Join Craig Barr for an in-depth discussion in this video Lighting components, part of Unreal Essential Training (2016).
- By applying some simple post-processing effects in Unreal Engine 4, we can really bring the viewing experience of the project or the game, for that matter, to life. And this is all between the viewer, the camera, and the material, or the asset, or the lighting, and is effected, and this is how the overall, kind of feel, for everything can be effected by applying some simple Viewport effects or post-processing effects. Now in this scene here, we can see that we have our lighthouse environment set up, and it might be looking a little bit flat.
Well there is a simple little flag that we can turn on down here underneath our Lighting Components. And you'll see that we have Ambient Occlusion. So if we click that on, you'll see that especially in the rocks, some of these crevices around here, that's going to just kind of fill in any of those little kind of flattened areas. So we've got this effect of where the light is being occluded or not necessarily hitting into that area, and we get that kind of nice occluded effect, that ambient occlusion effect, which really breaks up the overall scene and provides a little bit of contrast.
So just to explain what's going on behind the scenes there, if we go down below to Lighting Features, you'll see that we have two different ambient occlusion features here. We have this Distance Field Ambient Occlusion. If I turn that off, you'll see maybe a subtle effect. And then we have this Screen Space Ambient Occlusion. And you can see that we're getting a little bit of those crevices filled in. Both of these combined really provide the overall ambient occlusion effect, and they are driven by this simple one-toggle underneath Lighting Components, Ambient Occlusion Effect.
Now a couple of other things to note here within the scene, if at any time you want to have control over any of these aspects in here to do with the overall lighting components of the Viewport, you can certainly come down to Lighting Components, and you can toggle off and on certain things. So for example, if I want to see just how my specularity is working within the scene, and if you're familiar with reflectivity, reflectivity is essentially a subset or a part of specularity, specularity's driving the underlying core of reflectivity, so we can certainly turn off things like Diffuse.
And we can see how much reflectivity or specularity the environment is being impacted by on these materials. So it's a nice way to kind of view or get a sense of the overall specularity on there. Inversely, we could turn off the Specular and get a real flat-lit kind of environment in there as well. Of course, this is where the flags for things like Direct Lighting is turned on and off, and overall Global Illumination. So you can see that we can certainly turn on and off some of these flags here to really get an overall feel for how different components of the lighting are effecting our scene within Unreal Engine 4.
- Customizing the Unreal UI
- Creating a new project
- Creating landscapes
- Blocking out levels
- Assembling a scene
- Working with materials and lights
- Adding post-processing effects
- Defining bodies of water
- Adding atmospherics, foliage, and wind
- Working with the Blueprint editor
- Creating cinematics
- Monitoring performance
- Packaging a game for distribution