For bake of very dark objects ( walls) you can use in master material the LightmassReplace node to use other value of Base Color luminance/brightness than this what is used for RealTime. Then you will get more energy for bounce. You can also use in World setup Num Indirect Lighting Bounces to set proper number of bounces ( this is the only bounce parameter used by GPU Lightmass at World setup - rest is used only for CPU bake).
@WilliamFaucher
3 жыл бұрын
Wow thanks Tomasz! Do you mind if I pin this comment to the top? I'm sure many others will find this info quite useful!
@YahiyaJasem
3 жыл бұрын
Thanks Tomasz! master of real-time archviz :D
@unumpolum
3 жыл бұрын
@@WilliamFaucher I do not mind at all. Thanks for your tutorials!
@posmaker
3 жыл бұрын
Thanks for those tips you guys! Does anyone know how to use a similar approach for realtime GI where a different material can be used for secondary rays? useful for instance to increase intensity or saturation in the real time bounced contribution. Like a traditional offline raytracer would do through a rayswitch node. Thanks!
@Johanhiggins1
3 жыл бұрын
"Under the World Settings panel, the only Lightmass setting that carries over from the CPU-based Lightmass system is the Volumetric Lightmap Detail Cell Size. It sets the size of a Volumetric Lightmap voxel at the highest density around geometry in the scene. Decreasing the size of the voxel increases the time it takes to build lighting and the amount of memory that gets used. In some cases, it can increase memory by up to a factor of eight." - docs.unrealengine.com/en-US/RenderingAndGraphics/GPULightmass/index.html
@VickySharma-hd9if
3 жыл бұрын
There are so many people teaching unreal engine but I have not seen anyone making it so easy to understand. William really knows how to present things in the easiest way. Thanks, Man i love your video's.
@WilliamFaucher
3 жыл бұрын
Ah man thank you so much! I really appreciate that! I'm always sort of concerned if I'm too messy in the way I explain things, or if I talk too fast. So thanks for the compliment!
@Rockingbird221
3 жыл бұрын
Totally Agree !
@dagomaer
3 жыл бұрын
I just used my work account to give you an extra like :D and thank you for the short version, it saved me some time.
@WilliamFaucher
3 жыл бұрын
Hahah thanks so much! Appreciate it :)
@dcosta7120
3 жыл бұрын
I'll never get tired to say this channel is gold! It's like a book where now and then I'll come back even to the same video to check if things are done well in my file. Can't wait for the 4.27 video. Super thanks William
@WilliamFaucher
3 жыл бұрын
And I'll never get tired of the support I get from all of you, you all make my day. Thank you.
@lostignifer
3 ай бұрын
3year old tutorial but still one of the best. got me out of the creative block I'm having at this stage for one of the project I have been working for the architectural VR visualization instantaneously. amazing
@antoniosuarez7881
11 күн бұрын
this video is still useful even when the GPULM version is newer and if you are new on this baking lights topics, better than others
@VRDivision
3 жыл бұрын
Great video William!
@WilliamFaucher
3 жыл бұрын
Thanks Yahiya!
@thoeme
3 жыл бұрын
Brilliantly presented as always! If you don't mind I would love to add two bonus tips as well: 1. In the Static Mesh Editor you have two settings for light map resolution. The first one is in the section where the setting for the light map channel is and the second one is below. If you change the resolution on the first one and click apply the engine will try to repackage the light map UV, where the second one does only change the resoution (same for the override option). This can help resolving issues if you don't have proper access to the original model. 2. In World Settings you have the options the adjust the number of light bounces from Directional and Sky Light. Increasing these can often also help to brighten up the scene instead of increasing the intensity. Because increasing the intensity comes with some side effects especially when talking about exposure and such. And don't be afraid to try some high numbers like 100 or so, because after the second iteration the light build times won't increase very drastically. Hope that helps and keep them videos coming.
@WilliamFaucher
3 жыл бұрын
Great suggestions Thoeme! Thank you!
@nvav970
3 жыл бұрын
Best tutorial for GPU lightmass hands down. I watched this video multiple times while facing problems
@WilliamFaucher
3 жыл бұрын
Thank you so much!
