WEBVTT 1 00:00:24.238 --> 00:00:29.772 Hello, I'm Byungsun Jeon, the Unreal Production Team leader of WESTWORLD 2 00:00:29.772 --> 00:00:30.921 Nice to meet you 3 00:00:30.921 --> 00:00:33.821 Today, I'm going to tell you about how to make 4 00:00:33.821 --> 00:00:36.614 cinematic videos in Unreal 5 00:00:36.614 --> 00:00:39.635 For this lecture, I'll introduce and explain the content first 6 00:00:39.635 --> 00:00:43.436 then we'll review the content through the computer screen 7 00:00:43.809 --> 00:00:47.674 Selecting and setting up the project for cinematics 8 00:00:48.562 --> 00:00:53.079 We'll learn about project setting, the first learning objective 9 00:00:53.079 --> 00:00:55.829 First, execute Unreal in the Unreal Launcher 10 00:00:55.829 --> 00:00:58.479 and in the first window that pops up 11 00:00:58.479 --> 00:01:01.179 select FILM/VIDEO&LIVE EVENTS 12 00:01:01.179 --> 00:01:03.119 And this is the first item that appears 13 00:01:03.119 --> 00:01:05.180 This project is a blank file 14 00:01:05.180 --> 00:01:08.630 but the plug-ins and project settings needed for cinematics 15 00:01:08.630 --> 00:01:11.455 is basically activated in this item 16 00:01:11.455 --> 00:01:13.855 Second is for Virtual Production 17 00:01:13.855 --> 00:01:16.355 The needed plug-ins, project settings, and 18 00:01:16.355 --> 00:01:19.039 sources are provided in this project 19 00:01:19.039 --> 00:01:22.689 Third, the lights used in the DMX stage setting 20 00:01:22.689 --> 00:01:25.762 are the basic set-up of this project 21 00:01:25.762 --> 00:01:29.312 Fourth, INCamera-VFX is a LED wall 22 00:01:29.312 --> 00:01:34.039 where Unreal Environments can be projected, and this project contains the settings for it 23 00:01:34.039 --> 00:01:36.789 Fifth is the nDisplay project 24 00:01:36.789 --> 00:01:40.940 It's a project with settings that can perform multi display 25 00:01:40.940 --> 00:01:44.790 If an ICVX movie is filmed through Unreal 26 00:01:44.790 --> 00:01:47.594 it would usually start with this project 27 00:01:47.594 --> 00:01:54.344 When creating a project, the basic sources and mesh effects that Unreal provides 28 00:01:54.344 --> 00:01:59.554 can be decided to be included or not in this checklist 29 00:01:59.554 --> 00:02:01.854 For Raytracing, it says it in the name 30 00:02:01.854 --> 00:02:05.039 It's a checkbox for whether you want to use Raytracing 31 00:02:05.039 --> 00:02:09.489 For Raytracing, it may be too heavy unless it's a high-performance computer 32 00:02:09.489 --> 00:02:12.289 So the performance of your computer 33 00:02:12.289 --> 00:02:14.960 should be checked first, before selecting the option 34 00:02:14.960 --> 00:02:17.610 Now, after selecting the project that you want to make 35 00:02:17.610 --> 00:02:20.460 and execute the project, in the first screen 36 00:02:20.460 --> 00:02:23.000 you need to check the project settings first 37 00:02:23.000 --> 00:02:26.900 For the project setting window, go to the top bar 38 00:02:26.900 --> 00:02:29.228 and select Edit -> Project Settings 39 00:02:29.228 --> 00:02:32.237 Search Rendering in the search box 40 00:02:32.237 --> 00:02:35.416 and look for the Global Illumination and the Reflections option 41 00:02:35.416 --> 00:02:39.000 Then change the settings from Lumen to None 42 00:02:39.000 --> 00:02:42.050 Then, go to the Hardware Ray Tracing part 43 00:02:42.050 --> 00:02:44.594 and check the box for Ray Tracing 44 00:02:44.594 --> 00:02:47.294 When the Ray Tracing option is checked during the project creation 45 00:02:47.294 --> 00:02:49.762 this function is basically activated 46 00:02:49.762 --> 00:02:52.712 Starting from Unreal version 5, Lumen is the basic setting 47 00:02:52.712 --> 00:02:54.012 but we change it because 48 00:02:54.012 --> 00:02:58.455 I will be explaining about Cinematic Lighting 49 00:02:58.455 --> 00:03:00.555 And when you work on projects later 50 00:03:00.555 --> 00:03:02.055 depending on the project setting values 51 00:03:02.055 --> 00:03:04.832 there may be errors 52 00:03:04.832 --> 00:03:08.082 So recording the functions that you changed 53 00:03:08.082 --> 00:03:11.000 will be helpful for problem