Create realistic, physically based lighting for 2D and 3D games with Unreal Engine 4.
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- [Voiceover] Hi, I'm Tom Sirdevan and welcome to my course on lighting in Unreal. In this course, we'll be learning all about constructing the lighting required for a scene in Unreal. We'll be starting from scratch, without absolutely no lighting or effects, and introduce lights and lighting concepts as we go along. First, we'll get things started with a look at direct lighting and what it offers towards lighting your scene. Then we'll move on into indirect lighting and show you the techniques involved, including Skylights, Lightmass Global Illumination, and Reflection Capture.
Finally, we'll look at deferred shading effects like Screen Space Ambient Occlusion and Screen Space Reflections, before moving onto Distance Fields. Then we'll create a dynamic sky with Blueprint and finish off with some Post Process Effects like Bloom, Lens Flare, Depth of Field, and Motion Blur. This course is for intermediate Unreal users. You should have a good understanding of the Unreal workspace, basic tool usage, and know your way around the main user interface, as well as the Material Editor. If you want to review the basics, I encourage you to check out Unreal Essential Training with Craig Barr.
Now, let's get this show started.
- Direct lighting
- Indirect lighting
- Creating a sky with Blueprint
- Deferred shading
- Dynamic sky and sun