@danimorrow6317
2 жыл бұрын
For anyone who's new(ish) to lighting in general, I'd say the earlier ~2-hr livestream on lighting interiors is well worth watching in full. For me, being more of a layout/basic-previs artist, it wasn't so much "sifting thru for the useful bits of info", it was wall-to-wall useful bits. Gold everywhere. ... so if you're not already a very experienced lighter & if you have the time, I'd say it's def well worth the 2 hrs. ... TY again - as usual - for these!
@WilliamFaucher
2 жыл бұрын
Gosh thank you so much Dani! Really appreciate the kind words!
@arooly
2 ай бұрын
Wow, was amazing especially the tip at the end. Great tutorial Thank's
@zohahs5276
3 жыл бұрын
Nice idea I like the short format tutorial these days its hard to find 2 hours to sit around and watch every detail. Attention spans are quite shot by research.
@WilliamFaucher
3 жыл бұрын
Thank you! I find myself liking the short format myself when watching other people's tutorials!
@GiorgiBekurashvili
3 жыл бұрын
Thank you very much! I was struggling with skylight and stationary and now its so much clear!
@WilliamFaucher
3 жыл бұрын
You're very welcome! Glad to hear it!
@MrDana3d
3 жыл бұрын
I have just started with Unreal Engine and was going through tons of tutorials so far. By far you are one of the best teachers! Thank you
@Esciomancer
2 жыл бұрын
You are literally my Unreal Engine hero!
@ironscavenger
3 жыл бұрын
Awesome, thanks for the shortened version! Still had fun watching the stream live.
@WilliamFaucher
3 жыл бұрын
Cheers! I plan on doing both, livestreams are fun and often cover more material, but a condensed version is good to have too :)
@ironscavenger
3 жыл бұрын
@@WilliamFaucher Super cool! Thanks for considering both, as I don't always have the time to watch elaborate streams :)
@ZAKarchitects
3 жыл бұрын
Great bonus tip.. It's not just a bonus it's the main correct workflow of applying material.. Bake override brighten color and then apply materials.. Thanks again..
@WilliamFaucher
3 жыл бұрын
Yeah I'm not so sure if it's the "correct" way to work, but it can certainly help with getting a better lighting!
@carlossoadgameplays
3 жыл бұрын
@@WilliamFaucher have a node called "gireplace", put in your base color, and set the value 0.7, the material will appear right, and your bake will use the GI replace like 0,7 gray scale.. :D
@carlossoadgameplays
3 жыл бұрын
i use that inside my opaque master material. and all instances can be change the colors, the bake will get always a good bright value
@healthybodytoday
2 жыл бұрын
Thank you so much for this series of lighting tutorials, it is the most complete and easiest to follow, you are a great teacher.
@blendershots
3 жыл бұрын
best lighting tutorial.....no time wasting...fully loaded information only
@jothishjj6624
Жыл бұрын
Love the tutorials please do make more
@Vitorlk
3 жыл бұрын
Man you teach in a very easy way to understand. Awesome video, congrats!
@WilliamFaucher
3 жыл бұрын
Thank you Vitor!
@darthtiberiu5
11 ай бұрын
really helpful video William
@krzysztofbogdanowicz4543
2 жыл бұрын
That's the best explanation of lightmass I have found. Two weeks saved :). Thank you very much !
@zacharym3387
3 жыл бұрын
Thank you so so much for this! I've been struggling for the past couple weeks ever since I got the newest AMD ray tracing cards, I thought my GPU was broken but following your video everything works great! I can't wait to start using ray traced lighting in my scene.
@Joeherman
2 жыл бұрын
Top notch channel. I am now your devoted follower and disciple! 🙏
@WilliamFaucher
2 жыл бұрын
Thank you so much! Welcome to the community :0
@lemming77gode
3 жыл бұрын
Thanks man. I wish all tutorials were as good as this. It's to the point while not leaving out the important parts.
