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skylight here.
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So these are the basic components.
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Now,
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one thing that we want to do is we want to
change this to movable
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and we also want to change this to Real Time
Capture.
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So it actually updates all our changes that we do
per frame.
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So,
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am I actually getting some decent lighting here?
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Yo,
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so
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now one important thing to understand here is,
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you may remember how I've talked about these
Differences of like how the sky is balanced out
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against the Sun. So the important thing is when
you use the sky atmosphere simulation,
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it's more or less, like, you don't necessarily have
the full control over these things,
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because the way that it works is it is just a lot
more simulated.
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So the intensity of your sky is defined by Why
the intensity of yours?
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So if I say this is like a super hot day, right?
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So let's do like our 100,000
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Lux again.
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So you can see it's just like levels it out.
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And it's kind of like the same again here so
there's not really a lot of difference in that sense
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so it just like tries to to make it work anyways
and you can really control
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how bright this guy is compared to how bright is
the sun.
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So, one thing that is important, though is when
you, when you Have your son here?
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And just going to drag this up a bit.
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So one thing that is important.
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Is when you lower your son.
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Like this,
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it will actually get slowly darker.
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That's one thing so it will lose intensity and you
don't see it here.
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And it will also tint its color.
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so,
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it will become
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More red based on the color temperature, that
would be accurate.
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So this all is great.
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However,
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it really means that the only controls that you
have
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Are like your exposure in that sense.
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So like right now for example I feel like my
exposure is way too bright so I could go in.
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And get my post-process volume here.
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Call it.
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Ppv
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sky.
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And then just to do it quick and dirty.
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I could just like offset it here and we won't see it
because I have checked on bound.
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So right, I could just then control the sort of
intensity of the values, kind of like this.
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So,
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I think that
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this, for example,
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looks a bit more pleasing.
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So that is obviously a very very nice thing to do.
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So now this still looks a little bit empty and that
is
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because we don't really have any any fog here.
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That is not like the atmospheric fog.
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So we only have
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Or basically nothing. So we need to add our
exponential height for.
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And one thing that I mentioned before,
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as you can see that these colors here are set to
Black and
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is because when you go into your project
settings,
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you can do.
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This high.
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So here it just search for height fog,
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you get support, Sky atmosphere affecting
height fog,
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and that is really important because if these
colors are not black,
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and the setting is not turned on,
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you can see how the height fog is, now basically,
like,
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orange or like, almost almost purple, right?
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And the more I like roll around here,
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you can see how the height fuck changes the
colors based on,
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on what the sky actually looks like.
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So and this is actually really, really nice. So here
we can see.
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Yeah, this is, this is beautiful.
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So, and this without this setting,
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the height fuck would completely be
disconnected all the time.
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And you may remember when I had to change
the colors on the height fucked.
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Be super strong, like way above one.
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And that was because the height fought was
basically
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disconnected from all all the other values.
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Now, I don't have to overwrite these colors even
though I am using physical units,
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which is this very bright Sun of like 100,000.
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However, since it gets the values from the sky
atmosphere,
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it will all be in sync and now we get these like
really,
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really, really nice values here, right?
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Right?
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So this is all pretty
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beautiful and then of course we we can control
more like density and things like that,
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but this is the basic of of the dynamic sky.
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And
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I just want to quickly go in here.
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And adjust this a little bit.
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Get a little bit brighter.
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Maybe a bit more.
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Whoops,
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-0.2 was the intention.
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So now you can see that we get something
really,
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really nice here.
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And we get good readability. We get nice blue
Shadows here. We get the bounce.
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So this all works just as before and actually all
quite simple here.
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and we do have our Auto exposure on,
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so we still do get the adjustment, but I Offsetting
it a little bit so it doesn't like get so overly bright.
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So that's one thing here.
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Now, the next thing that we can also do is right
now, we don't have any clouds.
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So having clouds with this used to be a lot more
difficult now. However,
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we can just I think it is in here.
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Yeah,
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we can just add the volumetric cloud actor.
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And what we get is some really, really bad
looking clouds.
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So,
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one thing that I would like to tell anyone is
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please don't use these clouds like so often. I see
like portfolio stuff.
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We're like someone just like throws this in and
goes like, yeah. Well metric clouds, whoo.
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And then I see this. And and the actual portfolio
seed looks like super good, right?
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Like like this environment, for example,
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like if I go,
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I don't know like that.
