WEBVTT 1 00:00:23.719 --> 00:00:26.920 Hello, this is the fourth lecture of Unreal Cinematics 2 00:00:26.920 --> 00:00:29.970 Creating the environment level for cinematics in Unreal 3 00:00:31.070 --> 00:00:34.920 The object of this lecture is to learn and understand 4 00:00:34.920 --> 00:00:37.759 making the environment level for cinematics in Unreal 5 00:00:37.759 --> 00:00:42.639 Then starting now, I'll explain about ways to create the environment 6 00:00:42.639 --> 00:00:45.439 First is collecting reference images 7 00:00:45.439 --> 00:00:49.279 We can't create a cinematic environment right away, from scratch 8 00:00:49.279 --> 00:00:53.240 Therefore, choose a well-made reference 9 00:00:53.240 --> 00:00:56.520 and we need to practice making that reference in Unreal 10 00:00:56.520 --> 00:00:58.570 The image you see here 11 00:00:58.570 --> 00:01:01.160 is a screenshot of a Japanese artist's video on Instagram 12 00:01:01.160 --> 00:01:04.360 We'll try making this environment the same way 13 00:01:04.360 --> 00:01:06.210 First, in the shown image 14 00:01:06.210 --> 00:01:09.320 we need to analyze what sources we need 15 00:01:09.320 --> 00:01:12.919 Analyze the large props first, and once the analysis is over 16 00:01:12.919 --> 00:01:15.119 sequentially analyze the detailed props 17 00:01:15.119 --> 00:01:16.919 and organize the needed sources 18 00:01:16.919 --> 00:01:20.019 When the needed sources go through modeling and texture job 19 00:01:20.019 --> 00:01:21.879 it will take too much time 20 00:01:21.879 --> 00:01:24.229 So search for the environment sources 21 00:01:24.229 --> 00:01:27.360 in the Market Place that Epic Games provides 22 00:01:27.360 --> 00:01:30.239 and purchase sources similar to the corresponding reference 23 00:01:30.239 --> 00:01:32.489 After you obtain the ingredients 24 00:01:32.489 --> 00:01:34.519 let's produce the environment in the project 25 00:01:34.519 --> 00:01:35.969 When you start environment production 26 00:01:35.969 --> 00:01:38.680 the layout arrangement is very important 27 00:01:38.680 --> 00:01:40.880 Therefore, it's good to set the layout of the floor 28 00:01:40.880 --> 00:01:43.680 which can decide the corresponding areas 29 00:01:43.680 --> 00:01:46.130 For me, in order to depict water on the floor 30 00:01:46.130 --> 00:01:48.760 I used the function called blend material 31 00:01:48.760 --> 00:01:50.710 In order to use blend material 32 00:01:50.710 --> 00:01:53.279 the floor mesh has to have lots of vertex 33 00:01:53.279 --> 00:01:55.929 And using the function of vertex painting 34 00:01:55.929 --> 00:01:59.360 you can express the feeling of water of blend material realistically 35 00:01:59.360 --> 00:02:02.260 For this image, blend material was produced 36 00:02:02.260 --> 00:02:04.959 and the water effect was added on the floor surface 37 00:02:04.959 --> 00:02:06.800 Next is creating the sidewalk 38 00:02:06.800 --> 00:02:09.559 I used the source provided by Megascan 39 00:02:09.559 --> 00:02:12.909 In Unreal, with the spline format made with blueprint 40 00:02:12.909 --> 00:02:14.960 the corresponding source can be easily arranged 41 00:02:14.960 --> 00:02:17.960 Expressions of linear lines and curves are possible 42 00:02:17.960 --> 00:02:20.310 However, when path tracing is used 43 00:02:20.310 --> 00:02:24.800 sources of spline type are not rendered on the screen 44 00:02:24.800 --> 00:02:27.300 If you're going to use path tracing 45 00:02:27.300 --> 00:02:30.440 it's possible if you change the spline actor to