Lighting Techniques and Guides 2: Dynamic Lighting | Live Training | Unreal Engine


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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”

  1. 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 ?

  2. @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?

  3. 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.

  4. 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.

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