From the course: Unreal Engine: Lunchtime Lessons
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Consistent light exposure via Datasmith - Unreal Engine Tutorial
From the course: Unreal Engine: Lunchtime Lessons
Consistent light exposure via Datasmith
- Hi, I'm Church Maystry. Today we're going to take a look at some changes in the way that Datasmith imports lights from packages such as 3ds Max. Now the big change here is the addition of exposure control. And this allows you to better control the overall lighting of the scene. Now here I have a scene with a couple of different lights in a couple of different situations. So I have a spotlight, a point like basically, or spherical light and a rectangular light. So if we do a quick render of this. You'll see that we have pretty good overall lighting. And you can see that the spotlight is a little bit different than the other two lights. When we bring this into Unreal we do want to bring across the exposure control, which really controls how the camera sees the lighting in the scene. So we want to have either a physical or a VRay camera, something that can accept exposure control. And then under rendering we want to make sure we set up exposure control. Now I have physical camera…
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Animated water material5m 27s
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Use vertex painting for groundcover6m
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Set up geometry for vertex painting3m 34s
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Optimize textures with channel packing5m 2s
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Color grading scenes using LUTs5m 52s
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Add ambient sound4m 33s
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Consistent light exposure via Datasmith3m 30s
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Use the Datasmith Attributes Modifier in 3ds Max3m 36s
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Import real-world terrain into Unreal5m 12s
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Use parameters to adjust materials3m 29s
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Light linking using Lighting Channels3m 54s
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Create a gobo using Light Functions3m 39s
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