mesh 46 00:02:30.440 --> 00:02:33.590 A way to change it is shown on the screen 47 00:02:33.590 --> 00:02:36.039 Follow after it, and you'll be able to change it 48 00:02:36.039 --> 00:02:42.679 First, I'll show you how I made the floor 49 00:02:42.679 --> 00:02:45.679 Like this, the floors were first arranged 50 00:02:45.679 --> 00:02:47.839 in a tile form 51 00:02:47.839 --> 00:02:51.389 As for the sidewalk 52 00:02:51.389 --> 00:02:55.080 the mesh was downloaded from Quixel bridge 53 00:02:55.080 --> 00:03:00.999 The downloaded mesh has been mapped as blueprint 54 00:03:00.999 --> 00:03:09.399 And they have been arranged like a sidewalk 55 00:03:09.399 --> 00:03:12.849 As for the floor tile mesh 56 00:03:12.849 --> 00:03:16.479 as you can see, there's a lot of vertex 57 00:03:16.479 --> 00:03:20.930 There's a lot of vertex because 58 00:03:24.800 --> 00:03:30.320 later in Quixel bridge 59 00:03:30.320 --> 00:03:32.920 you can make something called blend material 60 00:03:32.920 --> 00:03:36.620 There, in the texture 61 00:03:36.620 --> 00:03:39.880 you can express the feeling of wet water 62 00:03:39.880 --> 00:03:42.530 To use this function in a detailed way 63 00:03:42.530 --> 00:03:44.720 the tile needs to have a lot of vertices 64 00:03:44.720 --> 00:03:49.520 The water gets expressed based on this vertex 65 00:03:49.520 --> 00:03:54.880 so if there's a small number of vertices, it won't be expressed naturally 66 00:03:56.320 --> 00:04:03.479 Until here, I explained about the floor tile setting method 67 00:04:03.479 --> 00:04:06.479 Now, we'll arrange the large props 68 00:04:06.479 --> 00:04:08.520 just like the reference layout image 69 00:04:08.520 --> 00:04:10.220 The sources used here 70 00:04:10.220 --> 00:04:12.670 were purchased in Unreal Marketplace 71 00:04:12.670 --> 00:04:16.480 The props relatively located towards the back of the layout 72 00:04:16.480 --> 00:04:18.830 don't require a high level of detail 73 00:04:18.830 --> 00:04:22.580 So using simple sources for them 74 00:04:22.580 --> 00:04:25.920 will help with preventing the project from becoming too heavy 75 00:04:25.920 --> 00:04:29.320 The props located in the front of the layout require detail 76 00:04:29.320 --> 00:04:31.520 There are many ways for expressing 77 00:04:31.520 --> 00:04:33.220 but the method I chose this time 78 00:04:33.220 --> 00:04:36.119 uses modeling data expressed in individual pieces 79 00:04:36.119 --> 00:04:38.669 And I've expressed the building by stacking blocks 80 00:04:38.669 --> 00:04:42.069 Like this, I put together each individual prop 81 00:04:42.069 --> 00:04:44.920 and made it look like the layout as much as possible 82 00:04:44.920 --> 00:04:47.120 Just for arranging the layout 83 00:04:47.120 --> 00:04:50.270 it took me about 2 days 84 00:04:50.270 --> 00:04:53.320 When you create your own sources 85 00:04:53.320 --> 00:04:55.760 it will take longer work days than this 86 00:04:55.760 --> 00:04:59.810 Therefore, when you practice cinematic expression in Unreal 87 00:04:59.810 --> 00:05:02.560 rather than doing the modeling and texture job yourself 88 00:05:02.560 --> 00:05:05.359 bringing in the provided sources and expressing them 89 00:05:05.359 --> 00:05:08.239 will save you a lot of time 90 00:05:08.239 --> 00:05:15.989 This time, for the arrangement of large props 91 00:05:15.989 --> 00:05:18.399 I'll show you the method of how I made it 92 00:05:18.399 --> 00:05:23.549 If you see here, in order to make it look similar to the layout 93 00:05:23.549 --> 