@zyloover7664
Жыл бұрын
This is an interesting tip for a newcomer to static lighting, I would have one ore two things to say however ; You can bake lighting without having to support ray tracing in your project, it is just going to use CPU instead ; also you can do gpu lightmass on AMD GPUs (RX 6000 Series or newer). This is important to note because CPU lightmass support much more features. Lighting is not backed, nor rendered the same way between stationary and static ; especialy in Unreal 5 ; I had some drasticly different results with the same settings. In unreal 5 (and maybe in unreal 4) there is something called Lightmass portal, which can be very usefull in this context (a room and a window) as you can give information to the baker, how light from the window affect the room. Your last tip at the end could be replaced by a "use the lightmass switch node in your material", then you wont need to change your materials every time you bake lights.
@alexanderalza7964
3 жыл бұрын
That was a fantastic video, very concise and informative. Thanks for making and editing 👍
@WilliamFaucher
3 жыл бұрын
Thanks Alexander! I appreciate it!
@RedzwanulHuq
3 жыл бұрын
Your tutorials are the best and always updated. Thanks a lot man. God bless you for not trying to sell a course with short tutorials here and there, i feel like you really wanna help noobs like me. 👍
@WilliamFaucher
3 жыл бұрын
Thanks so much! I really am trying to give back to the community. I will be offering paid courses in the future but for the most part, free content is where I'm going with this channel.
@bluemosquedesign
3 жыл бұрын
thank you for doing the short version, and for laying out the basic file config
@Nekan11
2 жыл бұрын
Thank you for your work, William. You make the best UE tutorials on YT for sure. I appreciate you greatly
@abdushakurabdullaev14
3 жыл бұрын
Thanks William for your videos! Informative as usual!
@WilliamFaucher
3 жыл бұрын
Happy to help! Thank you for watching!
@neat3954
3 жыл бұрын
Absolute best lighting tutorial I've seen so far. Subscribing immediately and surfing your other videos after this!
@WilliamFaucher
3 жыл бұрын
Ah man thanks so much! I appreciate that very much! More of this coming I promise :)
@endrisyoung6060
3 жыл бұрын
Such an excellent tutorial!
@WilliamFaucher
3 жыл бұрын
Thanks so much!
@pablocodeglia
3 жыл бұрын
Another great one! Thanks William
@WilliamFaucher
3 жыл бұрын
Thanks Pablo!
@mvrckdzn
3 жыл бұрын
Awesome tips and tutorials.♥️ Keep em coming!
@WilliamFaucher
3 жыл бұрын
Thank you! I will!
@techlightdev
2 жыл бұрын
Wow that's amazing tutorial, Thank you so much for sharing William.
@ajt.hyperlogic
3 жыл бұрын
Great video. FYI one additional tip: You can use the GIReplace shader node to modify the color used by Lightmass for baking. This is better then having to remember to alter your materials before and after every bake. (DOH! I wrote this before I saw your comment about the LightmassReplace node)!
@WilliamFaucher
3 жыл бұрын
No need to apologize! I am always very thankful for members of the community who contribute, and point out alternative solutions to the ones I talk about. I am the first to admit I don't know everything, so I am very happy to hear other points of view on topics! Thanks for writing!
@MyFpZ
2 жыл бұрын
What a great tip ! All things make sense now
@gen7ile
3 жыл бұрын
What a great video! Thank you so much Master! I look forward to the tips for outdoor scenes with GPU lightmass 4.26. Greetings from Argentina!
@WilliamFaucher
3 жыл бұрын
Thank you Jorge! I'll be covering exteriors with GPU Lightmass soon :)
@XomB
3 жыл бұрын
Ah nice one! Thanks for the live stream cutdown
@WilliamFaucher
3 жыл бұрын
Cheers!
@STVinMotion
3 жыл бұрын
You rock! Keep'em coming🤘
@WilliamFaucher
3 жыл бұрын
You're too kind! I will!
@joaquimmeira372
3 жыл бұрын
Thanks a lot, William! Your videos are very informative and straightforward. As an architect, I usually have a hard time balancing properly a nice baked lighting for my static meshes, especially for interiors, with realistic dynamic lighting hitting the foliage outside. It would be great if you could focus on that someday. Thanks!
@WilliamFaucher
3 жыл бұрын
Thanks Joaquim! I actually plan on digging into this during a livestream sometime!