solving in other projects 54 00:03:11.000 --> 00:03:14.643 Now let's look at the computer screen 55 00:03:14.643 --> 00:03:15.930 As I explained 56 00:03:15.930 --> 00:03:19.680 select the FILM/VIDEO section 57 00:03:19.680 --> 00:03:22.614 And you can see that five options appear 58 00:03:22.614 --> 00:03:25.364 Here, we're going to select the Blank option 59 00:03:25.364 --> 00:03:30.000 then select Starter Content and Raytracing 60 00:03:30.000 --> 00:03:34.624 Choose the location and name of the project 61 00:03:40.000 --> 00:03:41.574 and hit Create 62 00:03:48.000 --> 00:03:50.150 In the top menu of the project 63 00:03:50.150 --> 00:03:54.317 Go to Edit->Project Settings 64 00:03:54.317 --> 00:03:56.723 Look for the Rendering tab 65 00:03:59.000 --> 00:04:03.050 and find the Global Illumination and Reflection options 66 00:04:05.000 --> 00:04:08.644 As you can see that it's in Lumen, we'll change it to None 67 00:04:11.893 --> 00:04:15.655 Lighting techniques and settings for cinematics 68 00:04:16.000 --> 00:04:19.594 Now I'll explain to you about cinematic lighting 69 00:04:19.594 --> 00:04:20.935 Before beginning 70 00:04:20.935 --> 00:04:23.584 I'll touch upon the importance of shadows 71 00:04:23.584 --> 00:04:26.752 The world we see always has shadows 72 00:04:26.752 --> 00:04:30.000 A world without shadows doesn't exist 73 00:04:30.000 --> 00:04:33.600 As you can see in the screen, on the object that we view 74 00:04:33.600 --> 00:04:36.851 if there's no shadow, it will look very awkward 75 00:04:36.851 --> 00:04:40.485 This goes the same for cinematic lighting 76 00:04:40.485 --> 00:04:43.235 The way the shadows are expressed through lighting 77 00:04:43.235 --> 00:04:46.693 decides the quality of the cinematic 78 00:04:46.693 --> 00:04:48.743 For setting up these lightings 79 00:04:48.743 --> 00:04:50.970 in Unreal, as you can see here 80 00:04:50.970 --> 00:04:55.327 Directional Light, Point Light, Rect Light, Spot Light 81 00:04:55.327 --> 00:04:58.317 are the four basic types of methods that they provide 82 00:04:58.317 --> 00:05:00.867 The importance part here is that in each light 83 00:05:00.867 --> 00:05:04.119 the size of the light source can be adjusted 84 00:05:04.119 --> 00:05:06.574 I took Spot Light as an example 85 00:05:06.574 --> 00:05:08.974 In the detail panel window of Spot Light 86 00:05:08.974 --> 00:05:12.861 when the parameter source radius value is changed 87 00:05:12.861 --> 00:05:16.228 you can see that the shadow becomes very soft 88 00:05:16.228 --> 00:05:19.000 From here, let's take a look at the computer screen 89 00:05:20.336 --> 00:05:24.200 To test it out for you first 90 00:05:24.200 --> 00:05:26.317 I prepared this level 91 00:05:26.317 --> 00:05:27.967 As you can see here 92 00:05:27.967 --> 00:05:30.000 I'm using Spot Light 93 00:05:30.000 --> 00:05:32.100 There's the Source Radius of Spot Light 94 00:05:32.100 --> 00:05:34.436 When this value is adjusted 95 00:05:34.436 --> 00:05:40.000 The shadow becomes gradually softer like this 96 00:05:43.138 --> 00:05:46.426 What do softer shadows mean? 97 00:05:46.426 --> 00:05:49.990 In the real environment, other than shadows formed by the sun 98 00:05:49.990 --> 00:05:52.475 most of the shadows are not clear 99 00:05:52.475 --> 00:05:55.782 Same thing for the 3D environment, for cinematics 100 00:05:55.782 --> 00:05:57.832 the shadows have to be soft 101 00:05:57.832 --> 00:06:01.535 in order to create a virtual environment that resembles the real environment 102 00:06:01.535 --> 00:06:05.544 Therefore, for the size of the light source that Unreal provides 103 00:06:05.544 --> 00:06:08.911 never use the basic value 104 00:06:08.911 --> 00:06:11.461 Now we arranged the light to make luminance 105 00:06:11.461 --> 00:06:13.356 and we also made shadow 106 00:06:13.356 --> 00:06:16.604 But we still have something missing 107 00:06:16.604 --> 00:06:19.238 Isn't the shadow too black? 