May 27
Lighting
Lighting mindset
Lumen Settings & Light Sources
Lumen Settings:
World Settings:
Project Settings:
- Default RHI -> DirectX 12
- Dynamic Global Illumination Method -> Lumen
- Reflection Method -> Lumen
- Use Hardware Ray Tracing when available -> true
- Keep in mind that you need NVIDIA RTX graphic card for hardware ray tracing
- If you don't have one, you can still use software ray tracing
- Software Ray Tracing Mode -> Detail Tracing
- Ray Lighting Mode -> Surface Cache
- MegaLights -> true
- Shadow Map Method -> Virtual Shadow Maps
- Support Hardware Ray Tracing -> true
- Texture LOD -> true
- Path Tracing -> true
- Generate Mesh Distance Fields -> true
Light Sources:
Set Mobility to Movable for all light sources to use Lumen computations.
It acts like a sun in the scene.
It emits light in all directions from a single point. Great for adding localized lighting.
Lighting Interiors
Lighting and shadow course
- Directional light:
- Light sources:
- PostProcessVolume:
- Skylight Leaking is used for indoor non-PBR lighting.
- Screen Traces -> false (Global Illumination settings)
- Screen Traces -> true + Final Gather Quality -> high values (Global Illumination settings)
- Exposure metering mode -> Manual
- Exposure Compensation -> 0.0
- Auto Exposure Apply Physical Camera Exposure -> false
- Camera Settings in case of PBR
- Infinite Extent (Unbound) -> true
- Project Settings:
- Support Hardware Ray Tracing -> true
- Shadow Map Method -> VirtualShadowMaps
- Use Hardware Ray Tracing when available -> true
- Ray Lighting Mode -> HitLighting for Reflections
- Reflection method -> Lumen
- Dynamic Global Illumination Method -> Lumen
- Fog:
- Exponential Height Fog can be used for both exponential and volumetric fogs.
- Local Fog Volume enables the local fog only under the light source influence and is controlled by main Exponential Height Fog at the same time.
- Console commands:
- r.VolumetricFog.InjectRaytracedLights -> 0/1 (default 0)
- r.VolumetricFog.GridSizeZ -> 1-1024 (default 512)
- r.VolumetricFog.GridPixelSize -> 1-1024 (default 8)
- Key points:
- Layers for depth
- Eye lighting for character lighting
- Color grading, color palette preset and color script on preproduction
- Key frames and references on preproduction
- Detailed lighting scenarious
- Interactive lighting for reflection of the actions what are going on the scene
- PBR vs non-PBR lighting
- Render passes for layers postproduction in Nuke
Bugs:
Bug no. 1
Light Source settings: Source Radius -> 0.0
(Works for SpotLight)
Light Source settings: Cast Ray Traced Shadows -> Disabled
(Works for any source of light)
Bug no. 2
Description: Flickering pulsing light
Statue's eyes lights are flickering instead of projecting the static light.