00:05:24.949 For the front parts 94 00:05:24.949 --> 00:05:29.299 I wanted to make it detailed 95 00:05:29.299 --> 00:05:31.300 So like this 96 00:05:34.120 --> 00:05:36.020 rather than a building made with one piece 97 00:05:36.020 --> 00:05:43.440 I put together various meshes to express the building form 98 00:05:43.440 --> 00:05:46.740 And the relatively less important parts 99 00:05:46.740 --> 00:05:49.140 The parts that are not important in the angle 100 00:05:49.140 --> 00:05:56.220 were arranged in big chunks like this 101 00:05:56.220 --> 00:05:58.070 If you look at the back side 102 00:05:58.070 --> 00:06:04.670 The mesh itself has all the expressions of buildings included 103 00:06:04.670 --> 00:06:07.000 These are normally called Lowpoly buildings 104 00:06:07.000 --> 00:06:11.190 Just like this, in order to arrange the layers on the back 105 00:06:13.279 --> 00:06:20.399 I used Lowpoly buildings 106 00:06:20.399 --> 00:06:26.519 Then after arranging the large props 107 00:06:26.519 --> 00:06:30.869 I added middle sized props 108 00:06:30.869 --> 00:06:37.079 and even smaller sized props on the arrangement 109 00:06:37.160 --> 00:06:41.640 I decorated it like this 110 00:06:41.640 --> 00:06:44.140 There's no correct answer here 111 00:06:44.140 --> 00:06:47.340 For this, look at the reference image 112 00:06:47.340 --> 00:06:52.399 and decide for yourself to what level 113 00:06:52.399 --> 00:06:56.799 you'll decorate the environment, when you're arranging them 114 00:06:56.799 --> 00:07:00.600 So the important part here is 115 00:07:00.600 --> 00:07:04.650 arrange the large props to set the layout first 116 00:07:04.650 --> 00:07:06.850 and then the middle props 117 00:07:06.850 --> 00:07:10.450 and then arrange the smallest props 118 00:07:10.450 --> 00:07:11.959 Going down to the details 119 00:07:11.959 --> 00:07:15.259 This process is very important 120 00:07:15.259 --> 00:07:21.359 so remember the order of this method when you practice 121 00:07:21.359 --> 00:07:25.709 After arranging the front of the layout with assembled building 122 00:07:25.709 --> 00:07:28.880 this is how it looks after arranging the detail props 123 00:07:28.880 --> 00:07:31.780 This is the state without the environment lightings 124 00:07:31.780 --> 00:07:35.280 Unreal's material method that generates its own light 125 00:07:35.280 --> 00:07:37.959 called emissive lighting, is only applied 126 00:07:37.959 --> 00:07:40.459 The project setting is in lumen 127 00:07:40.459 --> 00:07:43.159 and just by arranging the props in emissive 128 00:07:43.159 --> 00:07:45.320 there's still a bit of lighting 129 00:07:45.320 --> 00:07:48.420 However, we can't have lighting with just emissive 130 00:07:48.420 --> 00:07:51.600 we must arrange the light source provided by Unreal 131 00:07:51.600 --> 00:07:54.200 Like the left picture, when only emissive is used 132 00:07:54.200 --> 00:07:57.679 the expression is weak in the cinematic perspective 133 00:07:57.679 --> 00:08:00.029 Here, add Unreal light 134 00:08:00.029 --> 00:08:01.920 and we need to increase the quality 135 00:08:01.920 --> 00:08:03.920 These are the expression methods before adding the lighting effect 136 00:08:03.920 --> 00:08:06.480 and after adding the lighting effect 137 00:08:06.480 --> 00:08:09.080 As you can see, the way of expressing can be freely done 138 00:08:09.080 --> 00:08:13.580 but in order to make the environment closer to a cinematic expression 139 00:08:13.580 --> 00:08:15.920 lighting job is mandatory 140 00:08:15.920 --> 00:08:19.620 This time, for the lighting arrangement 141 00:08:19.620 --> 00:08:22.799 I'll show you the way I did it 142 00:08:22.799 --> 00:08:31.040 At this state, only the emissive is arranged 143 00:08:31.040 --> 00:08:32.590 so it's relatively dark 144 00:08:32.590 --> 00:08:39.159 So first, to show you how to arranged the lighting 145 00:08:39.159 --> 00:08:41.040 Like this 146 00:08:46.950 --> 00:08:51.520 I added a bit of more light elements 147 00:08:51.520 --> 00:08:56.970 Just like I showed on the slides 148 00:08:56.970 --> 00:09:01.070 if only the existing emissive is used for lights 149 00:09:01.070 --> 00:09:03.520 It may look okay up close 150 00:09:03.520 --> 00:09:06.559 but from far away 151 00:09:06.559 --> 00:09:08.659 that fluorescent lamp 152 00:09:08.659 --> 00:09:14.559 That light that provides light doesn't look that strong 153 00:09:14.559 --> 00:09:20.709 The light expression isn't that strong 154 00:09:20.709 --> 00:09:26.800 and it looks relatively dark, so definitely 155 00:09:28.200 --> 00:09:31.200 by arranging lights like this 156 00:09:31.200 --> 00:09:37.950 Showing that there are lights coming out of here 157 00:09:40.100 --> 00:09:43.679 is what I expressed 158 00:09:43.679 --> 00:09:46.999 There's no correct answer to this 159 00:09:47.960 --> 00:09:54.149 If you like this vibe, then you can go with it 160 00:09:54.149 --> 00:09:58.089 But later, when you make the overall environment 161 00:09:58.089 --> 00:10:02.039 only using this, definitely 162 00:10:02.039 --> 00:10:05.639 won't look as pretty later 163 00:10:05.639 --> 00:10:08.239 So always use sources like light 164 00:10:08.239 --> 00:10:11.589 and arrange them in the environment like this 165 00:10:11.589 --> 00:10:17.880 I recommend adding additional lights and arranging them 166 00:10:17.919 --> 00:10:19.869 Next is about setting up the main light 167 00:10:19.869 --> 00:10:22.520 I arranged directional light and sky light 168 00:10:22.520 --> 00:10:24.620 As you can see, I made the image bright because 169 00:10:24.620 --> 00:10:27.470 when expressing the dark parts in Unreal 170 00:10:27.470 --> 00:10:31.440 I wanted to reduce noise as much as possible, so I aimed high 171 00:10:31.440 --> 00:10:34.240 This is my own personal method 172 00:10:34.240 --> 00:10:36.590 I arranged atmosphere and fog 173 00:10:36.590 --> 00:10:39.440 For fog, I used volumetric fog 174 00:10:39.440 --> 00:10:40.790 This is post volume arrangement 175 00:10:40.790 --> 00:10:42.640 These are the adjusted items for post volume 176 00:10:42.640 --> 00:10:45.790 Bloom, Exposure, Chromatic Aberration 177 00:10:45.790 --> 00:10:48.479 Lens Flare, Image Effect, and Color Grading 178 00:10:48.479 --> 00:10:50.279 By arranging post volume 179 00:10:50.279 --> 00:10:53.329 we can see how we can express the cinematics 180 00:10:53.329 --> 00:10:55.729 and based on how we use post volume 181 00:10:55.729 --> 00:10:58.079 whether we can create the cinematic quality or not 182 00:10:58.079 --> 00:10:59.919 gets decided 183 00:10:59.919 --> 00:11:02.369 Here, the results from the test job 184 00:11:02.369 --> 00:11:03.719 will be shown on the computer screen 185 00:11:03.719 --> 00:11:06.440 and we'll review them again 186 00:11:06.440 --> 00:11:10.690 This time, I'll show you how I added the main light and fog 187 00:11:10.690 --> 00:11:15.280 and I'll also show you how I arranged the post volume 188 00:11:15.280 --> 00:11:19.350 Before that, first of all 189 00:11:22.799 --> 00:11:28.179 At the state