108 00:06:19.238 --> 00:06:22.168 We need to do something about the color of the shadow 109 00:06:22.168 --> 00:06:25.643 Now let's talk about ways to change this 110 00:06:25.643 --> 00:06:28.683 Actual light gets reflected from an object 111 00:06:28.683 --> 00:06:31.802 The reflected light is called indirect light 112 00:06:31.802 --> 00:06:35.643 The reflected light, of course, hits the shadow as well 113 00:06:35.643 --> 00:06:39.218 So shadows can never be completely black 114 00:06:39.218 --> 00:06:43.000 The 4 basic light sources can express direct light 115 00:06:43.000 --> 00:06:45.772 And in Unreal, there's something called Sky Light 116 00:06:45.772 --> 00:06:48.505 This actor is the one that expresses indirect light 117 00:06:48.505 --> 00:06:51.634 This is when the Sky Light is there and when it isn't there 118 00:06:51.634 --> 00:06:53.624 As you can see, the colors of the shadows 119 00:06:53.624 --> 00:06:56.267 are clearly different 120 00:06:56.267 --> 00:06:59.198 By applying Sky Light to only shadows 121 00:06:59.198 --> 00:07:02.298 it's difficult to check how it's being applied 122 00:07:02.298 --> 00:07:05.495 So a way to check this is Chrome Ball 123 00:07:05.495 --> 00:07:08.495 This actor can be created with material 124 00:07:08.495 --> 00:07:11.762 In the material search window, search for Chrome 125 00:07:11.762 --> 00:07:14.000 and the corresponding material will appear 126 00:07:14.000 --> 00:07:17.000 Then, as it's applied in the image right now 127 00:07:17.000 --> 00:07:19.455 you can check the image of Sky Light 128 00:07:19.455 --> 00:07:20.855 In the Detail panel window 129 00:07:20.855 --> 00:07:24.188 go to advanced, and uncheck Lower Hemisphere is Solid color 130 00:07:24.188 --> 00:07:26.938 and the Sky Light image appearing on the Chrome Ball 131 00:07:26.938 --> 00:07:28.901 will be changed 132 00:07:28.901 --> 00:07:33.485 This function can only be used when the Sky Light is a movable type 133 00:07:33.485 --> 00:07:35.385 and when you look at the sphere next to the Chrome Ball 134 00:07:35.385 --> 00:07:38.733 you can see that the ground part is slightly different 135 00:07:38.733 --> 00:07:42.901 I'll show you this myself, through the computer screen 136 00:07:42.901 --> 00:07:46.356 I prepared a Sky Light level in advance 137 00:07:46.356 --> 00:07:51.901 As you can see, Chrome material is applied on the sphere mesh 138 00:07:51.901 --> 00:07:54.000 and Sky Light is Movable 139 00:07:54.000 --> 00:07:57.812 And when you look at the Solid Color here 140 00:07:57.812 --> 00:08:03.247 you can see that it changes like this 141 00:08:03.247 --> 00:08:07.000 Now you probably know how Sky Light works 142 00:08:07.000 --> 00:08:09.000 There's another function here 143 00:08:09.000 --> 00:08:13.307 You can apply an HDRI image on the Sky Light 144 00:08:13.307 --> 00:08:16.139 What this HDRI is, is that 145 00:08:16.139 --> 00:08:20.000 realistic indirect light sources for producing 3D environments 146 00:08:20.000 --> 00:08:23.356 can be used through this image 147 00:08:23.356 --> 00:08:26.416 This source image has a wide spectrum 148 00:08:26.416 --> 00:08:31.000 so it has a function that can make the indirect light expression more abundant 149 00:08:31.000 --> 00:08:34.535 There's a website that provides HDRI images for free 150 00:08:34.535 --> 00:08:37.564 When you access the corresponding website, there's the HDRI tab 151 00:08:37.564 --> 00:08:41.247 and there, you can see images made in different versions 152 00:08:41.247 --> 00:08:42.988 When you download the images 153 00:08:42.988 --> 00:08:47.812 they will be downloaded in the .hdr format 154 00:08:47.812 --> 00:08:52.426 and you can bring it in by simply dragging this file into the Unreal content browser window 155 00:08:52.426 --> 00:08:56.564 This is how to apply the HDRI image on the Sky Light 156 00:08:56.564 --> 00:09:01.158 In Sky Light, change the Source Type to SLS Cubemap 157 00:09:01.158 --> 00:09:03.983 and in the activated Cubemap below 158 00:09:03.983 --> 00:09:07.327 insert the downloaded HDRI image by dragging 159 00:09:07.327 --> 00:09:09.177 or select it through search 160 00:09:09.177 --> 00:09:11.653 and you will be able to use the corresponding image 161 00:09:11.653 --> 00:09:14.353 Let's take a look at the computer screen 162 00:09:14.353 --> 00:09:17.000 to review how to apply