WEBVTT 1 00:00:04.630 --> 00:00:08.871 Realistic Commons Level Design (3) 2 00:00:08.871 --> 00:00:11.671 GCC Academy 3 00:00:23.800 --> 00:00:28.440 Hello, I’m Kwangwook Tak, your instructor for Unreal Graphics 4 00:00:28.640 --> 00:00:31.160 Previously, we used materials to represent textures 5 00:00:31.161 --> 00:00:35.427 but lighting is essential to view these textures properly 6 00:00:35.427 --> 00:00:38.719 In this session, we'll learn about the lighting features provided by Unreal Engine 7 00:00:38.719 --> 00:00:41.180 and how to set them up 8 00:00:41.699 --> 00:00:45.260 Additionally, we'll explore post-process effects 9 00:00:45.261 --> 00:00:48.168 a camera feature that enhances the visual appeal of your level 10 00:00:48.168 --> 00:00:51.748 Prop Placement and Lighting Types 11 00:00:52.260 --> 00:00:56.900 This time, let's decorate the interior using various props 12 00:00:57.520 --> 00:01:01.259 Within Unreal's starter content 13 00:01:01.699 --> 00:01:05.420 you'll find a folder called Props 14 00:01:05.420 --> 00:01:06.879 Inside this folder 15 00:01:06.880 --> 00:01:10.001 we've previously used the door frame and door 16 00:01:10.002 --> 00:01:12.939 to decorate doors and windows 17 00:01:12.939 --> 00:01:16.281 You'll also find various items like chairs 18 00:01:16.281 --> 00:01:18.074 lighting tools 19 00:01:19.460 --> 00:01:21.759 tables 20 00:01:21.760 --> 00:01:25.478 and other simple props for decoration 21 00:01:25.839 --> 00:01:28.480 Let's use these to create a basic setup 22 00:01:28.480 --> 00:01:32.380 First, I placed a table in the master bedroom 23 00:01:34.160 --> 00:01:35.300 and set it up with a desk 24 00:01:35.300 --> 00:01:38.767 Next, I'll add a chair 25 00:01:40.219 --> 00:01:42.839 rotate it 26 00:01:42.840 --> 00:01:44.328 and arrange it 27 00:01:46.116 --> 00:01:47.896 to suit the room 28 00:01:48.819 --> 00:01:50.060 Place it 29 00:01:50.907 --> 00:01:53.668 Just placing one chair feels a bit lacking, so let's add another one 30 00:01:53.668 --> 00:01:54.383 Like this 31 00:01:58.639 --> 00:02:04.040 Now, we have a setup resembling a sitting area with a table and chairs 32 00:02:04.500 --> 00:02:06.620 Let's do something similar here as well 33 00:02:06.620 --> 00:02:07.906 In the smaller room 34 00:02:08.719 --> 00:02:10.979 space is limited 35 00:02:12.379 --> 00:02:18.220 so I'll just place one table and one chair 36 00:02:21.799 --> 00:02:25.880 This creates a simple and functional arrangement 37 00:02:27.440 --> 00:02:31.319 Now, let's install lighting 38 00:02:31.320 --> 00:02:33.029 To make the setup more convincing 39 00:02:33.029 --> 00:02:36.349 it's more logical to have light fixtures 40 00:02:36.350 --> 00:02:38.310 like fluorescent lamps 41 00:02:38.800 --> 00:02:42.640 It will be something that will make more sense 42 00:02:42.920 --> 00:02:45.920 For the master bedroom, I'll add a ceiling light 43 00:02:46.328 --> 00:02:47.628 If you look here 44 00:02:47.629 --> 00:02:52.252 I'll place it on the "Ceiling" section 45 00:02:52.560 --> 00:02:54.021 While there's no ceiling at the moment 46 00:02:54.021 --> 00:02:56.468 we'll add one later 47 00:02:56.468 --> 00:03:00.820 For now, the light fixture hanging from the ceiling is too long 48 00:03:00.940 --> 00:03:03.320 and the light source is positioned too low 49 00:03:03.321 --> 00:03:05.291 Let's adjust its size to make it more appropriate 50 00:03:05.800 --> 00:03:09.920 You can easily resize the light by clicking the white square in the center 51 00:03:09.921 --> 00:03:13.028 and adjusting it all at once, like this 52 00:03:13.948 --> 00:03:17.839 I've reduced it to about half its original size for now 53 00:03:17.839 --> 00:03:19.600 It should be placed a bit lower 54 00:03:20.052 --> 00:03:21.052 Like this 55 00:03:22.580 --> 00:03:25.140 so let's move it down further 56 00:03:25.460 --> 00:03:31.879 At this point, you might want to consider lighting that falls naturally on the table 57 00:03:31.879 --> 00:03:35.919 Let's copy the ceiling light 58 00:03:36.444 --> 00:03:37.844 using the same method 59 00:03:38.083 --> 00:03:39.663 There was a table in the small room 60 00:03:40.039 --> 00:03:45.439 I'll place it here like this 61 00:03:45.839 --> 00:03:46.706 That looks good 62 00:03:47.307 --> 00:03:48.262 And 63 00:03:49.122 --> 00:03:52.982 In the starter content, you'll also find wall-mounted lights 64 00:03:53.119 --> 00:03:54.300 These types of lights 65 00:03:56.339 --> 00:03:57.819 are great for areas 66 00:03:57.819 --> 00:04:00.979 where wall lighting is needed 67 00:04:01.244 --> 00:04:06.284 such as balconies or bathrooms 68 00:04:06.759 --> 00:04:09.899 Adding at least one light in those areas would be a good idea 69 00:04:09.999 --> 00:04:11.500 Shall we start with the hallway? 