of emissive arrangement and emissive light added 190 00:11:28.179 --> 00:11:33.179 I first added directional light 191 00:11:33.179 --> 00:11:36.529 As you can see, there isn't much difference 192 00:11:36.529 --> 00:11:41.559 And next, sky light for expressing indirect light 193 00:11:41.559 --> 00:11:45.509 Once I added sky light, as for me 194 00:11:45.509 --> 00:11:48.359 I set the intensity scale to 20 195 00:11:48.359 --> 00:11:51.650 and this is actually a large value in Unreal 196 00:11:51.650 --> 00:11:55.350 But I made it like this in this environment because 197 00:11:55.350 --> 00:11:59.600 this environment is overall dark 198 00:11:59.600 --> 00:12:01.840 It's a dark environment 199 00:12:01.840 --> 00:12:06.960 So later, in post volume, I wanted to lower the exposure value 200 00:12:08.559 --> 00:12:12.609 I was planning to express it by lowering the exposure value 201 00:12:12.609 --> 00:12:16.640 Like I wrote on the slides, first of all 202 00:12:16.640 --> 00:12:20.990 in Unreal, the dark parts have noise 203 00:12:20.990 --> 00:12:24.040 have lots of issues with noise 204 00:12:24.040 --> 00:12:26.440 So in order to reduce that as much as possible 205 00:12:26.440 --> 00:12:29.440 I just made it very bright 206 00:12:29.440 --> 00:12:31.240 Then, in latter adjustments 207 00:12:31.240 --> 00:12:34.390 I would lower the exposure 208 00:12:34.390 --> 00:12:38.000 That's the choice I made 209 00:12:38.000 --> 00:12:40.350 So to continue explaining 210 00:12:40.350 --> 00:12:43.350 I first arranged the sky light like this 211 00:12:43.350 --> 00:12:48.119 And then I added exponential fog 212 00:12:48.119 --> 00:12:53.490 Then finally, I arranged post volume 213 00:12:54.038 --> 00:12:55.738 Just like this 214 00:12:58.440 --> 00:13:01.140 You can see how the look was completed 215 00:13:01.140 --> 00:13:05.750 Now I'll tell you good habits to have 216 00:13:05.750 --> 00:13:08.250 First is organizing the outliner 217 00:13:08.250 --> 00:13:11.900 During the environment job, so many actors get arranged on the level 218 00:13:11.900 --> 00:13:14.300 So if you don't organize the outliner 219 00:13:14.300 --> 00:13:16.080 When you need to make corrections later on 220 00:13:16.080 --> 00:13:17.980 or need to find a particular actor 221 00:13:17.980 --> 00:13:20.430 you will end up wasting time 222 00:13:20.430 --> 00:13:23.980 Therefore, you need to get into the habit of organizing them as you work 223 00:13:23.980 --> 00:13:27.380 And same thing for this, you need to get into the habit of organizing them 224 00:13:27.380 --> 00:13:29.680 In this lecture, in order to show you 225 00:13:29.680 --> 00:13:32.180 what happens if you don't organize 226 00:13:32.180 --> 00:13:34.089 I showed you an instance of a disorganized state 227 00:13:34.089 --> 00:13:38.339 We'll learn about this through the computer screen 228 00:13:38.339 --> 00:13:41.200 Good things to keep in mind during environment work 229 00:13:41.200 --> 00:13:44.150 Those are what I will be explaining right now 230 00:13:44.150 --> 00:13:49.940 Right now, I organized it a bit clumsily 231 00:13:52.520 --> 00:13:55.720 Later, when the environment is made 232 00:13:55.720 --> 00:13:57.670 there will be a lot of actors 233 00:13:57.670 --> 00:14:02.200 Even now, it says that there are 442 actors 234 00:14:02.200 --> 00:14:05.050 If these are arranged without organization 235 00:14:05.050 --> 00:14:06.519 as you can see right now 236 00:14:09.039 --> 00:14:11.489 you will take forever to just find them 237 