the HDRI image 163 00:09:17.000 --> 00:09:19.084 For application of HDRI image 164 00:09:19.084 --> 00:09:23.693 change the Source type to Cubemap 165 00:09:23.693 --> 00:09:25.935 And within the current project 166 00:09:25.935 --> 00:09:28.535 select the HDRI image 167 00:09:28.535 --> 00:09:33.733 and you can see that the value changes like this in the Chrome ball 168 00:09:33.733 --> 00:09:39.693 Next, in order to set up this HDRI image in cinematics with the best quality 169 00:09:39.693 --> 00:09:45.733 you need to match the light source of Unreal and the light source seen in the HDRI image 170 00:09:45.733 --> 00:09:49.000 We'll learn about this method now 171 00:09:49.000 --> 00:09:52.703 First, select Lit in the upper left hand side of Viewport 172 00:09:52.703 --> 00:09:54.903 Then out of the options listed below 173 00:09:54.903 --> 00:09:57.604 uncheck Game Settings 174 00:09:57.604 --> 00:10:02.485 Then you can see that the EV100 option underneath gets activated 175 00:10:02.485 --> 00:10:05.185 When this value is increased in increments of 1 176 00:10:05.185 --> 00:10:08.337 you can see that the viewport screen becomes gradually darker 177 00:10:08.337 --> 00:10:13.099 Then only the light source of the HDRI image in the Chrome ball will be visible 178 00:10:13.099 --> 00:10:15.999 Here, when directional light is added 179 00:10:15.999 --> 00:10:20.000 you can see that another light source appears on the Chrome Ball 180 00:10:20.000 --> 00:10:24.000 The emphasized part in the screen is the added light source 181 00:10:24.000 --> 00:10:26.100 Change the rotation value of the light 182 00:10:26.100 --> 00:10:29.842 to match it with the light source of the HDRI image 183 00:10:29.842 --> 00:10:33.376 Once it's matched, activate Game Settings in Viewport again 184 00:10:33.376 --> 00:10:37.346 This way, the light can be set-up in the most realistic way 185 00:10:37.346 --> 00:10:39.871 But there's one part missing 186 00:10:39.871 --> 00:10:42.277 It's the intensity of the light source 187 00:10:42.277 --> 00:10:44.777 The light source intensity of the HDRI image 188 00:10:44.777 --> 00:10:46.877 and the light arranged in Unreal 189 00:10:46.877 --> 00:10:49.247 need to have the same intensity value 190 00:10:49.247 --> 00:10:51.921 We'll learn about how to do this 191 00:10:51.921 --> 00:10:53.921 In the content browser of Unreal 192 00:10:53.921 --> 00:10:57.544 when you click the setting button, you can add engine contents 193 00:10:57.544 --> 00:11:00.594 Here, there's a mesh called Color Checkerboard 194 00:11:00.594 --> 00:11:05.000 When you search Color, a mesh called ColorCalibrator will pop up 195 00:11:05.000 --> 00:11:07.792 This mesh is the color checkerboard mesh 196 00:11:07.792 --> 00:11:10.992 Then, in the Unreal Viewport window 197 00:11:10.992 --> 00:11:15.000 go to Show->Visualize->then select HDR 198 00:11:15.000 --> 00:11:17.300 Then a box will appear in the middle of the Viewport screen 199 00:11:17.300 --> 00:11:20.000 and you'll see numerical values next to the box 200 00:11:20.000 --> 00:11:24.287 It's an option that can measure the EV values of images within the box 201 00:11:24.287 --> 00:11:28.667 Bring the HDRI box to the white part of the color checkerboard 202 00:11:28.717 --> 00:11:30.564 The measured EV value 203 00:11:30.564 --> 00:11:34.298 and the white EV value of the color checkerboard in the HDRI image 204 00:11:34.298 --> 00:11:36.871 need to be matched the same 205 00:11:36.871 --> 00:11:39.321 As you can see, then the white point 206 00:11:39.321 --> 00:11:41.802 and the darkest part is matched 207 00:11:41.802 --> 00:11:44.317 the accurate lighting setting is established 208 00:11:44.317 --> 00:11:46.891 But to use this function 209 00:11:46.891 --> 00:11:51.247 the color checkerboard has to be filmed in the HDRI image 210 00:11:51.247 --> 00:11:53.947 And during the filming, in the color checkerboard 211 00:11:53.947 --> 00:11:56.911 we need to know the EV value that's measured in the white area 212 00:11:56.911 --> 00:12:00.139 It's a mandatory process when making a real project 213 00:12:00.139 --> 00:12:03.000 but it's not easy, and