70 00:04:11.600 --> 00:04:15.500 Place the light like this 71 00:04:15.501 --> 00:04:19.847 and rotate it as needed 72 00:04:21.640 --> 00:04:24.100 Right now, the overall lighting 73 00:04:24.708 --> 00:04:27.649 the lights in the living room, in the small room 74 00:04:27.889 --> 00:04:28.783 are about half 75 00:04:29.376 --> 00:04:33.176 I'm reducing them by half by 0.5 each 76 00:04:33.480 --> 00:04:35.521 So if you arrange all of these lights 77 00:04:35.521 --> 00:04:41.956 by reducing their scale by half by 0.5, 0.5, 0.5 78 00:04:41.956 --> 00:04:45.399 Then the overall lighting will look the same and unified 79 00:04:45.859 --> 00:04:49.284 Arrange them appropriately 80 00:04:50.580 --> 00:04:52.660 and adjust their height 81 00:04:53.736 --> 00:04:57.060 Place one light near the door 82 00:04:57.353 --> 00:04:58.973 and another at the far end 83 00:04:59.320 --> 00:05:01.180 For the middle section 84 00:05:01.496 --> 00:05:04.316 let's arrange the lights in a zigzag pattern 85 00:05:04.640 --> 00:05:10.660 Rotate them 180 degrees 86 00:05:10.660 --> 00:05:14.559 so they face the correct direction near the door 87 00:05:17.959 --> 00:05:20.379 Attach them firmly to the wall 88 00:05:23.359 --> 00:05:25.593 This setup creates indirect lighting 89 00:05:25.593 --> 00:05:27.710 lighting lights 90 00:05:27.711 --> 00:05:29.772 softly reflecting upwards 91 00:05:29.772 --> 00:05:32.181 producing a subtle and natural glow 92 00:05:33.500 --> 00:05:36.579 Let's also place this light in the shower booth 93 00:05:36.579 --> 00:05:37.460 the bathroom 94 00:05:38.100 --> 00:05:40.360 and the toilet 95 00:05:41.239 --> 00:05:44.861 Rotate it 96 00:05:44.861 --> 00:05:47.441 90 degrees 97 00:05:47.441 --> 00:05:48.960 and attach it 98 00:05:50.160 --> 00:05:52.680 to the wall 99 00:05:54.276 --> 00:05:56.196 For the bathroom, one light should be enough 100 00:05:56.744 --> 00:06:00.220 Next, copy the light for the balcony 101 00:06:00.599 --> 00:06:05.499 by holding the Alt key and place one on this side 102 00:06:05.499 --> 00:06:07.479 and another on the opposite side 103 00:06:07.863 --> 00:06:10.063 Use the Alt key again to move 104 00:06:11.559 --> 00:06:12.320 and rotate 105 00:06:16.600 --> 00:06:17.751 Done? 106 00:06:19.088 --> 00:06:24.009 If you put it like this, it's a bit more complete 107 00:06:24.009 --> 00:06:25.569 filling up the room 108 00:06:26.359 --> 00:06:31.119 rather than just having nothing 109 00:06:31.419 --> 00:06:34.739 Using props like these 110 00:06:34.739 --> 00:06:36.079 adds depth and makes the space 111 00:06:36.079 --> 00:06:39.279 feel more finished and meaningful 112 00:06:39.279 --> 00:06:41.759 Now that we've completed the level design 113 00:06:41.760 --> 00:06:44.047 let's move on to lighting 114 00:06:44.047 --> 00:06:47.439 A beautifully decorated space deserves the right lighting 115 00:06:47.440 --> 00:06:49.696 to enhance its aesthetics 116 00:06:49.697 --> 00:06:51.655 Lighting plays a crucial role 117 00:06:51.656 --> 00:06:54.313 in setting the mood of a level 118 00:06:54.313 --> 00:06:56.739 So the lighting provided by Unreal 119 00:06:56.740 --> 00:06:59.389 is now the place actor 120 00:06:59.389 --> 00:07:01.473 so if you look at it from here 121 00:07:01.474 --> 00:07:03.162 the third tab at the top 122 00:07:03.162 --> 00:07:05.199 If you click on the light tab 123 00:07:05.200 --> 00:07:09.066 you can see five types of lighting like this 124 00:07:09.519 --> 00:07:13.559 Unreal Engine provides five types of lighting like this 125 00:07:13.559 --> 00:07:15.999 Let's minimize the bottom window a bit 126 00:07:15.999 --> 00:07:18.879 and take a closer look at each of the lights 127 00:07:18.880 --> 00:07:21.400 These lights also appear under the Light section 128 00:07:22.081 --> 00:07:24.741 when you click the plus button 129 00:07:24.741 --> 00:07:25.336 They're the same 130 00:07:25.337 --> 00:07:27.193 For convenience, I'll use 131 00:07:27.193 --> 00:07:29.421 the Place Actors panel on the left 132 00:07:29.920 --> 00:07:31.660 First, let's look at the Directional Light 133 00:07:31.661 --> 00:07:34.995 This light is included by default 134 00:07:34.995 --> 00:07:38.080 and has an icon resembling the sun 135 00:07:38.081 --> 00:07:40.521 As the icon shape looks like a sun 136 00:07:40.521 --> 00:07:42.486 it literally means the sun 137 00:07:42.486 --> 00:07:45.079 At the top 138 00:07:45.765 --> 00:07:47.645 you'll notice the sun-like icon 139 00:07:48.679 --> 00:07:53.001 If you look at the sun shining at this angle 140 00:07:53.001 --> 00:07:56.196 you'll see that there's a white arrow on the icon 141 00:07:56.196 --> 00:07:59.696 It shows the angle at which the sunlight is projected 142 00:07:59.696 --> 00:08:02.160 It indicates the direction of the sunlight 143 00:08:02.460 --> 00:08:04.840 The sun is shining from the top left 144 00:08:04.841 --> 00:08:07.086 You can see how the shadows are cast 145 00:08:07.343 --> 00:08:11.443 Since the Directional Light represents sunlight, its position doesn't matter 146 00:08:11.443 --> 00:08:17.080 Whether it's close by or far away, it will illuminate the level