00:14:11.489 --> 00:14:15.389 So in order to prevent these 238 00:14:15.389 --> 00:14:17.239 The things that you use often 239 00:14:17.239 --> 00:14:20.199 should be placed at the very top 240 00:14:20.199 --> 00:14:23.599 It's good to organize them in a folder at the very top 241 00:14:23.599 --> 00:14:31.190 For the other items as well, if you organize them like this 242 00:14:31.190 --> 00:14:34.540 Later when you need to adjust the environment 243 00:14:34.540 --> 00:14:38.359 it will definitely take less time 244 00:14:38.359 --> 00:14:43.359 And same thing for content browser 245 00:14:43.359 --> 00:14:47.000 If you look here, I used so many things 246 00:14:47.000 --> 00:14:49.400 so the folder is very messy right now 247 00:14:49.400 --> 00:14:52.900 For this too, you may remember it at the time of work 248 00:14:52.900 --> 00:14:56.200 but when you open this project later on 249 00:14:56.200 --> 00:15:00.550 you won't remember what was in which folder 250 00:15:00.550 --> 00:15:03.450 For these too, so that you'll be able to know later on 251 00:15:03.450 --> 00:15:06.479 it will be good to organize them 252 00:15:06.479 --> 00:15:09.229 Now we'll try making the sequence 253 00:15:09.229 --> 00:15:11.079 For camera and animation 254 00:15:11.079 --> 00:15:14.239 set up the corresponding source and do the keyframe job 255 00:15:14.239 --> 00:15:16.589 Then add camera shake in Cine Camera Actor 256 00:15:16.589 --> 00:15:19.339 Add additional characters and add animations 257 00:15:19.339 --> 00:15:23.200 And then sequence animation 258 00:15:23.200 --> 00:15:28.229 I set it up like this 259 00:15:30.559 --> 00:15:32.609 When I play this guy 260 00:15:34.059 --> 00:15:39.419 You can see that it appears like this 261 00:15:39.419 --> 00:15:43.319 In OCIO, color changes can be made between softwares 262 00:15:43.319 --> 00:15:45.269 and in order to use images created in Unreal 263 00:15:45.269 --> 00:15:48.930 in other softwares, you must have this setting 264 00:15:48.930 --> 00:15:51.080 Create OCIO in Unreal 265 00:15:51.080 --> 00:15:53.880 Search for OpenColor in content browser 266 00:15:53.880 --> 00:15:56.200 Move the downloaded OCIO file 267 00:15:56.200 --> 00:16:00.450 move the downloaded OCIO source into the Unreal project folder 268 00:16:00.450 --> 00:16:04.159 The source destination can be set to whatever is preferred by the user 269 00:16:04.159 --> 00:16:05.909 And then when you open the OCIO window 270 00:16:05.909 --> 00:16:09.359 the location where the source can be mapped appears 271 00:16:09.359 --> 00:16:13.479 For this OCIO source, I'll use ACES-1.2 272 00:16:13.479 --> 00:16:14.879 After setting the location 273 00:16:14.879 --> 00:16:18.779 in Color Space and Display View, 'Add Element' was done 274 00:16:18.779 --> 00:16:22.200 by clicking each add button, and index was added 275 00:16:22.200 --> 00:16:23.850 2 were added for color space 276 00:16:23.850 --> 00:16:26.400 and 1 was added for display view 277 00:16:26.400 --> 00:16:29.000 In order to select the item, in index 278 00:16:29.000 --> 00:16:31.300 click the down arrow 279 00:16:31.300 --> 00:16:34.179 And the color setting list that you can choose will appear 280 00:16:34.179 --> 00:16:39.479 Here in Color space, add Utility - Curve - sRGB 281 00:16:39.479 --> 00:16:42.879 and add ACES - ACEScg 282 00:16:42.879 --> 00:16:47.979 In Display view, I added ACES - rec.709 283 00:16:47.979 --> 00:16:52.150 In viewport, in the list that you get after selecting Lit mode 284 00:16:52.150 --> 