Join Craig Barr for an in-depth discussion in this video World and render settings, part of Unreal: Architectural & Industrial Visualization.
- [Instructor] To bring our entire visualization project together, we now want to start to dial in the overall quality settings for the rendering of our visualization project. So I've set up some lighting here, we of course have the materials on our objects, our props for the scene. And I've taken the lighting a little bit further here, I've added some spotlights in and around, I've dialed in the shadows and I've baked some lightmaps. Let's take a tour of how to do this and how to quickly be able to build up a decent look to your scene. So the first thing we're going to do is let's actually just play this and actually take a walk through the environment here.
So we can simply use play. And then of course use our hotkeys, W for example, S to move backwards, A and D to move left and right and wherever I'm viewing from, the mouse is where it's going to take me. I'm actually going to press F11, bring it up to the entire screen here so that we can see what we're working with here. And we can see that our scene's starting to look quite nice. We have some really nice lighting effects going on. We have some nice post processing effects going on, you can see the lens flares. We have some ambient inclusion. And overall we have this nice, warm kind of overall temperature happening in the scene.
And this is all because of that post process volume that we are able to dial in some of those effects. And of course we have our reflectivity going. You can see on some of the chrome or shiny areas. And let's actually tour down around into here and we can see that into the bathroom. We have some nice reflectivity and some nice shininess happening within the bathroom. And then in the bedroom environment as well. So we're starting to get something that resembles a decent visualization that we can work with. And you can see that depth of field effect that I'm working with as I walk, you can see in the distance it's adjusting as I get closer or further away for that matter as well.
So let's take a look at how we can adjust our overall world and render settings for the quality that we'd want. And we hit F11 to bring us back to the regular view port and then just hit escape to get out of our actual play area in there. So now we're just simply back into a regular view port here as well. So let's start to dial in some of these settings in here. So we can actually make our view port a little bit bigger, but let's make our details a little bit bigger here. I'm just going to close that out and we'll show how we can get back to that. What we want to do is go up to the settings tab, let's first do that.
So let's go to settings and go to world settings and that's going to bring this tab up right beside details here. Now there are a couple important things that we want to take a look at in here. And most notably is underneath the lightmass tab. If that's not expanded just simply click lightmass and you'll want to go into your lightmass settings. This overall is going to affect the quality of your scene, the quality of the visuals and the quality of the lightmaps that you create when you build out the lighting. So for this scene here I actually cranked up the number of indirect lighting bounces to something a little bit higher so that I could work with better overall quality.
In this case here I actually pushed this up to about 100 and then I put down the indirect lighting quality to around 10 and I actually dropped this level here to be down in the smoothness area. Now if you want to know what this is, just hover over top of everything in here and this will help you define what's happening in here. So this here is actually just helping smooth out the overall lighting of my scene by dialing that down. And by working with indirect lighting quality and the number of indirect lighting bounces, this is really going to up the quality of my overall scene.
So we're going to get more accurate lighting, more accurate shadows and an overall nicer affect as well when we dial in things like this. Now let's just move on down here, I actually worked with the environment intensity as well. Watch if you actually dial this up, you can effect the overall intensity of the environment depending on what you're doing, especially on the exterior. Now we're just using one light to define the overall lighting, so I'm just going to leave that one there at zero just so it's not really doing too much. But down below the diffuse boost, if we start to crank that we can see that it's going to have a bit of an effect on this.
I'm just going to leave this at 1.2 to give us an overall boost on that. Now we can effect all of these as well with our environment color. We can come in and start to define this, I'm not going to do that right now because we're just using the default unreal sphere to define our overall basic look here. I'm going to click on use ambient occlusion because we're using that as well in the post processing effect and I want it to generate that in our lightmaps. So we'll simply just turn that on and generate ambient occlusion. And this is where we can really dial in that overall effect of this.
And you can certainly go through and play with a lot of these settings here to really dial in the look you want. But this is going to give you a decent level of lighting and a decent quality. Now just a note on that, this all depends of course on your hardware configurations for what we're about to do next and that is build out our lighting. The higher the settings, and once again, the more lights you have in the scene, the longer the build time. This build for this project on my hardware configuration actually isn't that bad, it's somewhere in the range of about five to six minutes which, I'll tell you, is really nothing. I mean, if you push this to higher levels and really dial in the overall settings on this it's not uncommon to have a visualization that might take you an hour and a half or two hours of lighting build time which really pop up or really bring in that overall realism to your overall lighting.
But for the purpose of this course and to be considerate or fair to everyone with a range of hardware 'cause everyone's going to have a different setup, I've just kept it at this here and you'll find that this overall should work fine for your configuration depending on what you're using. Now we're going to go to our build setting and this is where we get into more of our rendering settings right, for our lighting that we have in there. So what we want to do is go down to the lighting quality tab, we've been working with preview, let's crank it all the way up to production. This is going to give us that nice quality lighting. So it's going to take a little bit longer to bake this out, especially with all of these settings in here, but it's going to produce our lightmaps.
Now what we would do next here is go ahead and hit build lighting only. Before I do that I want to show you one that I've actually built out so that we can understand what's happening here with baking out this lighting. So back underneath our world settings underneath the lightmass tab, again expand that if you don't see it, underneath lightmass settings which we affected, we went in and we actually adjusted all of these guys to give us the higher quality. You're going to see an area called lightmaps. And these are lightmaps I've baked out already here for this scene and you can click on that and you can actually see what those lightmaps look like.
And this is going to give you these lights that can be composited essentially over top of the textures. And Unreel takes care of that behind the scenes to give you your lighting effect. You can see how many maps I have in there, I have about 21 lightmaps it says. And those were generated from simply doing pretty much these settings that I'm working with here under lightmass settings. And then actually going ahead and generating the build. So we could go to build, lighting only and once I click that it is going to take a bit of time so I'll certainly click that and then just end what I'm saying here.
You should go ahead and do this, but just note that it will take a few minutes, could be longer depending on your hardware configuration, could be quicker depending on your hardware configuration. But by all means, once I click this you're going to see that the overall status is going to happen. And this is going to take a little longer to bake out the overall lighting quality that we want for our scene.
- Defining project goals
- Creating an Unreal Engine 4 (UE4) project
- Adjusting first-person project settings
- Creating effective assets
- Exporting assets for UE4
- Importing assets into UE4
- Placing assets in a scene
- Adding and editing collisions
- Working with textures
- Creating a basic material
- Adding a post-process volume