at the same angle 147 00:08:17.199 --> 00:08:22.719 The kind of lighting that makes this entire level shine at the same angle 148 00:08:22.719 --> 00:08:23.820 is Directional Light 149 00:08:24.440 --> 00:08:28.539 So, if you move the Directional Light actor 150 00:08:29.099 --> 00:08:30.280 you'll notice its position has no effect 151 00:08:30.281 --> 00:08:32.349 It doesn't matter if it moves like this 152 00:08:32.350 --> 00:08:34.710 Rather, it has to do with the angle 153 00:08:34.960 --> 00:08:37.501 When you rotate it 154 00:08:37.501 --> 00:08:40.801 you'll notice the shadows change 155 00:08:40.921 --> 00:08:44.800 along with the light's angle 156 00:08:45.200 --> 00:08:47.760 This also simulates the sun's position shifting 157 00:08:49.129 --> 00:08:50.049 Right? 158 00:08:50.840 --> 00:08:53.840 Let's reset it 159 00:08:54.320 --> 00:08:58.540 To adjust the properties of this light, use the Details panel 160 00:08:58.689 --> 00:09:00.849 So if you look at the details window on the right 161 00:09:01.000 --> 00:09:02.760 If you look at the bottom 162 00:09:02.761 --> 00:09:05.341 In the transform, this rotation doesn't matter 163 00:09:05.341 --> 00:09:07.240 only the Rotation affects 164 00:09:07.241 --> 00:09:09.616 while the Scale does not 165 00:09:10.000 --> 00:09:11.840 Below that, you'll find the Intensity 166 00:09:11.840 --> 00:09:17.752 The intensity is 6 lux, which means the intensity of the light 167 00:09:17.752 --> 00:09:19.299 Intensity 168 00:09:19.300 --> 00:09:21.630 When you increase the Intensity 169 00:09:21.630 --> 00:09:26.078 the light becomes much brighter 170 00:09:26.799 --> 00:09:30.119 Conversely, lowering it makes the scene darker 171 00:09:30.119 --> 00:09:31.580 If you set it to 0, the light turns off completely 172 00:09:31.580 --> 00:09:35.303 while setting it to 0.1 results in a very dim light 173 00:09:37.840 --> 00:09:41.520 However, you might notice something 174 00:09:41.705 --> 00:09:44.425 even though the intensity was reduced to 0.1 175 00:09:44.426 --> 00:09:46.221 the scene gradually becomes brighter 176 00:09:46.520 --> 00:09:50.319 eventually resembling the original lighting 177 00:09:51.067 --> 00:09:53.787 On the other hand, if you set it to a high value 178 00:09:54.007 --> 00:09:56.860 like 100, the scene becomes extremely bright at first 179 00:09:56.861 --> 00:09:59.555 but gradually dims back 180 00:10:00.000 --> 00:10:02.140 to its original state 181 00:10:02.889 --> 00:10:08.189 This behavior is due to a feature called Exposure, which simulates eye adaptation 182 00:10:08.189 --> 00:10:09.410 What that means is 183 00:10:09.410 --> 00:10:12.360 when we go from outside to inside 184 00:10:12.900 --> 00:10:16.300 when we go from a bright place to a dark place, at first it's very dark 185 00:10:16.300 --> 00:10:19.160 but then our eyes adjust to the dark 186 00:10:19.160 --> 00:10:22.900 and it gradually gets brighter and brighter, and perceive the room 187 00:10:22.900 --> 00:10:29.119 The function that applies those expressions directly is called Exposure 188 00:10:30.159 --> 00:10:33.399 Exposure is part of the camera's Post-Process features 189 00:10:33.399 --> 00:10:36.639 and is currently active 190 00:10:36.639 --> 00:10:39.799 This is why, no matter how much you adjust the lighting 191 00:10:39.799 --> 00:10:42.338 it reverts to a consistent value 192 00:10:42.339 --> 00:10:44.276 It's set like this 193 00:10:44.599 --> 00:10:47.719 To modify these settings 194 00:10:47.720 --> 00:10:50.691 go to the Editor's Project Settings 195 00:10:53.000 --> 00:10:56.075 On the left-hand side, under Engine 196 00:10:56.075 --> 00:10:58.535 select Rendering 197 00:10:58.840 --> 00:11:00.759 If you scroll down 198 00:11:00.760 --> 00:11:04.534 among the rendering details inside that rendering 199 00:11:06.283 --> 00:11:08.077 You'll see various settings there 200 00:11:08.078 --> 00:11:08.447 and there is an item called post processing 201 00:11:08.447 --> 00:11:14.018 Post processing has already been applied 202 00:11:14.019 --> 00:11:17.099 Below, you'll find a Default Settings section 203 00:11:17.099 --> 00:11:20.167 listing the basic configurations 204 00:11:21.907 --> 00:11:24.523 for post-processing 205 00:11:24.748 --> 00:11:28.836 Among these, you'll notice that Auto Exposure is checked 206 00:11:28.836 --> 00:11:30.305 Auto Exposure 207 00:11:30.391 --> 00:11:33.564 This means that automatic eye adaptation 208 00:11:33.799 --> 00:11:35.427 is enabled 209 00:11:35.938 --> 00:11:40.135 So you can think of this setting as one 210 00:11:40.135 --> 00:11:43.118 that applies to all levels you've created within your project 211 00:11:43.133 --> 00:11:46.444 So, no matter what level you create 212 00:11:46.445 --> 00:11:48.857 when we brighten the lights, they'll get darker 213 00:11:48.858 --> 00:11:51.945 and when we darken them, they'll get brighter 214 00:11:51.945 --> 00:11:54.941 So here, you can turn this setting off 215 