00:16:55.200 Scroll to the way bottom and go to OCIO display 285 00:16:55.200 --> 00:16:58.150 and you'll see the window where you can select OCIO 286 00:16:58.150 --> 00:17:01.280 Here, you can apply the OCIO that you just created 287 00:17:01.280 --> 00:17:05.730 After selecting Curve-sRGB and ACES-ACESsg 288 00:17:05.730 --> 00:17:07.980 this is the viewport screen you'll see 289 00:17:07.980 --> 00:17:10.780 From the left, it's before applying OCIO 290 00:17:10.780 --> 00:17:15.319 then after applying rec.709, then after applying ACEScg 291 00:17:15.319 --> 00:17:18.419 As you can see there's a huge difference 292 00:17:18.419 --> 00:17:23.760 This time, I'll explain how to apply OCIO 293 00:17:23.760 --> 00:17:26.360 As for me 294 00:17:26.360 --> 00:17:32.030 as I explained, I downloaded the OCIO file 295 00:17:33.199 --> 00:17:36.849 After linking the file, I added the item 296 00:17:36.849 --> 00:17:42.359 Then in viewport, select Lit, then OCIO display 297 00:17:42.359 --> 00:17:47.400 Activate it first 298 00:18:03.040 --> 00:18:04.890 Activate it 299 00:18:05.490 --> 00:18:06.790 Like this 300 00:18:07.640 --> 00:18:11.140 The source I'll read is sRGB 301 00:18:11.140 --> 00:18:14.290 and the exporting source is rec.709 302 00:18:14.290 --> 00:18:17.319 Then this is the viewport screen you'll get 303 00:18:17.319 --> 00:18:22.019 Here, if you change rec.709 to ACEScg, like this 304 00:18:22.969 --> 00:18:29.739 You'll get a completely look from what I intended 305 00:18:29.739 --> 00:18:31.739 As for this setting 306 00:18:31.739 --> 00:18:41.139 as I'll explain later, when making adjustments in the later processes 307 00:18:41.139 --> 00:18:44.339 matching the color space is very important 308 00:18:44.339 --> 00:18:47.410 Then this function will have to be used then 309 00:18:47.410 --> 00:18:51.210 But without those 310 00:18:51.210 --> 00:18:55.210 if you're going to end it in Unreal 311 00:18:55.210 --> 00:18:58.940 you don't necessarily need to use this function 312 00:19:00.239 --> 00:19:05.789 It won't matter to just set the look in the basic settings 313 00:19:05.789 --> 00:19:07.689 Just like the other softwares 314 00:19:07.689 --> 00:19:09.939 in order to match the color space 315 00:19:09.939 --> 00:19:11.959 OCIO setting is mandatory 316 00:19:11.959 --> 00:19:15.709 Then when should OCIO be made and applied? 317 00:19:15.709 --> 00:19:21.040 Actually, you need to set it up as soon as you create the project 318 00:19:21.040 --> 00:19:25.490 That way, you can create the cinematic look that fits that particular color space 319 00:19:25.490 --> 00:19:28.640 In this lecture, in order to show you examples of what happens 320 00:19:28.640 --> 00:19:31.679 when OCIO is worked on later 321 00:19:31.679 --> 00:19:34.579 I tried making the settings after creating the environment 322 00:19:34.579 --> 00:19:36.929 If I don't use other softwares 323 00:19:36.929 --> 00:19:40.959 and I only work in Unreal and make the image sequences 324 00:19:40.959 --> 00:19:43.359 then OCIO setting isn't needed 325 00:19:43.359 --> 00:19:46.609 But even though Unreal is a powerful tool 326 00:19:46.609 --> 00:19:48.909 in order to create a more cinematic quality 327 00:19:48.909 --> 00:19:52.239 you need to understand that you need to use other softwares 328 00:19:52.239 --> 00:19:53.789 The work produced in Unreal 329 00:19:53.789 --> 00:19:55.589 will be further worked on in Davinci Resolve 330 00:19:55.589 --> 00:19:57.339 And this is how to do it 331 00:19:57.339 --> 00:19:58.839 