there's a lot to prepare 214 00:12:03.000 --> 00:12:07.208 So rather than adjusting the intensity by matching the EV values 215 00:12:07.208 --> 00:12:11.366 find the darkest part and the brightest part in the 3D environment 216 00:12:11.366 --> 00:12:14.683 and make it the same as the HDRI image 217 00:12:14.683 --> 00:12:17.933 Let's look at the computer screen to review about 218 00:12:17.933 --> 00:12:19.327 how to match the light source 219 00:12:21.544 --> 00:12:26.861 First, turn off the Game Settings in Lit 220 00:12:26.861 --> 00:12:28.634 and adjust the EV100 value like this 221 00:12:31.208 --> 00:12:37.742 Then we can see the HDRI light source and the location of the light source in the current level 222 00:12:37.742 --> 00:12:40.242 From here, the location of the light source 223 00:12:40.242 --> 00:12:43.772 will be matched to the location of the HDRI light source 224 00:12:54.349 --> 00:12:56.149 Match it like this 225 00:12:56.149 --> 00:12:59.129 Turn on Game Settings again 226 00:12:59.129 --> 00:13:00.829 This time, go to Show 227 00:13:00.829 --> 00:13:05.429 and select Visualize -> HDR 228 00:13:06.179 --> 00:13:11.515 Then you'll see that a white rectangular box appears like this 229 00:13:11.515 --> 00:13:16.000 Underneath, you can see that the EV value is being measured 230 00:13:19.198 --> 00:13:23.485 In the color checkerboard arranged in Unreal 231 00:13:23.485 --> 00:13:28.406 set the focus on the white part 232 00:13:28.406 --> 00:13:33.756 Then when the EV value measured in the white part of the HDRI image checkerboard 233 00:13:33.756 --> 00:13:36.267 is matched the same 234 00:13:36.267 --> 00:13:39.762 a realistic lighting setting will be established 235 00:13:41.455 --> 00:13:46.445 This time, we'll learn about the functions of Lumen setting 236 00:13:46.445 --> 00:13:48.145 First, in project setting 237 00:13:48.145 --> 00:13:50.267 in the Global Illumination part 238 00:13:50.267 --> 00:13:53.208 change None to Lumen again 239 00:13:53.208 --> 00:13:55.708 When Lumen is selected, the Reflection part 240 00:13:55.708 --> 00:13:57.000 changes automatically 241 00:13:57.000 --> 00:14:01.000 What differences do you see between Lumen and None? 242 00:14:01.000 --> 00:14:02.802 It's the difference in indirect light 243 00:14:02.802 --> 00:14:04.852 Even without Sky Light, Lumen 244 00:14:04.852 --> 00:14:09.000 is the function that expresses indirect light in real-time based on the surrounding environments 245 00:14:09.000 --> 00:14:11.850 At this state, when Sky Light is added 246 00:14:11.850 --> 00:14:15.614 the effect adds on to the value calculated by Lumen 247 00:14:15.614 --> 00:14:18.014 To see how Lumen works 248 00:14:18.014 --> 00:14:20.258 I'll show you through the computer screen 249 00:14:22.228 --> 00:14:24.328 As you can see, the settings right now 250 00:14:24.328 --> 00:14:27.544 are in None 251 00:14:27.544 --> 00:14:30.344 Like this, the shadow part 252 00:14:30.344 --> 00:14:32.802 becomes black 253 00:14:32.802 --> 00:14:34.772 Here, in Project Settings 254 00:14:41.089 --> 00:14:42.376 Rendering 255 00:14:44.168 --> 00:14:48.683 We'll change the Global Illumination to Lumen 256 00:14:48.683 --> 00:14:51.445 A message box pops up asking if we want to change it automatically 257 00:14:51.445 --> 00:14:54.069 Then Reflection changes automatically 258 00:14:54.069 --> 00:14:58.832 With these settings, close Project Settings and take a look 259 00:14:58.832 --> 00:15:02.871 and you can see the Lumen-applied lighting 260 00:15:04.426 --> 00:15:07.676 Until now, in order to implement the real environment that we view 261 00:15:07.676 --> 00:15:10.752 I introduced you to lighting methods and functions 262 00:15:10.752 --> 00:15:12.643 As you saw in the computer screen 263 00:15:12.643 --> 00:15:15.343 Lumen that creates indirect light right away 264 00:15:15.343 --> 00:15:17.119 is a great function 265 00:15:17.119 --> 00:15:20.269 But even if Lumen is exceptional, 3D environment 266 00:15:20.269 --> 00:15:23.485 is ultimately made by a human 267 00:15:23.485 --> 00:15:26.172 So viewing good references and using those references 268 00:15:26.172 --> 00:15:28.485 to practice making them, is necessary 269 00:15:33.000 --> 00:15:36.317 To give a quick overview of what Post Volume is 270 00:15:36.317 --> 00:15:37.967 after producing an Unreal environment 271 00:15:37.967 --> 00:15:41.000 it's a source for applying visual effects 272 00:15:41.000 --> 00:15:44.812 The corresponding source is mandatory for making cinematic videos 273 00:15:44.812 --> 00:15:48.742 In this lecture, the functions within Post Volume used for cinematics 274 00:15:48.742 --> 00:15:51.238 will be introduced briefly 275 00:15:51.238 --> 00:15:52.436 This is Bloom 276 00:15:52.436 --> 00:15:56.178 Bloom is a function that makes the relative brightness of the light source a little brighter 277 00:15:56.178 --> 00:16:01.445 The light source that gives light expands as if it's getting blurred, and it becomes brighter 278 00:16:01.445 --> 00:16:02.772 This is Exposure 279 00:16:02.772 --> 00:16:05.396 You can adjust the exposure levels of the corresponding scene 280 00:16:05.396 --> 00:16:06.896 The function that's used the most often 281 00:16:06.896 --> 00:16:10.000 are Auto Exposure Histogram and Manual 282 00:16:10.000 --> 00:16:13.000 It's the difference of auto and manual 283 00:16:13.000 --> 00:16:15.000 This is Chromatic Aberration 284 00:16:15.000 --> 00:16:16.450 Used in video expression techniques 285 00:16:16.450 --> 00:16:18.337 it's a chromatic aberration effect 286 00:16:18.337 --> 00:16:21.000 It's basically separating the RGB channel 287 00:16:21.000 --> 00:16:22.100 When the value is adjusted 288 00:16:22.100 --> 00:16:25.188 just like the image on the left, you can see separated images 289 00:16:25.188 --> 00:16:27.544 For the bottom value, when Start offset is adjusted 290 00:16:27.544 --> 00:16:29.384 the center of the screen becomes the standard 291 00:16:29.384 --> 00:16:33.525 and it's the value of how far you'll apply the effect from the center 292 00:16:33.525 --> 00:16:36.277 In Post Volume, real camera 293 00:16:36.277 --> 00:16:38.733 setting values are implemented 294 00:16:38.742 --> 00:16:41.407 This function can be used when Exposure 295 00:16:41.407 --> 00:16:44.535 is set to Manual 296 00:16:44.535 --> 00:16:46.475 This is Local Exposure 297 00:16:46.475 --> 00:16:50.584 As the name says, the dark or bright parts of the screen 298 00:16:50.584 --> 00:16:52.802 can be changed through this function 299 00:16:52.802 --> 00:16:55.792 I'll explain about the three types that are used the most often 300 00:16:55.792 --> 00:16:58.643 First is Highlight Contrast Scale 301 00:16:58.643 --> 00:17:00.643 Within the Viewport, the brightest part's 302 00:17:00.643 --> 00:17:02.851 intensity is expressed here 303 00:17:02.851 --> 00:17:05.238 Second is Shadow Contrast Scale 304 00:17:05.238 --> 00:17:09.188 It's the intensity expression of the dark part within the Viewport 305 00:17:09.188 --> 00:17:11.218 Third is Detail Strength 306 00:17:11.218 --> 00:17:14.000 It's the intensity expression on contrast within the Viewport 307 00:17:14.000 --> 00:17:15.396 Lens Flare 308 00:17:15.396 --> 00:17:18.861 When the angle of the actual camera is matched around the light source 309 00:17:18.861 --> 00:17:21.723 the effects can be expressed through the function 310 00:17:21.723 --> 00:17:27.515 In Unreal, the corresponding function has a basic setting of 0.5 311 00:17:27.515 --> 00:17:31.327 and if you're not using it, you must set it to 0 312 00:17:31.327 --> 00:17:33.267 This is Image Effects 313 00:17:33.267 --> 00:17:37.238 It has the effect of making the edge of the image darker 314 00:17:37.238 --> 00:17:39.663 It's just like the Vignette effect 315 00:17:39.663 --> 00:17:42.703 This is Color Grading that changes the color of the screen 316 00:17:42.703 --> 00:17:44.953 The changing values for color correction 317 00:17:44.953 --> 00:17:47.960 are done in here for Unreal 318 00:17:47.960 --> 00:17:50.327 I'll explain each of them briefly 319 00:17:50.327 --> 00:17:53.614 Temperature is the function that adjusts the temperature of colors on the screen 320 00:17:53.614 --> 00:17:57.426 Global adjusts the color of the overall area of the screen 321 