00:11:54.941 --> 00:11:57.207 or if I don't care about this 216 00:11:57.208 --> 00:11:59.853 and I want just to leave this as default 217 00:11:59.854 --> 00:12:04.067 and only turn it off for a little while I'm working 218 00:12:04.679 --> 00:12:08.051 when you say I'll just turn it off for a little while I'm working 219 00:12:08.051 --> 00:12:09.297 rather than touching this 220 00:12:09.297 --> 00:12:10.907 if you look at the top of this folder 221 00:12:10.907 --> 00:12:13.027 there's something called "lit" 222 00:12:13.280 --> 00:12:17.240 Under the lit item, find Expose 223 00:12:17.240 --> 00:12:21.200 If you look underneath here, you'll see that it says game settings are checked 224 00:12:21.200 --> 00:12:24.600 Checking game settings means that 225 00:12:24.601 --> 00:12:26.201 we will use the post-project settings 226 00:12:26.201 --> 00:12:30.989 we just saw in the project settings window 227 00:12:30.989 --> 00:12:34.619 and show those settings as they are in the viewport 228 00:12:34.620 --> 00:12:37.200 So you need to turn this setting off 229 00:12:38.119 --> 00:12:40.821 By default 230 00:12:40.822 --> 00:12:44.811 the lighting settings configured in the Project Settings 231 00:12:44.812 --> 00:12:49.635 the exposure settings can no longer be applied or visible in this view 232 00:12:49.635 --> 00:12:51.159 You can't see it 233 00:12:51.160 --> 00:12:53.483 When you reduce the Intensity 234 00:12:54.359 --> 00:12:56.920 the scene darkens 235 00:12:57.601 --> 00:12:59.281 Setting it to 1 makes it brighter 236 00:12:59.481 --> 00:13:00.481 but there’s no change 237 00:13:02.919 --> 00:13:04.741 When set back to 6 238 00:13:04.741 --> 00:13:07.204 the lighting appears like this 239 00:13:08.017 --> 00:13:09.017 without any adjustments 240 00:13:10.280 --> 00:13:11.501 When working 241 00:13:11.502 --> 00:13:14.823 especially during level design and lighting tasks 242 00:13:14.823 --> 00:13:17.365 it's important to achieve 243 00:13:17.366 --> 00:13:20.758 the desired effects intentionally 244 00:13:20.758 --> 00:13:24.080 Since the brightness of the lights cannot be adjusted carelessly 245 00:13:24.080 --> 00:13:29.624 it's better to turn off the Game Settings in the Lit menu 246 00:13:29.624 --> 00:13:32.360 Now, let's take another look at the lighting in this state 247 00:13:32.360 --> 00:13:34.336 We were looking at the Directional Light 248 00:13:34.719 --> 00:13:38.500 and as mentioned, the Intensity value represents the brightness of the light 249 00:13:39.262 --> 00:13:41.621 Higher values result in brighter light 250 00:13:42.280 --> 00:13:43.401 Let's try 20 251 00:13:43.973 --> 00:13:44.973 It's very bright 252 00:13:46.171 --> 00:13:49.030 Bright like this 253 00:13:49.031 --> 00:13:53.069 Conversely, lower values produce dimmer light 254 00:13:53.080 --> 00:13:54.301 You can think like this 255 00:13:55.211 --> 00:13:57.031 Let's set it to around 10 256 00:13:57.032 --> 00:14:00.875 Below that, you'll see the Light Color option 257 00:14:00.875 --> 00:14:03.900 The Light Color setting, as the name suggests, light's color 258 00:14:03.901 --> 00:14:06.047 Currently, it’s set to white 259 00:14:06.048 --> 00:14:08.415 If you change it to blue 260 00:14:08.679 --> 00:14:09.601 like this 261 00:14:10.035 --> 00:14:12.835 you'll see a blue light cast across the scene 262 00:14:13.187 --> 00:14:14.668 creating a dawn-like 263 00:14:14.668 --> 00:14:16.361 or early morning atmosphere 264 00:14:16.840 --> 00:14:18.621 If you go with blue like this 265 00:14:18.622 --> 00:14:22.328 you can implement the feeling of dawn like this 266 00:14:23.141 --> 00:14:25.660 On the other hand, selecting a yellowish color 267 00:14:25.660 --> 00:14:28.361 can evoke a desert-like feel 268 00:14:28.949 --> 00:14:32.929 I guess that kind of lighting colors can be seen 269 00:14:34.080 --> 00:14:36.861 We've covered two key points so far 270 00:14:36.862 --> 00:14:40.233 Next, below the Directional Light is the Point Light 271 00:14:40.234 --> 00:14:42.335 Let's drag it out 272 00:14:42.335 --> 00:14:43.860 I'll drag it 273 00:14:44.191 --> 00:14:45.951 and place it in a slightly darker area 274 00:14:46.617 --> 00:14:51.377 You'll see a bulb-shaped light appear 275 00:14:51.559 --> 00:14:57.880 A Point Light emits light from its center, radiating in all directions 276 00:14:57.880 --> 00:15:02.182 So, this light's position matters 277 00:15:02.182 --> 00:15:06.321 You can move like this, almost like a torch 278 00:15:06.321 --> 00:15:08.721 Like this 279 00:15:08.721 --> 00:15:11.201 Since the light radiates outward from the center 280 00:15:11.201 --> 00:15:12.680 it's not affected by angles 281 00:15:15.239 --> 00:15:19.158 And since the light radiates from the center 282 00:15:19.159 --> 00:15:21.906 How far does the light extend? 