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Announce Post: https://forums.unrealengine.com/showthread.php?140547
Rendering guru Tim Hobson is back with more advice, tips and tricks for dynamic lighting. In a continuation of his previous lighting stream, Tim will be going over dynamic light features specifically and will be taking your questions live. Beginner to advanced, you’re guaranteed to learn something new if you tune in!
Part 1: https://www.youtube.com/watch?v=jCsrWzt9F28
[00:00:10] Intro
[00:01:55] Summary
[00:03:00] Distance Field Shadows
[00:20:00] Cascade Shadow Maps vs Distance Field AO
[00:25:43] Capsule Indirect Shadows
[00:31:13] Contact Shadows
[00:36:10] Cloud Shadows
[00:39:07] Distance Field AO
[00:42:30] IES Profiles
[00:52:20] Cascade Shadow Maps Settings
[00:56:07] Console Variables
[01:06:36] Cave/Interior Lighting
[01:19:00] Q&A
[01:28:55] Outro
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15 responses to “Lighting Techniques and Guides 2: Dynamic Lighting | Live Training | Unreal Engine”
Why the hell doesn't unreal get a lighting artist! I mean it's about lighting so Wtf!
Poor livestream and useless.
Timmy H!
can add subtitle?
Hello I have a problem on unreal engine. When I edit my project suddenly everything becomes blurry and my character is covered with blackheads … when I click on uninstall the launcher there is the option to repair. I have 6 times that I click on it but it does not change anything. could you help me please ?
Best stream so far , we need more and more about lighting and more example .Thank you Tim Hobson .
What is with the low video quality, even in 1080p. :/
Everything looks blurry.
I have a quastion — if i want make a game open world or any game for android should i learn java or c++ for ue4 or using blueprint?? plzz anyone answer me
@1:17:20 where Tim is mentioning that using a lower resolution tree for the shadow casting could reduce it's cost, i asked myself if it would be possible to use a lower lod level for the shadow casting instead of a different mesh?
get this guy an "ahm" remover
still looking for the real.
How did the 1st generation of 3d console games handle not having lighting? I mean there was no lighting and shadows were circular textures beneath a character or object at all times, but they were still bright and vibrant not pitch black… how did mario 64 illuminate entire levels perfectly equally? It's all good knowing modern techniques but I have no idea about how games were designed before lighting was really a thing.
please, less "uhmmm" every 5 seconds next time
got an awesome game in mind but i don't know a damn thing how am going to create it, need a tutor willing to hire anyone and i have downloaded this software need help.
It would be good to have documentation of all those shadow types in one place where you can read the typical use of it, and gpu/cpu relative cost, so you can choose your road and goes deep in it.
See's a slide in the Thumbnail "I guess it's time to be a lighting artist."