So, there's a wealth of tutorials out there on how to light in Unreal, but all of them focus on stuff like, how to lay out your lightmaps, what the difference is between a static or movable light, what lightmass actually does and the different parameters and lighting settings.
I can't be the only one, who, having armed myself with this knowledge proceeded to move on to light a scene in Unreal, only to promptly end up with utter trash. I know this probably verges on more abstract/artistic than technical, but I'm posting it here because I don't have a relevant scene to show right now, and generally stuff I post in the art forum mostly gets ignored anyway :P
So, yeah, are there tutorials out there that address concerns like:
How many lights is it sensible to have in a scene? I am aware of the 3-point lighting principle, so with that in mind, do you try to only place lights where there are 'real' light sources in your scene, or wherever you want/looks better? If you want good rim lighting for a specific object, do you assign it its own light that is excluded from all the other actors? How do you deal with the inevitable mess of maintaining lighting continuity/web of lies in a scene like that?
How to treat emmisive objects such as lamps and lights (aka objects that would be generating light in real life)? How much to rely on the 'emissive' contribution from their textures, and how much on the light actors you are placing where those objects are? Do you supplement emmisive textures with light actors? If so, how does one determine how much contribution each respective lighting method makes?
How to just generally have 'physically correct' lighting in a scene. Is it mandatory to use specific IES profiles? Do IES profiles do anything beyond changing the shape of light cone? Do they enable 'more physically correct' falloff? Do you need to work within specific units for IES profiles to meaningfully improve your scene, or do they work with the default unreal units (aka assuming ~96 player height or whatever it is)
I realise that, as lighting artist is its own job, that to a degree, this is kind of like asking 'how do I create great game art' when in fact doing so takes tons of practice and knowledge, but there's gotta be some sources that address all this stuff to a point where you can get out a decent lighting bake.
So, TL;DR
how do i get a level of quality in my lighting comparable to this
:
Replies
Not a tutorial per-se, but the info may well be out there if you can parse through and find it.
https://forums.unrealengine.com/showthread.php?28163-ArchViz-Lighting
@cman2k Good call haha, I saw the thread, but didn't go through every post. As far as what I got out of it, the guy just cranks his lightmass settings way the hell up, but I suspect there's more to it than that. I will go through it more thoroughly and see what else I can get out of it.
If you are using light mass, download Koola's scene from the market place. Those bounce cards work well, use them if you need some lighting. use emissive materials for baked lighting is a bit hit or miss, I would either not use it, or combine it with actual lights most of the time. Baked skylighting by itself can look really nice. Avoid having too many seams, especially if they aren't in natural places or covered up by textures or meshes. Lightmass can leave seams even if you try to do everything right, if you you want to do something modular, have pillars or corners or texture seams where there could be lightmass seams. Or use one giant mesh for a wall instead of 10 repeating ones. Don't be afraid to use tons of lights and unrealistic lights, use them to make light follow your will. IES profiles are really only needed for arc vis and can be added at the end, they wont make the lighting better, but they can make it more interesting. For a lamp, make the bulb a separate mesh, set it to not cast shadows, and put the light in it. Or you can put it over or in front of the actual light if no one is going to be able to tell the difference. You don't need to worry much about having "physically correct" lighting, but there are a few physically correct suggestions on the UE4 forums for values to use for certain wattage lights, the sun, and the skylight for emulating real life.
You don't really need to play around with all of the lightmass settings and values, the main thing is putting Indirect quality to 4 for your final bake. If you want to just tweak specific things playing with those settings may help, but it's not going to change bad lighting to good lighting. It's follow the scale units in UE4, otherwise the lighting wont behave as it should.
Distance Field AO/GI and Height-fields are really only ideal for outdoor scenes like the Kite Demo or Fortnite.
But yeah, for all intents and purposes, let's assume my target platform is High End PC, and Indoor. I might as well come clean and provide the concept art I am currently working from:
So yeah, this is a scene that would rely HEAVILY on bounced/diffuse lighting. Koola seems to do a really awesome job at that, which is why I referenced his work specifically. But yeah, my concern isn't so much avoiding seams or anything like that , but just getting that super high end look Koola has.
Anyways, it seems like this effect can only be done with lights shining through windows? LIke, it is used to supplement skylight? IE the reflector quad has to be basically floating in space, since if there's too many other objects around it, they can interfere with the light? Like would it make sense for me to do the same reflector technique on the light fixtures that are on the far back wall in my scene, or would that be dumb?