283 00:15:22.502 --> 00:15:24.102 You might think like this 284 00:15:24.434 --> 00:15:25.780 As for how far it extends 285 00:15:25.781 --> 00:15:27.957 if you pull all the way back here 286 00:15:28.461 --> 00:15:30.633 you can see a sky-blue wireframe 287 00:15:30.634 --> 00:15:34.093 and the light extends to this wireframe 288 00:15:34.359 --> 00:15:38.520 In other words, the light extends from the center and reaches the circle on the outside 289 00:15:38.521 --> 00:15:40.535 It starts with 100% intensity 290 00:15:40.535 --> 00:15:43.810 It's extended with 100% intensity 291 00:15:43.810 --> 00:15:47.261 its intensity of the light becomes weaker as it goes further 292 00:15:47.261 --> 00:15:50.381 This is a characteristic of the Point Light 293 00:15:50.381 --> 00:15:53.018 Similarly, on the right side of the Details panel 294 00:15:53.019 --> 00:15:58.623 you can adjust the Intensity and Color settings 295 00:16:01.840 --> 00:16:04.540 This creates a warm, cozy indoor atmosphere 296 00:16:05.063 --> 00:16:07.303 Unlike the Directional Light 297 00:16:07.304 --> 00:16:11.313 you'll notice an additional parameter called Attenuation Radius 298 00:16:11.359 --> 00:16:14.961 The Attenuation Radius defines the reach of the light 299 00:16:15.199 --> 00:16:18.099 Currently set to 1000 300 00:16:18.100 --> 00:16:20.520 let's reduce this value half 301 00:16:20.520 --> 00:16:21.481 To 500 302 00:16:22.016 --> 00:16:24.955 You'll see the outer wireframe 303 00:16:24.956 --> 00:16:27.279 contract significantly 304 00:16:27.520 --> 00:16:28.461 If we reduce it further 305 00:16:29.478 --> 00:16:31.757 to 100 306 00:16:32.527 --> 00:16:35.927 the light's reach is limited to this smaller wireframe 307 00:16:35.927 --> 00:16:38.878 As a result, the light no longer reaches the walls 308 00:16:38.878 --> 00:16:40.581 It doesn't 309 00:16:40.581 --> 00:16:44.195 meaning this area remains unaffected 310 00:16:44.195 --> 00:16:45.860 by the Point Light 311 00:16:45.860 --> 00:16:50.761 When you move 312 00:16:51.846 --> 00:16:54.180 so that objects fall within the sphere 313 00:16:54.180 --> 00:16:57.637 you'll see them illuminated 314 00:16:58.899 --> 00:17:03.418 Adjusting the size appropriately ensures the desired effect 315 00:17:03.662 --> 00:17:05.761 That covers the features of the Point Light 316 00:17:05.762 --> 00:17:08.280 Now, let's move on to the Spot Light 317 00:17:08.757 --> 00:17:12.157 Drag and drop it into the scene 318 00:17:12.158 --> 00:17:13.260 and you'll notice its icon 319 00:17:14.140 --> 00:17:19.540 resembles a stage spotlight 320 00:17:19.541 --> 00:17:21.257 often called a pin light 321 00:17:22.240 --> 00:17:24.783 This type of light has a defined angle 322 00:17:25.015 --> 00:17:29.174 Right now, light is emitted in the direction of the arrow 323 00:17:29.389 --> 00:17:34.868 and you can see that the light is emitted only at an angle in the shape of a cone 324 00:17:36.119 --> 00:17:41.999 So again, the position is relevant 325 00:17:41.999 --> 00:17:44.961 And it also depends on the rotation 326 00:17:44.961 --> 00:17:48.736 So you can see that the light is shining toward the cone 327 00:17:49.280 --> 00:17:53.579 Likewise, the reach distance is like this 328 00:17:54.078 --> 00:17:56.118 as you can see below 329 00:17:56.999 --> 00:17:59.860 the light starts at this point 330 00:17:59.861 --> 00:18:03.554 and gradually gets weaker as it gets here 331 00:18:03.800 --> 00:18:06.740 Likewise, all of these can be adjusted in the Details 332 00:18:07.276 --> 00:18:09.217 The Intensity, currently set to 8 333 00:18:09.217 --> 00:18:11.735 Intensity controls the brightness 334 00:18:12.319 --> 00:18:15.021 and can adjust light's intensity 335 00:18:15.901 --> 00:18:19.500 You can also change the Light Color 336 00:18:20.134 --> 00:18:21.199 Let's try blue 337 00:18:23.400 --> 00:18:24.400 Like this 338 00:18:24.401 --> 00:18:26.666 And Attenuation Radius 339 00:18:27.080 --> 00:18:28.720 determines the reach 340 00:18:28.721 --> 00:18:33.183 It's the reach of the cone's tip 341 00:18:33.183 --> 00:18:35.100 So it shortens like this 342 00:18:35.101 --> 00:18:36.183 It can be shortened 343 00:18:36.679 --> 00:18:38.959 If you reduce it further so that it doesn't reach the floor 344 00:18:38.959 --> 00:18:40.221 If it doesn't 345 00:18:40.399 --> 00:18:44.079 you'll notice the light no longer illuminates the ground 346 00:18:46.439 --> 00:18:51.120 Next, we have the Inner Cone Angle and Outer Cone Angle 347 00:18:51.451 --> 00:18:57.450 which define the angles of the cone 348 00:18:57.450 --> 00:19:00.220 Let's start with the Outer Cone Angle 349 00:19:00.221 --> 00:19:01.701 Outer Cone Angle 350 00:19:01.894 --> 00:19:03.854 represents the angle 351 00:19:04.242 --> 00:19:05.862 overall angle of the cone 352 00:19:06.359 --> 00:19:07.100 Like this 353 00:19:08.437 --> 00:19:12.177 The Inner Cone Angle is currently set to 0 354 00:19:12.479 --> 00:19:14.520 As you increase it slightly 355 00:19:14.520 --> 00:19:18.620 you'll see an additional inner cone appear 356 00:19:18.839 --> 00:19:20.500 To better illustrate the difference 357 00:19:20.863 --> 00:19:23.583 let's change the light color to white 358 00:19:25.560 --> 00:19:27.820 If you reduce the Outer Cone Angle 359 00:19:28.205 --> 00:19:31.985 and then adjust the Inner Cone Angle by expanding it outward 360 00:19:32.439 --> 00:19:34.121 If you expand it 361 00:19:35.540 --> 00:19:36.208 you'll notice 362 00:19:37.060 --> 00:19:42.680 the outer edge of the light becomes sharply defined 363 00:19:42.680 --> 00:19:43.373 Like this 364 00:19:43.907 --> 00:19:44.907 Right? 