00:17:57.426 --> 00:18:01.317 Shadow adjusts the colors that correspond to the dark areas of the screen 322 00:18:01.317 --> 00:18:05.218 Midtones adjust the colors that correspond to the middle areas of the screen 323 00:18:05.218 --> 00:18:09.327 Highlights adjust the colors that correspond to the bright areas of the screen 324 00:18:09.327 --> 00:18:13.000 Misc adjusts the colors of the image 325 00:18:13.000 --> 00:18:15.168 This is also called Tone Mapper 326 00:18:15.168 --> 00:18:18.000 It changes the values on the S-curve 327 00:18:18.000 --> 00:18:21.495 the graph that shows the change in values of a particular color 328 00:18:21.495 --> 00:18:25.000 The graph image is showing an S-curve 329 00:18:25.000 --> 00:18:27.198 When the corresponding value is changed in Tone Mapper 330 00:18:27.198 --> 00:18:30.099 the curve shape changes 331 00:18:30.099 --> 00:18:31.931 This is Motion Blur 332 00:18:31.931 --> 00:18:34.031 In Unreal, this value is basically 333 00:18:34.031 --> 00:18:36.436 set as 0.5 334 00:18:36.436 --> 00:18:38.861 If you don't want to use Motion Blur 335 00:18:38.861 --> 00:18:41.654 you must change the value to 0 336 00:18:41.654 --> 00:18:44.000 And for Target FPS 337 00:18:44.000 --> 00:18:46.792 if the particle frame doesn't match 338 00:18:46.792 --> 00:18:49.376 it may not appear as intended 339 00:18:49.376 --> 00:18:53.475 Therefore, when using particles, check the corresponding value 340 00:18:53.475 --> 00:18:57.000 I first explained about the functions briefly 341 00:18:57.000 --> 00:18:59.550 Let's take a look at the computer screen to see how 342 00:18:59.550 --> 00:19:02.000 the effects of the corresponding functions work 343 00:19:02.000 --> 00:19:05.000 I'll change the values of the functions that I've explained 344 00:19:05.000 --> 00:19:07.861 to show you the effects it brings 345 00:19:07.861 --> 00:19:10.515 I'll first show you Bloom first 346 00:19:10.515 --> 00:19:13.000 When the value is increased like this 347 00:19:15.822 --> 00:19:18.812 the light source shines more 348 00:19:18.812 --> 00:19:20.861 It looks blurred, right? 349 00:19:20.861 --> 00:19:22.891 This is the effect that it brings 350 00:19:22.891 --> 00:19:25.089 This time, Exposure 351 00:19:25.089 --> 00:19:29.940 As I explained, there's the auto mode and the manual mode 352 00:19:29.940 --> 00:19:35.940 When the value is changed, like this, within the Unreal environment 353 00:19:35.940 --> 00:19:39.049 the exposure value is adjusted 354 00:19:39.049 --> 00:19:40.822 Next is chromatic aberration 355 00:19:40.822 --> 00:19:43.505 As you can see, when the value is increased 356 00:19:43.505 --> 00:19:47.544 the RGB channel separates like this 357 00:19:47.544 --> 00:19:49.794 With the value applied like this 358 00:19:49.794 --> 00:19:52.079 when Start Offset is adjusted 359 00:19:52.079 --> 00:19:55.663 the applied range can be determined 360 00:19:55.663 --> 00:19:56.911 This time, Camera 361 00:19:56.911 --> 00:20:01.079 As you can see, it's inactivated right now 362 00:20:01.079 --> 00:20:04.936 When it's set to Manual here 363 00:20:12.879 --> 00:20:14.734 you can use it like this 364 00:20:22.412 --> 00:20:27.812 Then, for local Exposure, like this 365 00:20:27.812 --> 00:20:31.520 The bright parts of the screen 366 00:20:31.520 --> 00:20:34.132 only the bright areas can be adjusted 367 00:20:34.132 --> 00:20:37.797 with this values, and same thing for Shadow 368 00:20:41.400 --> 00:20:43.606 It can be adjusted like this 369 00:20:46.200 --> 00:20:48.156 Then, Lens Flare 370 00:20:48.156 --> 00:20:51.906 The basic value is set as 1 371 00:20:51.906 --> 00:20:55.534 For this guy, Bloom 372 00:20:55.534 --> 00:20:57.717 Bloom value needs to be activated 373 00:20:59.799 --> 00:21:01.880 If it's not activated 374 00:21:02.949 --> 00:21:06.093 this kind of Lens Flare effect can't be observed 375 00:21:07.680 --> 00:21:11.027 And the Image Effects, Vignette effect 376 00:21:11.027 --> 00:21:12.777 Like this, as you can see 377 00:21:12.777 --> 00:21:20.808 It's a function that makes the edge of the screen dark 378 00:21:20.808 --> 00:21:22.518 Next is Color Grading 379 00:21:22.518 --> 00:21:27.678 When you look at color temperature first 380 00:21:27.678 --> 00:21:33.778 increasing the value like this gives a cold feeling 381 00:21:33.778 --> 00:21:37.654 and lowering it gives a warm feeling 382 00:21:40.040 --> 00:21:46.430 On the bottom, there's Global, Shadows, Midtones, and Highlights 383 00:21:46.430 --> 00:21:53.813 there's a tab for each area where you can make adjustments 384 00:22:00.486 --> 00:22:06.189 You can see how it adjusts like this 385 00:22:06.189 --> 00:22:08.139 Here, Global is the overall area 386 00:22:08.139 --> 00:22:14.360 For Shadows, the relatively dark areas 387 00:22:14.360 --> 00:22:17.610 are adjusted 388 00:22:17.610 --> 00:22:19.447 Midtones are the middle level 389 00:22:22.328 --> 00:22:26.845 And for Highlights, the brightest level 390 00:22:26.845 --> 00:22:29.213 values are adjusted 391 00:22:32.109 --> 00:22:37.365 Then Tone Mapper As you can see 392 00:22:40.240 --> 00:22:41.890 when you change the value of the S-curve 393 00:22:41.890 --> 00:22:46.183 you can see how the image changes like this 394 00:22:49.252 --> 00:22:51.137 Next is Motion Blur 395 00:22:51.137 --> 00:22:54.639 The basic value is 0.5 396 00:22:54.639 --> 00:22:58.517 If you don't want to use this guy, change it to 0 397 00:23:00.759 --> 00:23:03.909 The feeling of Motion Blur 398 00:23:03.909 --> 00:23:08.654 can only been checked through the rendered image later on 399 00:23:08.654 --> 00:23:10.748 But if you want to change Motion Blur 400 00:23:10.748 --> 00:23:18.000 you can change it in Post Volume, as what you should know 401 00:23:18.000 --> 00:23:23.100 For Post Volume, I briefly explained about the functions that we use right now 402 00:23:23.100 --> 00:23:26.520 but I'll explain about it additionally in future lectures 403 00:23:26.520 --> 00:23:27.375 Thank you 404 00:23:28.096 --> 00:23:29.346 Project selection and settings for cinematics Selecting and setting up projects that provide plug-in activation and basic assets Blank: project that only contains the minimum functions of cinematics 405 00:23:29.346 --> 00:23:30.596 Virtual production: project that contains settings needed for virtual production (VR, virtual camera, n-display, etc) 406 00:23:30.596 --> 00:23:31.846 DMX: project that contains settings for the virtual stage InCamera-VFX: project that contains ICVFX settings 407 00:23:31.846 --> 00:23:33.145 Ndisplay: project used for multi-display Project Defaults: select whether you want to receive the basic sources that are provided when the project is first opened 408 00:23:33.145 --> 00:23:34.095 Lighting techniques and settings for cinematics The principle and application of lighting that decides the quality of the cinematics Types of lights that Unreal provides: Directional, Point, Rect, Spot 409 00:23:34.095 --> 00:23:35.045 Never use the basic values for the light source provided by Unreal Shadow becomes softer when Source Radius value is changed 410 00:23:35.045 --> 00:23:35.995 Check the applied image of Sky Light using Chrome ball Match the light source of HDRI and the lighting that works within Unreal 411 00:23:35.995 --> 00:23:36.930 Adjust the intensity value by observing the darkest and brightest parts of the image in the 3D environment 412 00:23:36.930 --> 00:23:38.130 Post Process Volume Setting Function used within Post Volume for cinematics PostProcessVolume: source for applying visual effects after producing the Unreal environment 413 00:23:38.130 --> 00:23:39.280 Bloom: function that makes the relative brightness of the light source brighter Exposure: can adjust the exposure value of the corresponding scene 414 00:23:39.280 --> 00:23:40.430 Chromatic Aberration: chromatic aberration that expresses by separating RGB channels Camera: the actual camera function 415 00:23:40.430 --> 00:23:41.630 Local Exposure: adjusts the exposure of the dark parts within the Viewport screen Lens Flare: effect changes that arise when the actual camera angle is matched around the light source 416 00:23:41.630 --> 00:23:42.773 Image Effects: changes the edge of the image to be darker Color Grading: tab that adjusts the color of the screen