@joaquimmeira372
3 жыл бұрын
@@WilliamFaucher That would be great indeed, and once again congratulations on the content you´ve been sharing with us.
@mch43856
2 жыл бұрын
You're an amazing teacher!
@WilliamFaucher
2 жыл бұрын
Thank you!
@shadwnchen8361
Жыл бұрын
AWESOME Tutorial !!! THX
@VimalKumar-nk9ts
3 жыл бұрын
super helpful....Thanks a lot
@WilliamFaucher
3 жыл бұрын
Thank YOU for watching!
@luigiiuliano139
3 жыл бұрын
Really great tutorial, you're very explicative and easy to understand. Thanks a lot!
@WilliamFaucher
3 жыл бұрын
Thank you! The pleasure is mine!
@Vicvincexxx
2 жыл бұрын
Dude you are so great. Thanks a bunch!
@yoquese2929
3 жыл бұрын
Thanks a lot!! Very Helpful
@WilliamFaucher
3 жыл бұрын
Thank YOU for watching!
@oxygencube
3 жыл бұрын
Thanks man! Appreciated!
@WilliamFaucher
3 жыл бұрын
You're more than welcome! Pleasure is mine!
@KaikoZOLEEV
2 жыл бұрын
Hi buddy, I love your cutting edge UEx content, thanks for sharing! I appreciate 😎
@unreal_animations
3 жыл бұрын
Clear and usefull thank !! In my case i have sometimes virtual textures issues. It's like flickering on textures and lightmap. If i disable virtual textures it's ok, strange...............
@WilliamFaucher
3 жыл бұрын
I've heard many people having this issue. Have you disabled Raytracing? The only time I saw weird flickering was when Raytracing was enabled. Other than that, I haven't seen this for myself yet, so it's hard to know what the reason is.
@unreal_animations
3 жыл бұрын
@@WilliamFaucher thanks a lot for your time, i think raytracing was on. I will try to disable it next time for my test. Best from France !
@jordanearth11
3 жыл бұрын
This is perfect. Thank you so much for doing this.
@WilliamFaucher
3 жыл бұрын
The pleasure is mine!
@jordanearth11
3 жыл бұрын
@@WilliamFaucher Question. Why do you prefer stationary over static lighting when using GPU lightmass?
@KyryloSibiriakov
2 жыл бұрын
Thank You! Super video
@WilliamFaucher
2 жыл бұрын
Cheers! Thank you!
@imanboer
3 жыл бұрын
I love how you explain all the things, it really make people like me who have zero knowledge about how to use unreal for interior so much helpful, thank you so much, even I use Mac m1 which don't have GPU lightmass option but still really importing things to know every thing you told. I wish someday you can make help Mac M1 user option for better light perform. Thank you again you so much help.
@WilliamFaucher
3 жыл бұрын
Thanks for watching! M1 is still incredibly new, so it's going to take a while before ARM processors are supported but I think it's only a matter of time!
@jinmick9998
3 жыл бұрын
Thank you William it's very helpful clear and efficient tutorial
@WilliamFaucher
3 жыл бұрын
You're very welcome!
@dreamingacacia
11 ай бұрын
Apparently all I need in my game is to turn auto exposure off and set directional light to static with cast shadow off. Many people may not like it, but that's the style I wanted to be.
@KULTRALTD
3 жыл бұрын
Great video! Thanks a lot! :)
@WilliamFaucher
3 жыл бұрын
Thank you!
@flexcg675
Ай бұрын
Thank you bro!
@ZAKarchitects
3 жыл бұрын
Great as usual.. Thanks
@WilliamFaucher
3 жыл бұрын
Thank you!
@Shodan-0101
2 жыл бұрын
Thank you William!!
@williamminnaar6311
3 жыл бұрын
Hello there - THANK YOU for your videos, great and informative! :)
@WilliamFaucher
3 жыл бұрын
Thank YOU for your encouraging words!