365 00:19:44.908 --> 00:19:48.728 Conversely, when the angles are smaller, the light spreads more softly 366 00:19:49.000 --> 00:19:53.420 The relationship between the two is 367 00:19:53.421 --> 00:19:56.607 The Inner Cone Angle represents the area where the light intensity is 100% 368 00:19:56.607 --> 00:20:03.040 while from that point to the Outer Cone Angle, the light gradually diminishes 369 00:20:03.040 --> 00:20:05.541 So, you can think of it 370 00:20:05.542 --> 00:20:08.441 as a setting that allows you to set 371 00:20:08.442 --> 00:20:10.282 a soft, blurry lighting distance 372 00:20:11.000 --> 00:20:16.519 Sharp lighting may sometimes be necessary 373 00:20:16.520 --> 00:20:18.040 but soft lighting is also important 374 00:20:18.239 --> 00:20:21.959 This feature is used to create 375 00:20:22.350 --> 00:20:23.919 such effects 376 00:20:24.199 --> 00:20:26.360 For example, you can replicate 377 00:20:27.984 --> 00:20:30.884 the kind of lighting you see in art galleries 378 00:20:31.239 --> 00:20:37.199 where lights are directed at artworks 379 00:20:37.199 --> 00:20:41.899 At this time, if you adjust the Inner Cone Angle 380 00:20:41.900 --> 00:20:44.200 and the Outer Cone Angle a little bit 381 00:20:44.200 --> 00:20:45.740 If you adjust like this 382 00:20:45.741 --> 00:20:48.727 you can create a type of lighting 383 00:20:48.727 --> 00:20:52.419 that is sharp at the top and becomes a little looser 384 00:20:52.420 --> 00:20:55.927 You can create that kind of lighting 385 00:20:56.339 --> 00:20:57.280 Like this 386 00:20:57.709 --> 00:21:01.689 If you press the G key, this Gizmo disappears 387 00:21:02.219 --> 00:21:04.359 and found out about Spot Light 388 00:21:04.756 --> 00:21:06.279 Let's delete it now 389 00:21:07.499 --> 00:21:09.620 The fourth is the Rect Light 390 00:21:09.620 --> 00:21:13.022 When you drag it out 391 00:21:13.999 --> 00:21:17.701 you'll see a rectangular icon 392 00:21:17.944 --> 00:21:21.903 This icon represents area lighting 393 00:21:22.400 --> 00:21:23.480 where light is emitted 394 00:21:23.683 --> 00:21:28.563 from the rectangular surface 395 00:21:28.563 --> 00:21:33.026 in the direction of the red X-axis 396 00:21:33.026 --> 00:21:34.420 How far does the light reach? 397 00:21:35.105 --> 00:21:38.665 Just like other lights, it extends to the Attenuation Radius 398 00:21:39.359 --> 00:21:41.660 represented by the outer wireframe 399 00:21:41.661 --> 00:21:43.917 The basic properties of the Rect Light are the same as those of the Point Light 400 00:21:44.280 --> 00:21:45.521 However, the Rect Light 401 00:21:47.600 --> 00:21:50.000 is designed so that 402 00:21:50.001 --> 00:21:53.775 the back of the rectangular surface is blocked 403 00:21:53.776 --> 00:21:55.510 and only the front emits light 404 00:21:56.290 --> 00:21:58.380 Similarly, in the Details 405 00:21:58.560 --> 00:22:00.601 you can adjust the Intensity 406 00:22:00.602 --> 00:22:01.869 to control the light's brightness 407 00:22:03.020 --> 00:22:06.140 and modify the Color as needed 408 00:22:06.640 --> 00:22:10.020 Then, the Attenuation Radius allows you to adjust 409 00:22:10.021 --> 00:22:12.117 the light's reach in this manner 410 00:22:12.560 --> 00:22:17.959 You'll also notice Source Width and Source Height settings 411 00:22:17.959 --> 00:22:24.400 These control the size of the central rectangular box 412 00:22:24.400 --> 00:22:27.561 Increasing the Width makes the rectangle longer horizontally 413 00:22:27.561 --> 00:22:31.457 while increasing the Height extends it vertically 414 00:22:31.760 --> 00:22:32.939 Let's shorten it like this 415 00:22:33.994 --> 00:22:35.934 You can do it like this 416 00:22:36.359 --> 00:22:39.840 Using these adjustments, you can create lighting effects such as those that appear to emit from walls 417 00:22:42.419 --> 00:22:44.520 If there's a monitor 418 00:22:44.521 --> 00:22:46.900 or TV screen 419 00:22:46.901 --> 00:22:48.183 like this 420 00:22:52.959 --> 00:22:56.520 you can use this light 421 00:22:58.298 --> 00:23:01.318 to simulate the glow from the screen like this 422 00:23:04.560 --> 00:23:07.440 Also, there are options for Barn Door Angle 423 00:23:07.441 --> 00:23:09.805 and Barn Door Length 424 00:23:09.805 --> 00:23:15.379 These settings affect the outer rectangular frame 425 00:23:15.379 --> 00:23:19.437 So, when you tighten the angle a bit 426 00:23:19.437 --> 00:23:23.357 the angle gets narrower 427 00:23:23.357 --> 00:23:27.340 and the light gets narrower 428 00:23:27.700 --> 00:23:30.560 which is the Barn Door Angle 429 00:23:30.720 --> 00:23:34.219 The Barn Door Length adjusts the length of the rectangle 430 00:23:34.959 --> 00:23:36.359 Make it long 431 00:23:36.539 --> 00:23:39.399 If you increase the Attenuation Radius, the effect becomes more noticeable 432 00:23:39.923 --> 00:23:40.689 Like this 433 00:23:40.959 --> 00:23:43.761 By adjusting both the angle and the length 434 00:23:43.762 --> 00:23:49.061 you can define the shape of the light's reach 435 00:23:50.599 --> 00:23:51.500 Done? 436 00:23:51.961 --> 00:23:54.061 Let's delete the Rect Light 437 00:23:54.640 --> 00:23:58.039 Sky Light 438 00:23:58.040 --> 00:23:59.080 is the sky light 439 00:23:59.081 --> 00:24:01.892 As the name suggests, the Sky Light 440 00:24:01.893 --> 00:24:04.652 provides lighting that simulates the blue sky 441 00:24:05.119 --> 00:24:08.661 casting that ambient feel onto the level 442 00:24:08.662 --> 00:24:10.523 To be more precise 443 00:24:10.524 --> 00:24:13.444 it represents environmental lighting rather than just sky lighting 444 00:24:13.444 --> 00:24:14.681 Ambient light refers to 445 00:24:14.682 --> 00:24:19.119 when we normally bring in a light and shine a light on it 446 00:24:19.520 --> 00:24:20.861 if you look at it like this 447 00:24:22.090 --> 00:24:26.129 the light doesn't just shine directly 448 00:24:26.130 --> 00:24:27.411 on the table like this 449 00:24:27.680 --> 00:24:33.060 But in fact, the light bounces off the surrounding materials 450 00:24:33.411 --> 00:24:36.650 or objects and reflects the light 451 00:24:36.886 --> 00:24:39.586 so that the darkness inside is visible 452 00:24:39.959 --> 00:24:42.341 That's how it works 453 00:24:42.638 --> 00:24:46.438 So if you look at the level, there's already a light there 454 00:24:46.920 --> 00:24:50.561 called Sky Light 455 00:24:50.562 --> 00:24:55.089 The Sky Light allows the darker areas 456 00:24:55.090 --> 00:25:00.821 created by the Directional Light, to remain visible 457 00:25:00.822 --> 00:25:03.820 within the boundaries of light and shadow 458 00:25:03.821 --> 00:25:05.929 So, since the Sky Light is installed 459 00:25:05.930 --> 00:25:08.282 The colors of the clouds in the sky 460 00:25:08.282 --> 00:25:13.021 and the colors that bounce off this light 461 00:25:13.022 --> 00:25:16.341 are all applied in the darkness 462 00:25:16.342 --> 00:25:17.920 You can think like this 463 00:25:17.920 --> 00:25:20.980 This is the key feature of the Sky Light 464 00:25:20.980 --> 00:25:24.636 There's nothing else in Sky Light, it's just a matter of touching and drag and drop 465 00:25:25.479 --> 00:25:27.880 However, since there's already one present 466 00:25:27.881 --> 00:25:29.200 you'll see a message 467 00:25:29.200 --> 00:25:29.875 So, let's delete this 468 00:25:29.875 --> 00:25:32.272 There's one more thing to consider 469 00:25:32.719 --> 00:25:38.559 introduced with Unreal Engine 5.0 470 00:25:38.559 --> 00:25:41.499 The Lumen system 471 00:25:41.499 --> 00:25:44.739 Lumen is a unique Unreal Engine process 472 00:25:44.740 --> 00:25:46.760 that produces similar effects to the Sky Light 473 00:25:46.760 --> 00:25:49.941 If you check the Project Settings under the Edit 474 00:25:49.942 --> 00:25:51.852 you'll find the Rendering tab we looked at earlier 475 00:25:51.852 --> 00:25:55.574 There was engine's Rendering tab 476 00:25:55.800 --> 00:25:58.680 Scroll down to 477 00:25:58.680 --> 00:25:59.971 the Global Illumination 478 00:25:59.972 --> 00:26:03.265 It means ambient light 479 00:26:03.359 --> 00:26:04.280 Global Illumination 480 00:26:04.280 --> 00:26:06.061 This is called GI 481 00:26:06.473 --> 00:26:07.693 The ambient light 482 00:26:07.694 --> 00:26:09.365 Dynamic Global Illumination 483 00:26:09.366 --> 00:26:13.185 The technology that creates this ambient light in real time 484 00:26:13.186 --> 00:26:16.559 is currently set to Lumen 485 00:26:16.559 --> 00:26:20.400 Lumen is a unique system in Unreal 486 00:26:20.401 --> 00:26:23.199 For instance, when a light shines on a table 487 00:26:23.348 --> 00:26:26.448 the darker areas are illuminated by the indirect light 488 00:26:26.839 --> 00:26:31.928 Reflection occurs because the reflected light bounces off the light 489 00:26:31.929 --> 00:26:35.400 but point lights generally do not express the reflected light 490 00:26:35.400 --> 00:26:39.360 and the skylight expresses this reflected light 491 00:26:39.360 --> 00:26:42.760 Both types of lighting need to coexist 492 00:26:42.760 --> 00:26:45.080 The Lumen system 493 00:26:45.080 --> 00:26:50.140 is a unique Unreal feature that can handle 494 00:26:50.140 --> 00:26:56.280 light reflections with great precision, even without Sky Light 495 00:26:56.840 --> 00:27:00.260 So here, if there's no Sky Light 496 00:27:00.261 --> 00:27:01.268 If you erase it 497 00:27:01.269 --> 00:27:04.729 areas that typically appear dark are 498 00:27:04.729 --> 00:27:09.879 naturally illuminated by the reflected light 499 00:27:09.879 --> 00:27:13.439 Thanks to Lumen, this is how lighting behaves this way 500 00:27:13.719 --> 00:27:16.580 If you turn off the Lumen system 501 00:27:17.590 --> 00:27:20.890 by setting it to None and check the scene again 502 00:27:21.427 --> 00:27:23.626 you'll notice no lighting effect 503 00:27:24.239 --> 00:27:26.320 in the darker areas 504 00:27:26.321 --> 00:27:27.906 Right? 