2016
Lynda
Tom Sirdevan
1:32
English
Unreal's shading and lighting pipeline now approaches film quality, thanks to its implementation of advanced features such as Lightmass global illumination. What more can you want from an open-source game engine? Join Tom Sirdevan as he shows how to create realistic, physically based lighting for your own games with Unreal Engine 4. He begins with a look at direct lighting (point, spot, and directional lights) and then moves into the indirect lighting domain, including skylights, global illumination, and reflection capture. Learn how the lights differ, and how to optimize their use for real-time performance with static, stationary, and dynamic game types. Chapter 3 covers deferred shading, distance fields, and dynamic skies with Blueprint. Post-process effects like bloom, lens flare, vignettes, and depth of field finish off the scene and the course.
Introduction
2m 8s
Welcome
1m 10s
How to use the exercise files
58s
1. Direct Lighting
26m 30s
Direct lighting overview
5m 19s
Light mobility and Lightmass overview
4m 31s
Create shadows in the scene
7m 59s
IES light profiles
2m 52s
Light functions
5m 49s
2. Indirect Lighting
29m 55s
Indirect lighting overview
43s
Skylights and environment lighting
7m 11s
Creating a sky with Blueprint
9m 41s
Lightmass global illumination
7m 8s
Reflections
5m 12s
3. Lighting Effects
33m 53s
Deferred shading effects
4m 7s
Distance fields and raytraced shadows
6m 15s
Dynamic sky with Blueprint
9m 17s
Dynamic sun with Blueprint
11m 24s
The final touches
2m 50s
Conclusion
20s
Next steps
20s
lynda.com/Unreal-Engine-tutorials/Unreal-Learn-Lighting/456827-2.html
Download File Size:3.61 GB