@williamminnaar6311
3 жыл бұрын
@@WilliamFaucher I've moved from Unity, as even HDRP can not really complete with the best of Unreal. Maybe HDRP will get there but it's buggy and tricky to use right now. Where are Unreal, it all just.. works! A question - When I load any object into my scene, a tree; a rock; anything at all - It takes a while to compile the shaders, Unity does not do this - Is it normal? Why does it take so long sometimes, even freezing my machine to add a tree into my scene!? {I'm running Intel i5 2700k - 20 Gigs DDR3 + Asus STRIX 1080Ti}
@ahmadnour7449
3 жыл бұрын
Thank you , it's great effort
@user-go8rm5se2p
6 ай бұрын
ah this is it... this is it! thanks!
@Lawstewart
2 жыл бұрын
Thank you!
@AvengedBee
3 жыл бұрын
View mode (Defaults on lit) > Optimisation Viewmodes > Lightmap Density. Helps see what resolution you should be aiming for with lightmap density :) Green is perfect, Red is too much, blue is too low.
@WilliamFaucher
3 жыл бұрын
Totally agreed! Great tip :)
@AvengedBee
3 жыл бұрын
@@WilliamFaucher Amazing video by the way, super helpful!
@WilliamFaucher
3 жыл бұрын
Thanks so much! Glad it helped!
@sams_3d_stuff
2 жыл бұрын
Thanks sensei!
@knl654
3 жыл бұрын
short and nice.
@WilliamFaucher
3 жыл бұрын
Thanks!
@renderloungestudio4055
3 жыл бұрын
Epic tut
@WilliamFaucher
3 жыл бұрын
Thank you!
@cedricusmann2300
3 жыл бұрын
Awesome man!
@WilliamFaucher
3 жыл бұрын
Thank you!
@freenomon2466
3 жыл бұрын
you rock! really! btw have you found any info on alembic streaming for 2.6?
@WilliamFaucher
3 жыл бұрын
I don't think that actually got released because when I tried it, it was unbelievably broken.
@unrealdevop
3 жыл бұрын
Thanks I watched another video and he completely left out step 4....I was wondering why it wasn't showing up under build and then I watched your video lol.
@shabeerop4630
2 жыл бұрын
Thanks brother
@brazelabs8451
Жыл бұрын
Hey coming to you from the year of 2023! Great video as always. Do you know if ray-tracing now works in UE4 for VR for the same static light based light baking process that you are showing here?
@user-cw2hj3ci1h
Жыл бұрын
Thank you
@lucasescobar8948
3 жыл бұрын
genio!! muchas gracias, muy buenos tus video, nuevamente gracias, saludos desde argentina
@JoyKazuhira
3 жыл бұрын
I dont have rtx card. As much as i want to use rt, i cant. So thank you so much for the tips specially the compressed one and the uv channel.
@WilliamFaucher
3 жыл бұрын
Aw that's too bad! You can always use the regular CPU Lightmass however, it's slower, but it works more or less the same way.
@genojudlaw
3 жыл бұрын
Thank U brother
@WilliamFaucher
3 жыл бұрын
The pleasure is mine!
@fanimations2363
3 жыл бұрын
Me hearing the 1st step : RTX graphics card Me : it's not for me! Saving the video to watch later 8-11 yrs from now! : )
@WilliamFaucher
3 жыл бұрын
Hahah sorry man! I think there is an older version of GPU lightmass, Laoshang's GPU Lightmass I think it's called? That doesn't required RTX.
@fanimations2363
3 жыл бұрын
@@WilliamFaucher got it bro! And thanks for the reply!
@WilliamFaucher
3 жыл бұрын
@@fanimations2363 Cheers! Best of luck getting your hands on an RTX Card!
@fanimations2363
3 жыл бұрын
@@WilliamFaucher Thanks a lot bro! Appreciate it!
@yuezhang5551
2 жыл бұрын
Thanks!
@WilliamFaucher
2 жыл бұрын
Thank you so much!
@ssd3d
3 жыл бұрын
thank you sir i always apricated by you sir bcoz sir ....Not everyone has rtx gpu thank you . i want this type of content more thank you again
@WilliamFaucher
3 жыл бұрын
Hi! Thank you! I know not everyone has RTX, it is unfortunate that GPU Lightmass requires it, but that's how it is right now, sorry!
@ssd3d
3 жыл бұрын
@@WilliamFaucher Sir, please can you make a detailed video on baked lighting? with any random scene or Archviz scene would be very gratefull No RTX , only baked lighting >>scratch to production. So that artists like me can also help.. Would be very kind thank you .
