Contar historias en tu escenario
Introducci贸n y bienvenida
驴C贸mo aprender iluminaci贸n para videojuegos?
Narrativa visual
Definiendo el mood del entorno, tono y color
Direcci贸n: luz y set dressing
Composici贸n
Entender conceptos de iluminaci贸n
El arte de iluminar
Propiedades f铆sicas de las luces
Vocabulario de iluminaci贸n en la industria
Tipos de luces y movilidad
驴Qu茅 es un Lightmap?
Light functions
Visualizaci贸n en Buffer: Lightmap y Color Base
Iluminar un escenario
Iluminando un escenario interior
Terminando de iluminar un escenario interior
Set dressing escenario: Tamagotchi
Iluminando escenario: Tamagotchi
Luces volum茅tricas: Exponential Fog y Atmosferic Fog
Apropiar conceptos de iluminaci贸n en Unreal
Configuraci贸n de Lightmass
Bake y Building de una escena
Bake: problemas comunes y c贸mo solucionarlos
Finalizar el escenario: Post-Processing stack.
Actores de reflexi贸n
Post processing volume
LUTs
Componer im谩genes para nuestro portafolio
Tipos de c谩maras en Unreal: lentes y configuraci贸n
Screenshots y sequencer
Portafolio y presentaci贸n
Conclusiones
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Unreal Engine offers us multiple tools to enrich the visual quality of our scenes. Now that we have lights and volumetric fog in our scene, it is time to learn about the light baking process and the advanced lighting settings that allow us to handle light sources and shadows with great detail.
Lightmaps are maps that store the light and shadow information of objects in a scene. Optimizing them is key to give realism without sacrificing engine efficiency.
Static lights: Control the irradiance of each light point. Increasing their radius may increase compilation times, but improves overall lighting.
Indirect light balance: Increasing light bounce can enrich realism. One hundred is an extreme value; for most cases, ten may be sufficient in order to maintain the balance between quality and performance.
The light coming from the sky, or skylight, plays a crucial role in the ambience. Increasing its bounce can emphasize color and light interaction on scene materials.
Some settings could result in less realistic scenes if not handled carefully:
Environment Color: Modifying this setting can overwrite the natural color of the scene, resulting in unrealistic and unattractive colors.
Ambient Occlusion: Creating your own shadows from light improves texture and detail without excessive texturing.
Volumetric control: Allows you to adjust the influence of fog or smoke in the scene, giving a deeper ambience.
Before experimenting further, it is important to understand the concepts of build and bake. These processes are essential not only in Unreal Engine, but in any development engine and are responsible for compiling the final rendering of our scene, integrating all the elements of lighting and materials.
I invite you to play with these options and observe the results on the scene. Experimenting is the best way to understand how each setting affects the final result, and thus continue to create stunning visuals.
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