Unreal Engine: Global Illumination for Arch. Visualization




Unreal Engine: Global Illumination for Architectural Visualization

What you will learn

Working with the Lightmass GI engine

Focusing GI calculations

Generating light map UVs

Light baking

Controlling light bounce

Using Ambient Occlusion

Animation and GI

Exposure

Saving out high-resolution images

Description

  • 1h 30m
  • Intermediate

Anyone who uses Unreal Engine for real-time visualization knows how important good lighting is to your presentation. Global Illumination is the best way to simulate how light behaves in the real world. In this course, Brian Bradley shows key settings and best practices for architects, designers, and artists looking to incorporate the Lightmass Global Illumination (GI) solver into their visualization process. Learn how to create lightmaps for a level, focus Lightmass GI calculations to put your computing resources to best use, understand how materials affect lighting, and set up light portals that are quick, clean, and production ready. Plus, discover how to work with area shadows and high-dynamic-range images (HDRIs), and see how adjustments to static lighting scale affects quality. Brian also introduces advanced topics, such as lighting animated objects with GI and controlling color bleed.

If you are wanting to use the powerful global illumination tools found in the Unreal Engine in order to help you create fantastic looking visualization pieces, then this Unreal Engine Global Illumination for Architectural Visualization course, should be just the thing for you. My name is Brian Bradley, and Iā€™m really looking forward to showing you around the GI tools and features that can be found in Unreal Tools that can, and are being used by artists all around the world to produce fantastic looking visualization pieces, be that in arch space, product space, automotive space, or any of the other design related fields.

English
language

Content

Introduction
Global illumination (GI) in Unreal
Setting up the Unreal Engine 4 project
The Lightmass GI Engine
Level setup
How the Lightmass engine works
Lightmass UI elements
Focusing Lightmass calculations in a scene
Light Baking
Understanding light baking
How UV mapping affects GI
Generating light map UVs
How materials affect light baking
Suggested light bake checklist
Controlling the GI
Controlling secondary light bounces
Using HDRIs
Lightmass portals for interior spaces
Area shadows
Quality and smoothness settings
Using Ambient Occlusion
Lighting scale for accuracy
Taking It Further
Animation and GI
Exposure in post-process volumes
In-camera exposure
Color bleed
Saving out high-resolution images
Conclusion
Next steps
Bonus Lecture

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