@cgharsh
3 жыл бұрын
Supercool!!!!!!!!!!!!!!! amazing stuff again :D
@WilliamFaucher
3 жыл бұрын
Thank you sir!
@notepan
Жыл бұрын
Very great and helpful tutorial ! I'm new to UE and I'm a bit confused about ray tracing though : if we use ray tracing to build lighting, does that mean that players that don't have a RTX graphic card won't be able to play the game?
@neoviva
3 жыл бұрын
This is long story but will help people who are use RTX A6000,if you update newest NVidia graphics driver (which I use 4.71)may can't use for GPU light mass.so you have to downloads old version of NVidia graphics driver(460.89),If use for unreal 5 Lumen you have to use newest NVidia graphics driver. This is Error message comes out (LogDirectoryWatcher: A directory notification for '../../../Engine/Plugins/' was aborted.)then unreal 4 will be keeping crash every 30 second. At end I can use the way you show to GPU lightmass.
@emresenoglu
3 жыл бұрын
Straight to the point and very easy to follow 👌👌 I can't turn off slow mode using the ctrl+R shortcut, any idea why this might be?
@WilliamFaucher
3 жыл бұрын
Thank you! Yeah, it's a really stupid thing, too! There is a tiny triangle button to the left of the "Perspective" button on your viewport. Click on that, and there is an option that is something along the lines of "disable realtime override", I can't remember the exact wording but it's something like that. It's super weird, bugs me all the time!
@emresenoglu
3 жыл бұрын
@@WilliamFaucher hey thanks a lot for taking the time to reply man!!
@WilliamFaucher
3 жыл бұрын
@@emresenoglu Cheers! I try to reply to everyone ;)
@SqueakFFFS
3 жыл бұрын
Hey William! Thanks for the vid! I'm guessing we're just supposed to turn of the Raytracing effects while baking right? It's fine to turn them on once baking is complete?
@scottownbey8041
3 жыл бұрын
After devouring your tutorials I often wonder- How they hell do you know all this information? I'm being totally serious. An interesting tutorial from you would be "your learning process", how do you approach learning a new piece of software? Tim Ferris did a post on how he masters subjects in a short amount of time. I'm really curious if you can do something similar but master learning software. Just a thought William- keep rockin brother!
@WilliamFaucher
3 жыл бұрын
I've been using Unreal since 2008, so I'm pretty comfortable with it. New features are easy to adapt to, learn from, it's not a huge learning curve once you know the fundamentals :)
@myelinsheathxd
2 жыл бұрын
thx!
@richardreyes1928
3 жыл бұрын
Thanks for the tut! Love your vids. Since UE has a PBR shading model. Wouldn't we be breaking the rules of PBR if we are upping the values of the albedo for the bake's sake then reverting it back? And on the same note, should we just keep the indirect light intensity to 1 and adjust the light intensity instead to get the desired look?
@WilliamFaucher
3 жыл бұрын
Thanks! In theory, you would be correct. If you want to do everything by the book, then technically yes, bumping up albedo for more bounce is physically incorrect. However, I abide by the philosophy that the end result is the only thing that matters. I couldn't care less if a scene is "Fully pbr", as long as it looks good. In the example here, having darker materials resulted in a poor-quality bake. Lighting quality vastly improved with brighter albedos. Same applies with indirect light intensity, you should be the judge here. You need to art direct your shots the way you see fit. One can't just close their eyes, enter "physically correct" values and think everything is going to be photoreal, that's not how this works, it requires a good eye for detail and an eye for what looks right. Hope that answers your question!
@Mulai-1997
2 жыл бұрын
Hi William ! ! Thanks for your work !! I backing GPU Lightmass done , than I turn on Raytracing Efffect , but the raytracing it look like still affects my scene . I try to turn off all the Static object's visible in Ray Tracing , but it not working. So , did the lightmass can not to work wiht RTX Raytracing and NVIDIA DDGI ? I want to figure this out . Thanks !
