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These are the user uploaded subtitles that are being translated: 1 00:00:00,066 --> 00:00:01,366 I'm going to jump straight 2 00:00:01,366 --> 00:00:03,966 into a setting you should probably have set up 3 00:00:04,000 --> 00:00:05,166 right now 4 00:00:05,500 --> 00:00:07,500 in your Unreal Engine 5 project settings 5 00:00:07,500 --> 00:00:12,066 search for allow static lighting and uncheck this box 6 00:00:12,500 --> 00:00:15,566 that will now enable Material Ambient Occlusion 7 00:00:15,566 --> 00:00:17,966 which will allow us to go from this result 8 00:00:18,400 --> 00:00:19,300 to this 9 00:00:19,866 --> 00:00:23,500 much cleaner and improved shadowing in indirectly lit 10 00:00:23,500 --> 00:00:24,966 areas you're welcome 11 00:00:24,966 --> 00:00:26,566 if you've been using aluminum in Unreal 12 00:00:26,566 --> 00:00:27,500 Engine 5 for a while 13 00:00:27,500 --> 00:00:30,366 you might have noticed that it is missing the ability 14 00:00:30,366 --> 00:00:32,000 to control ambient occlusion 15 00:00:32,133 --> 00:00:33,966 and while we used to be able to control AO 16 00:00:33,966 --> 00:00:36,733 through the post process volume in Unreal Engine 4 17 00:00:37,333 --> 00:00:38,300 things are different now 18 00:00:38,500 --> 00:00:40,566 now right before we jump into how and 19 00:00:40,566 --> 00:00:43,400 why this all works and a bit of a shameless plug 20 00:00:43,533 --> 00:00:45,566 this video is sponsored by me 21 00:00:45,600 --> 00:00:47,866 in December I released a new tool called evmapper 22 00:00:47,866 --> 00:00:49,133 on the Epic Marketplace 23 00:00:49,133 --> 00:00:51,933 which is now 50 percent off for the next week 24 00:00:52,266 --> 00:00:53,500 etmapper is a master 25 00:00:53,500 --> 00:00:55,466 material setup that supports World Alliance 26 00:00:55,466 --> 00:00:56,900 triplaner texture projection 27 00:00:56,900 --> 00:00:59,666 combined with nanite tessellation and displacement 28 00:00:59,766 --> 00:01:01,866 and advanced vertech blending 29 00:01:02,166 --> 00:01:05,166 all in one elegant package for easy texture blending 30 00:01:05,166 --> 00:01:06,566 on all of your assets 31 00:01:06,566 --> 00:01:08,700 I also just released an update for et mapper 32 00:01:08,700 --> 00:01:10,466 allowing custom grass scale maps 33 00:01:10,466 --> 00:01:12,366 and the ability to paint puddles 34 00:01:12,366 --> 00:01:13,766 so if you've been on the fence 35 00:01:13,766 --> 00:01:16,766 now is the time to get it because it is dirt cheap 36 00:01:16,766 --> 00:01:18,333 you'll find the link down below 37 00:01:18,566 --> 00:01:21,666 okay so let's dive into why Material AO is important 38 00:01:22,133 --> 00:01:23,900 ambient occlusion or AO for short 39 00:01:23,900 --> 00:01:26,466 is a rendering technique used to simulate the soft 40 00:01:26,466 --> 00:01:28,533 shadows that occur in creases 41 00:01:28,533 --> 00:01:32,200 cracks and corners of objects where light is occluded 42 00:01:32,300 --> 00:01:34,800 by nearby geometry or models or whatever 43 00:01:34,900 --> 00:01:38,200 screen space AO was a very popular feature in ub4 44 00:01:38,200 --> 00:01:40,166 and a lot of people are wondering why 45 00:01:40,533 --> 00:01:42,466 it can't be used anymore with Lumen 46 00:01:42,500 --> 00:01:43,466 in Unreal Engine 5 47 00:01:43,466 --> 00:01:43,933 however 48 00:01:43,933 --> 00:01:46,666 Lumen uses a technique called global Illumination 49 00:01:46,733 --> 00:01:48,800 or GI for its lighting 50 00:01:48,966 --> 00:01:52,200 GI is all about direct and indirect lighting in a scene 51 00:01:52,200 --> 00:01:53,500 including effect like 52 00:01:53,700 --> 00:01:54,266 proper color 53 00:01:54,266 --> 00:01:56,666 bleeding and reflected lighting and shadows 54 00:01:56,666 --> 00:01:58,533 from multiple light bounces 55 00:01:58,600 --> 00:02:00,000 unlike ambient occlusion 56 00:02:00,100 --> 00:02:01,000 global illumination 57 00:02:01,000 --> 00:02:03,400 does take into account the interactions of light 58 00:02:03,400 --> 00:02:05,500 with surfaces and materials 59 00:02:05,533 --> 00:02:09,300 AO only take the proximity of Geo into account 60 00:02:09,300 --> 00:02:10,700 not the lighting 61 00:02:11,000 --> 00:02:13,133 so even if a surface is brightly lit 62 00:02:13,133 --> 00:02:15,266 AO still shows up and looks a little fake 63 00:02:15,266 --> 00:02:17,400 in gamey AO and GI 64 00:02:17,400 --> 00:02:20,066 are two totally different rendering approaches 65 00:02:20,133 --> 00:02:23,000 so with lumen a screen space AO isn't 66 00:02:23,133 --> 00:02:25,133 really necessary anymore because GI 67 00:02:25,133 --> 00:02:26,900 take care of the ambient shadows 68 00:02:26,900 --> 00:02:27,766 for us already 69 00:02:28,500 --> 00:02:30,400 having SSAO and GI 70 00:02:30,400 --> 00:02:32,766 would result in shadows that are way too dark 71 00:02:33,100 --> 00:02:35,366 and it just it just doesn't look very good 72 00:02:35,466 --> 00:02:37,700 but Lumen isn't perfect 73 00:02:37,733 --> 00:02:40,100 in order for unreal to run in real time 74 00:02:40,100 --> 00:02:42,533 shortcuts need to be made somewhere 75 00:02:42,666 --> 00:02:43,533 and lumen takes through 76 00:02:43,533 --> 00:02:45,600 shortcut by sacrificing lighting quality 77 00:02:45,600 --> 00:02:48,066 and more specifically lighting accuracy 78 00:02:48,066 --> 00:02:49,933 because while lumen does use ray tracing 79 00:02:49,933 --> 00:02:52,666 it only calculates about half a ray per pixel 80 00:02:52,766 --> 00:02:54,333 while Path Trace renders 81 00:02:54,533 --> 00:02:54,900 need about 82 00:02:54,900 --> 00:02:58,500 200 plus rays per pixel for acceptably noise free GI 83 00:02:58,500 --> 00:03:00,300 so yeah shortcuts need to be made somewhere 84 00:03:00,300 --> 00:03:01,266 there's no free lunch 85 00:03:01,266 --> 00:03:03,866 while Lumen does take care of the general shadowing 86 00:03:03,866 --> 00:03:04,933 between objects 87 00:03:05,000 --> 00:03:07,866 in fact it's really good as of unrealagen 5.3 88 00:03:07,866 --> 00:03:09,533 I've got to give credit where creditors due 89 00:03:09,900 --> 00:03:13,066 but it just isn't accurate enough to get those really 90 00:03:13,100 --> 00:03:15,933 satisfying high frequency detailed shadows 91 00:03:16,066 --> 00:03:18,500 that you get when you compare it with the past tracer 92 00:03:18,733 --> 00:03:21,000 take a look at this render I made in a video last year 93 00:03:21,266 --> 00:03:24,166 the past tracer results are simply better 94 00:03:24,933 --> 00:03:26,733 especially once you know what to look for 95 00:03:26,900 --> 00:03:30,000 fortunately that is where Material AO can come in very 96 00:03:30,333 --> 00:03:33,133 handy which is the feature we just enabled 97 00:03:33,866 --> 00:03:34,933 by disabling 98 00:03:34,933 --> 00:03:37,133 that checkbox at the beginning of the video 99 00:03:37,300 --> 00:03:38,100 don't ask 100 00:03:38,533 --> 00:03:41,500 so here I have this awesome suit of armor model 101 00:03:41,666 --> 00:03:42,933 you'll see that the armor bit 102 00:03:42,933 --> 00:03:44,600 do get a bit of self shadowing 103 00:03:44,600 --> 00:03:46,133 thank to GI and Lumen 104 00:03:46,133 --> 00:03:47,166 you get this for free 105 00:03:47,466 --> 00:03:49,766 but some of those contact shadows still 106 00:03:50,266 --> 00:03:52,000 feel a little bit floaty 107 00:03:52,166 --> 00:03:53,666 like this part here for example 108 00:03:53,666 --> 00:03:55,800 right in between the two metal plates 109 00:03:55,966 --> 00:03:57,800 it should be very dark 110 00:03:57,800 --> 00:03:59,800 not much light should be able to reach in there 111 00:04:00,000 --> 00:04:01,666 if we compare to the path tracer 112 00:04:01,666 --> 00:04:03,700 you'll see that the path trace results 113 00:04:03,733 --> 00:04:06,100 just feel more better 114 00:04:07,100 --> 00:04:09,266 the pieces of armor feel more connected 115 00:04:09,700 --> 00:04:10,200 right here 116 00:04:10,200 --> 00:04:13,500 again if we zoom in to those thinner place metal 117 00:04:13,933 --> 00:04:15,600 the contact shadows here are just 118 00:04:15,866 --> 00:04:18,366 so soft and accurate and crisp 119 00:04:18,700 --> 00:04:21,166 it is all about those contact shadows 120 00:04:21,666 --> 00:04:23,666 but using material AO 121 00:04:23,666 --> 00:04:26,133 we can partly make up for that lack of accuracy 122 00:04:26,133 --> 00:04:27,533 when using lumen 123 00:04:27,600 --> 00:04:29,900 so using an AO map for this model 124 00:04:29,966 --> 00:04:32,266 by plugging the map into the ambient occlusion 125 00:04:32,266 --> 