In this video, learn how to create basic lights in Unreal.
- [Instructor] The scene has been set up, the Materials are ready, and everything is in place. Now it is time we polish the looks. But before that, I will go ahead and save everything out by going and clicking on the Save All button. I have already gone ahead and saved everything out. So, if you are able to see this file over here, which is basically the Level it says is the Map, what you can do is have multiple Levels or multiple Maps in your project. Now suppose if I want the scene to have morning lighting, and then I want another version to have nighttime and different lighting set up.
All I need to do is go ahead and hit this New Level button and then choose probably the default one, hitting Okay, and I've got this new Level. Now again, I can bring in the objects, and just like what we did, we can do the same here with this Level as well. And then if I go ahead and hit the Save Current, I can simply name it like, probably nighttime, or anything you think makes logic, and go ahead, name it, and then hit Save.
And now we have two different Levels. Now imagine if I have the complete scene with night setup. I can just simply double-click that and load the night scene, or alternatively, I can just double-click this one and bring this setup with morning lighting. For now, I'm going to delete this out, and we will be working with this. Now if you happen to save everything out and you open this project, say the House Tour, it will take a couple of seconds to load this out.
What happens is that when you load this project out, you might be able to see nothing, and it will be completely empty. Don't worry, if you go to the Content folder, or maybe to the House Tour, look for this Map file. Just simply double-click on that, and everything will be loaded. Now next, we're going to place in the lights in our scene. When we talk about the lights, and which visual effects in Unreal Engine, these are amazing. Now we are going to see that, in a while, how well and how easily we can lit the scene inside Unreal Engine.
When we are supposed to create basic objects, geometry, like cubes and spheres, this is the place is the place where we create objects. Like basic geometry, lights, cinematic effects, means cameras and visual effects, which we'll be creating. So in the Lighting Tab I will go, and the first light I'm going to use is the Directional Light. The Directional Light can be considered as the sunlight. So I'm going to just drag and drop this light over here. And this arrow indicates the direction of the light, which I can see that basically, the shadows are falling in that direction.
So my sun is currently on the left side. It doesn't matter how far or to which direction I move this icon, it's not going to change the lighting or the shadows. So I'm going to rotate this, in order to move the shadows to different directions. So I will press E, and then using this Gizmo, I can rotate my light. And now I have to decide how long the shadows I want, and which direction my light should be coming in. So I'm planning to get those long shadows, and light should be coming til this part of the scene.
So I will rotate my light in different directions until I get the best view. And probably this is something I will be looking for. So if I look around my scene, this is the lighting setup that I have got so far, and I'm pretty happy with this. Now, in order to change the settings for this light, while this light being selected, the Directional Light, I can go to the Details Panel and play around with the settings, where I can increase the intensity to maybe about like 25, hitting Enter, and this will make the light intensity brighter.
And then I can change the color, make it yellow or blue or whatever color I want for the environment. For this example, I'm going to cancel this out and go with all the standard options. But you can experiment with these options by turning on and off the shadows and all these different options. I will encourage you to play around with these settings, and come up with the lighting that suits best your project. The next light that we are going to discuss is the Sky Light, and I'm going to drag and drop the Sky Light in here.
Now unlike this light over here, the Directional Light, the Sky Light basically lit the scene equally from all the directions. So it is kind of the Sky Light that we use inside of 3D Studio Max. And the Directional Light is like a spotlight, but broader, in widening, and infinite rays that's being caused. And that's why I call this sunlight. Now again, for this light over here, the Sky Light, I can go to the Details Panel and I can just scroll down, and under my light options, I can play around with the settings.
Now I'm not going to change this Cubemap Resolution and let it be 128, because increasing these resolutions values wherever you see, they can dramatically increase the light building time. As you can see, this says lighting needs to be rebuilt. Now once we have all the lights being set up, then we're going to build all the lighting just once to see the final results, which will definitely be improved from what we are seeing at the moment. With the Sky Light being selected, I can decrease the intensity, and I can increase the intensity.
When you see this arrow icon over here, this means the value has been changed for this specific parameter, and I can just reset it by clicking the small arrow once again, and it will be reset to the default value, which is one. So I'm going to leave that to the default. The next light is the Point Light, and it works exactly like the Point Light we use in 3D Application. So I can go ahead and move in this Point Light. And probably I will set this Point Light to the lamp position over here.
Now, notice that when I am moving the Point Light, it is making a huge difference, unlike if I move this light or the environment light, because these are global, and changing the position won't make any change. Now one important option I'm going to use really quickly for the Point Light, is that go to the Details Panel and reduce the Attenuation Radius, and maybe, just bring it down to about like 30. The reason I want to bring it down is that I want this light to affect just this one lamp.
Now I can make a copy by holding Alt and dragging that here and putting that below this lamp over here. So I have these two lights, you can go ahead, probably copy these to the other lights' location over here. But since I'm trying to create a morning light scene, where the light is just coming naturally from outside, so I will leave it here with all these lights options. Now if I want to see this scene without these lights and these icons, all I have to do is press G on my keyboard, and all those icons will be turned off.
The lights needs to be build. Since it's not been built, so I see this preview icon or this preview label everywhere on my walls. We are going to build that in the next video.
- Exporting and importing in Unreal Engine
- Adding lights and post-processing effects in Unreal
- Creating fog and PBR materials
- Exporting and importing in Unity 3D
- Lightings, cameras, and post-processing in Unity
- Lighting and materials in V-Ray
- Working with the Arnold renderer
- Lighting and materials in Redshift
- Quick rendering with KeyShot and Marmoset Toolbag