@mutumah
3 жыл бұрын
Thank you William!! I come from other 3D softwares but I'm just starting to learn Unreal and your tutorials are great and help me a lot. One thing still makes me scratch my brains... Whats the advantages of baking lights vs just using dynamic lights with RT on, is it just for performance improvement or do you actually get better quality lighting, and, would it even make any sense to consider the lightmass rout for an exterior scene? I'm just trying to figure out if you better of (quality wise) with HDRI/Static/Lightmass Banking vs dynamic sky using the Environment light mixer for example. Cheers!!
@WilliamFaucher
3 жыл бұрын
Hey there! Great question! If you watch my livestream about Interior Lighting, I do a comparison between baked lighting and dynamic lighting towards the end. You'll see for yourself. The long story short is, yes, baked lighting looks much better, AND performs better, at the cost of it being a bit more tedious to set up. Raytracing IS getting better though , so that's fun! But it comes at a huge performance cost. I can run baked levels at 120+ fps, and the same scene with raytracing can crawl at 30-40fps. Exteriors are a bit more forgiving, and I tend to go dynamic with those, BUT, set up properly, baked lighting works great for exteriors too! Personally I love dynamic lighting, so it's really a case-by-case thing. Hope that answers your question!
@mutumah
3 жыл бұрын
@@WilliamFaucher Great answer!! All makes sense now, will watch the livestream too as I can't resist :) Many thanks and keep up the super great work. Cheers!!
@youtubi123youtubipel
3 жыл бұрын
William, grat tip about the skylight! A question: I usually create my own cubemap from drone images. (PNG images transformed into .DDS cubemaps with the help of Nvidia Texture Tools). Would I be fine baking my skylight with this cubemap? Or should I use a workaround, where i use my custom cubemap in the HDRIBackdrop and a diferent cubemap made from a real HDRI image on the skylight slot for the cubemap?
@WilliamFaucher
3 жыл бұрын
Yeah you can use the skylight too! The only reason I used the backdrop here is because it's nice to not have a black sky. But you can change things up however you see fit!
@IconicPlushStars
8 ай бұрын
thx
@denkozlov4220
Жыл бұрын
thanks! Bakin gdone right
@sanjaysanju559
3 жыл бұрын
In Gpu Lightmass Build Lighting Disable Due To GPU Lightmass Require Ray Tracing Support Which IS Disabled
@WilliamFaucher
3 жыл бұрын
You need to enable raytracing in your project settings, but disable raytracing EFFECTS in the viewport.
@SupremeMister
3 жыл бұрын
@@WilliamFaucher It doesnt work :/ still says GPU lightmass require ray tracing support which is disabled. How do to fix this?
@riyasmon87
3 жыл бұрын
Thankyou
@WilliamFaucher
3 жыл бұрын
Thank YOU for watching!
@repositorytutorial3d50
2 жыл бұрын
Thanks a lot! Such a clear video and such a great teacher! I have just one doubt, are the directional light shoadows always sharp? is there a way to make them softer?
@WilliamFaucher
2 жыл бұрын
Thank you! To make shadows softer you need to adjust the source angle setting. I think it's called source angle. Something like that.
@repositorytutorial3d50
2 жыл бұрын
@@WilliamFaucher thanks a lot I'll try!
@bernhard.design
2 жыл бұрын
Will, did you already run some tests using the GPU Lightmass with Lumen and Nanite? Or is this not doable? Thank you so much and keep rocking, cheers
@WilliamFaucher
2 жыл бұрын
I'm... not sure GPU Lightmass even works with lumen at all. There isn't really much point since the entire purpose of Lumen is to get baked-lighting quality in realtime. The way I see it, baked lighting is slowly going to get phased out but I could be wrong of course.
@bernhard.design
2 жыл бұрын
@@WilliamFaucher yes, I was wondering myself. In some forums people say you should still use baking, especially for interiors and when the frame-rate just isn’t there. I tried an interior scene, complex with a lot of lights. It looks great in runtime with dynamic lights and Lumen, but I can’t even hit 30fps at a 1280x720 fixed resolution after packaging. That means, baking would be still somehow necessary … hmmm 🤔
@DaNiElMmM93
3 жыл бұрын
Un comentario aparece en español, para decirte te amo!
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