00:04:33,566 slot of the material 126 00:04:33,666 --> 00:04:36,200 we can go from this to this 127 00:04:36,466 --> 00:04:39,000 it is a huge difference 128 00:04:39,000 --> 00:04:40,800 but the really cool thing is that 129 00:04:40,800 --> 00:04:42,066 if I rotate the light around 130 00:04:42,066 --> 00:04:43,933 you'll notice that the AO we added 131 00:04:44,133 --> 00:04:45,066 fades away 132 00:04:45,266 --> 00:04:50,166 it only shows up in indirectly lit areas of your model 133 00:04:50,166 --> 00:04:51,933 it isn't just multiplying the AO 134 00:04:51,933 --> 00:04:53,133 on top of the base color 135 00:04:53,133 --> 00:04:55,166 like that old school thing we used to do back in like 136 00:04:55,166 --> 00:04:57,100 2008 this is great 137 00:04:57,100 --> 00:05:00,066 because you wouldn't want a dark AO shadow to show up 138 00:05:00,366 --> 00:05:03,066 when a big bright light is shining directly on it right 139 00:05:03,066 --> 00:05:05,400 it is another way for us to squeeze out 140 00:05:05,400 --> 00:05:08,500 a bit more detail in those indirectly lit areas 141 00:05:08,500 --> 00:05:10,600 that Lumen really can struggle with a bit 142 00:05:11,200 --> 00:05:14,266 so see what happened if I toggle the AO map on and off 143 00:05:14,700 --> 00:05:17,266 it is a day and night difference 144 00:05:17,400 --> 00:05:18,766 major improvement 145 00:05:18,766 --> 00:05:19,600 now I did add 146 00:05:19,600 --> 00:05:21,766 some additional cavity detail to the AO 147 00:05:21,766 --> 00:05:23,133 map just to accentuate 148 00:05:23,133 --> 00:05:25,400 the example but you get the idea 149 00:05:25,933 --> 00:05:27,300 fortunately every 150 00:05:27,300 --> 00:05:29,733 single mega scan surface you download from the Quickel 151 00:05:29,733 --> 00:05:31,333 bridge comes with an ARD 152 00:05:31,333 --> 00:05:34,733 Ord map meaning the ambient occlusion map is here 153 00:05:34,900 --> 00:05:36,100 in the red channel 154 00:05:36,500 --> 00:05:40,100 but unfortunately the Mega Scan models 155 00:05:40,133 --> 00:05:41,900 do not seem to have AO included 156 00:05:41,900 --> 00:05:43,966 only the roughness and displacement 157 00:05:44,066 --> 00:05:46,300 which kind of sucks 158 00:05:46,300 --> 00:05:46,966 but don't worry 159 00:05:46,966 --> 00:05:49,533 there is a way to bake AO on your models 160 00:05:49,766 --> 00:05:51,166 directly in unreal 161 00:05:51,566 --> 00:05:52,100 so first 162 00:05:52,100 --> 00:05:54,200 you're going to need to enable the modeling tools 163 00:05:54,200 --> 00:05:59,366 plugin by going here to plug in and search for modeling 164 00:06:00,133 --> 00:06:02,066 make sure these are checked 165 00:06:02,900 --> 00:06:04,333 once you restart the engine 166 00:06:04,333 --> 00:06:06,200 you'll find the modeling tool here 167 00:06:06,500 --> 00:06:08,166 or you can use the shortcut 168 00:06:08,166 --> 00:06:11,333 then we can navigate to the bake tab over here 169 00:06:11,666 --> 00:06:14,166 select the model whose AO map you want to bake 170 00:06:14,166 --> 00:06:16,733 and select ambient occlusion from the list 171 00:06:16,733 --> 00:06:17,900 set it so that the AO 172 00:06:17,900 --> 00:06:19,866 map is saved to the correct folder 173 00:06:20,266 --> 00:06:22,966 choose your desired resolution and there you go 174 00:06:23,000 --> 00:06:24,466 you'll have your AO map baked 175 00:06:24,466 --> 00:06:26,300 and ready to plug into its material 176 00:06:26,333 --> 00:06:27,700 easy mapper or otherwise 177 00:06:28,666 --> 00:06:30,800 unrealist seems to use the CPU 178 00:06:30,800 --> 00:06:34,266 to bake the AO maps which makes it a lot slower than 179 00:06:34,533 --> 00:06:36,766 the GPU baking the other apps like Substance 180 00:06:36,766 --> 00:06:38,200 Painter and designer use 181 00:06:38,266 --> 00:06:41,100 but I mean it's amazing to have this baking feature 182 00:06:41,266 --> 00:06:43,133 built directly into the engine 183 00:06:43,800 --> 00:06:45,800 I didn't even know it existed until recently 184 00:06:45,800 --> 00:06:47,966 so I hope you found this tip helpful 185 00:06:48,000 --> 00:06:49,566 thank you so much for watching everyone 186 00:06:49,566 --> 00:06:50,766 and as always folks 187 00:06:51,333 --> 00:06:52,266 happy rendering 13764

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