This is the link and the source 332 00:19:58.839 --> 00:20:00.889 This link leads to a video 333 00:20:00.889 --> 00:20:04.540 where Unreal sequence image is sent to Davinci Resolve to work on 334 00:20:04.579 --> 00:20:06.029 In order to derive the corresponding image 335 00:20:06.029 --> 00:20:08.279 we need to carry out the Movie Render Queue setting 336 00:20:08.279 --> 00:20:12.300 Set the image format to png and export the image 337 00:20:12.300 --> 00:20:15.550 Comparing the original video and the video that we just made 338 00:20:15.550 --> 00:20:17.650 although it's not completely different 339 00:20:17.650 --> 00:20:19.900 it has a pretty similar environment 340 00:20:19.900 --> 00:20:22.850 Remember the environment production method I showed you 341 00:20:22.850 --> 00:20:25.250 and please practice it in the same way 342 00:20:25.250 --> 00:20:28.020 And I hope you produce your own awesome environment 343 00:20:28.020 --> 00:20:30.670 In order to give you a lot of information 344 00:20:30.670 --> 00:20:33.339 I did explain pretty fast 345 00:20:33.339 --> 00:20:36.089 Be sure to review it, make it your own 346 00:20:36.089 --> 00:20:38.389 produce your own videos 347 00:20:38.389 --> 00:20:41.083 And I hope you become a great artist 348 00:20:41.083 --> 00:20:43.933 I'll end the lecture here. Thank you 349 00:20:44.425 --> 00:20:45.425 Creating the environment level for cinematics in Unreal Creating the environment Way to arrange the layout is important, and layout setting has to start from the floor 350 00:20:45.425 --> 00:20:46.325 In blend material, in order to give the water effect, create the mask map at the part where vertex paint is applied 351 00:20:46.325 --> 00:20:47.275 At the top part of Unreal menu, use the function of Actor -> Merge actors to make it into Mesh, and rendering will be possible even in Path Tracing 352 00:20:47.275 --> 00:20:48.225 For the props relatively in the back, use simple sources to prevent the project from becoming too heavy 353 00:20:48.225 --> 00:20:49.225 Emissive is a lighted state using the Unreal material method that makes its own light 354 00:20:49.225 --> 00:20:50.075 However, only using Emissive isn't enough for lighting, and the light sources provided by Unreal must be arranged 355 00:20:50.075 --> 00:20:51.075 By arranging post volume, the possible cinematic expressions can be viewed Outliner organization and content browser list organization are needed 356 00:20:51.175 --> 00:20:52.475 Detailed functions of sequencer Creating the sequencer Make the settings and keyframes for the corresponding sources such as camera and animations Add camera shake in Cine Camera Actor Add additional characters and add animations 357 00:20:52.475 --> 00:20:53.775 Setting Movie Render Queue OCIO: can change colors between softwares, and in order to work on the image produced by Unreal in other softwares, this setting is mandatory 358 00:20:53.775 --> 00:20:54.975 In order to create OCIO in Unreal, search for OpenColor in content browser Move the downloaded OCIO source into the Unreal project folder 359 00:20:54.975 --> 00:20:56.225 When the OCIO window is opened, the destination for source mapping appears, and the corresponding source uses ACES-1.2 360 00:20:56.225 --> 00:20:57.525 After setting the location, click the Add Element button of Color Spaces and Display-View to add Index 361 00:20:57.525 --> 00:20:58.774 OCIO has to be set up as soon as the project is created, in order to create the cinematic look that fits the color space