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Here,
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which is like, look at this.
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This is like beautiful, but these clouds just
completely destroy the illusion of that.
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This might actually be something super realistic
because no clouds look like this.
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And that is something that makes me a little bit
sad because before the volumetric clouds,
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there was another default Skydome from from
epic,
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and it's just saddens me. That epic always
provides the worst-looking. Default thing,
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they Can even though they release like demo
content that has way better looking stuff. Like,
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for example, the sky that comes with the value of
the ancient looks so much better.
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And then I see so many people just dropping the
default Skydome like the
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old unreal for default Skydome, for example, or
this thing into this scene,
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and it just looks really bad. I'm very sorry, this
just does not look natural.
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So how can we fix this?
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So I hope it's going to work now because like,
I've had some issues.
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Getting this to work, to be honest, it doesn't
work. Consistently, however,
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if you go into your plugins folder here,
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And you search for volume.
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You get this volume metrics and this is a library
of stuff,
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a blue prints and textures and all these kind of
things that are or have to do with volumetrics.
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There's a bunch of really helpful stuff in here.
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So in the content browser, you can go to engine
plugins,
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And then here, we have develop metrics content.
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And here we do have a bunch of materials.
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so,
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I think this is the stuff that we can use here.
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Let's see if it's working.
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Doesn't do anything.
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So we might need to trial and error a little bit
here because I got some of them.
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I got them to work.
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When I tried this the last time because the the
paint clouds, they don't,
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it was just there.
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I don't get it.
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So this is the thing that I had with this,
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we're like it just appeared for a super short
amount of time and then it just like went away.
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So how
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I change this and nothing happens.
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So this is really sorry. What's the red thing here?
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Never seen this one before.
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It might be the wind Force.
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That is possible.
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Anyways, so let's try and see if we can actually
find one.
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that works because again,
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They are.
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Not very,
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very nice. Otherwise and like, some have the the
paint in it and the paint,
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it means that you need to like, turn on the cloud
painting, plug-in for this to work.
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And then you need to like paint the clouds in and
you need to set up a render Target and all these
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kinds of things and that goes a little bit beyond
the scope for, for what we're doing here.
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So, I'm really just trying to find a Shader that
hopefully, like,
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quick and dirty.
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Does the job.
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Well, actually, I realized that this 12 has a render
Target.
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I think.
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What we could do is just replace the render
Target with white because I think
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all the ones that use the render Target are the
ones that need to be painted.
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And this one needs to be painted to just like,
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I'm sorry.
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So let's get, let's try this.
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Let's go and here we go.
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Here.
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And let's try to fix this.
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Text sample here.
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And these so you can see these are the
volumetric like textures.
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Here is the render Target and
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I'm just going to apply this.
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I have no idea what's going to happen but this is
half the fun.
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Just like trying to find.
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The Brows this one again.
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They all have that render Target thing.
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Which is a bit frustrating.
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So this is why it's so so difficult to get like
proper clouds
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because you can't just
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Use one of these.
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but I think,
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I should sort of be able to,
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Set some of these. So they're all based on this
one and we have Sky texture scale in kilometers.
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Is this not based on the same Shader?
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It is.
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Here.
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Let's try if we can actually change something
here.
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Well, this is looking very bad. Great stuff.
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Hahaha
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I think this is the bat one.
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It is God, I hate it so much.
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And these are all the others I guess we just for
now have to live with this.
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I feel very bad because so usually I built my
own.
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I've been digging quite a bit into this but not the
way like the the Epic
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materials are done with all the render targets
and that kind of stuff.
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So can't really talk much about that.
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So but here's a few things that, that is pretty
cool with the clouds.
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So right now,
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you can see that the sun is behind the clouds,
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but not really much is happening.
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So,
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what we can do is we can
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I always forget in which one it is, but it might
actually be in the direction of light.
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So ended directional light.
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Here.
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So we can do cast Shadows on clouds.
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And that can quite often, not make a huge
difference.
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00:20:55,500 --> 00:20:59,800
So always like depends a little bit cast. Shadows
on atmosphere is pretty.
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Look. But then cast Cloud Shadows is this year.
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00:21:04,300 --> 00:21:06,200
and the cool thing with this is,
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is that now the clouds are actually
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Casting Shadow onto the terrain so now they're
just
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so huge that everything is kind of in Shadow.
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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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