505 00:27:28.226 --> 00:27:30.948 If you delete the Directional Light 506 00:27:30.948 --> 00:27:32.361 and Point Light 507 00:27:32.599 --> 00:27:36.559 the indirect lighting 508 00:27:37.959 --> 00:27:38.760 disappears 509 00:27:38.761 --> 00:27:43.001 Only the areas directly lit by the Directional Light remain bright 510 00:27:43.002 --> 00:27:46.122 while the parts that should be illuminated by indirect light 511 00:27:46.123 --> 00:27:49.812 stay pitch black, with no reflection effects applied 512 00:27:49.812 --> 00:27:52.860 This is where Lumen comes into play 513 00:27:53.157 --> 00:27:55.016 By simply enabling Lumen 514 00:27:55.680 --> 00:28:00.620 indirect lighting is automatically rendered, even without adding additional lights 515 00:28:01.308 --> 00:28:03.108 Furthermore, if you 516 00:28:04.000 --> 00:28:06.621 increase the Intensity value 517 00:28:06.621 --> 00:28:08.860 of the Directional Light 518 00:28:09.440 --> 00:28:13.881 the brightness of the reflections also intensifies 519 00:28:13.882 --> 00:28:17.742 making the shadows and lighting appear more realistic 520 00:28:18.940 --> 00:28:22.540 This is one of Unreal Engine's most powerful system 521 00:28:22.540 --> 00:28:25.540 And it's a system that Unreal is very proud of 522 00:28:25.540 --> 00:28:27.701 It has the advantage of 523 00:28:27.701 --> 00:28:32.061 being able to create rich lighting effects using just one simple light 524 00:28:32.061 --> 00:28:34.421 However, Lumen has its limitations 525 00:28:34.422 --> 00:28:37.296 While it accurately simulates indirect lighting 526 00:28:37.297 --> 00:28:40.797 by bouncing off objects and reflecting onto other surfaces 527 00:28:41.078 --> 00:28:41.878 But as I mentioned earlier 528 00:28:41.878 --> 00:28:43.939 the blue light from the sky 529 00:28:44.436 --> 00:28:48.036 should naturally affect darker areas 530 00:28:48.798 --> 00:28:51.888 So the color in the sky should be included here 531 00:28:51.888 --> 00:28:55.899 But Lumen doesn't apply the sky color 532 00:28:55.899 --> 00:28:58.529 These lights are just bounced off the object 533 00:28:58.530 --> 00:29:00.678 and reflected on the object 534 00:29:00.679 --> 00:29:01.888 So, if you look here 535 00:29:01.889 --> 00:29:03.561 since the surrounding area is yellow 536 00:29:03.561 --> 00:29:07.201 you can see that only the yellow reflected light is expressed 537 00:29:08.133 --> 00:29:11.121 For reflecting and applying light from the sky 538 00:29:11.122 --> 00:29:12.257 to adjust 539 00:29:12.257 --> 00:29:15.538 Sky Light is essential 540 00:29:15.538 --> 00:29:16.538 Like this 541 00:29:16.840 --> 00:29:20.241 Adding it, as shown here, might make the scene feel slightly brighter 542 00:29:20.997 --> 00:29:22.537 More precisely 543 00:29:22.538 --> 00:29:26.029 the blue sky and white clouds 544 00:29:26.030 --> 00:29:29.191 illuminate the darker areas 545 00:29:29.192 --> 00:29:32.931 adding a subtle blue tint to the scene 546 00:29:33.320 --> 00:29:35.581 It's better to think like this 547 00:29:35.737 --> 00:29:39.677 Especially these dark parts will stand out more blue 548 00:29:39.972 --> 00:29:41.392 For instance, on metallic surfaces 549 00:29:41.757 --> 00:29:42.537 Here 550 00:29:43.195 --> 00:29:44.535 These 551 00:29:44.536 --> 00:29:46.475 You can clearly see the added blue reflections 552 00:29:46.740 --> 00:29:51.060 This results in more realistic lighting 553 00:29:51.440 --> 00:29:53.202 By utilizing these lighting options effectively 554 00:29:53.202 --> 00:29:57.021 you can create a more immersive and visually appealing space 555 00:29:57.264 --> 00:30:00.923 Lighting Effects 556 00:30:01.303 --> 00:30:04.559 By using this foundational knowledge 557 00:30:04.560 --> 00:30:05.877 and lighting theory 558 00:30:05.878 --> 00:30:08.276 I'll set up lighting for the interior 559 00:30:08.276 --> 00:30:09.721 First, let's create a ceiling 560 00:30:09.722 --> 00:30:16.518 I'll copy the floor object and move it upward to position it as the ceiling 561 00:30:16.820 --> 00:30:18.799 Adjust it a bit lower 562 00:30:21.839 --> 00:30:22.900 See? 563 00:30:24.918 --> 00:30:26.198 A little bit more 564 00:30:26.797 --> 00:30:27.797 That's better 565 00:30:28.420 --> 00:30:30.340 It went up a little too much 566 00:30:32.960 --> 00:30:36.959 Since no material is applied to the floor, it displays a checkered pattern 567 00:30:38.359 --> 00:30:39.800 By applying a material 568 00:30:39.800 --> 00:30:42.594 Using one from the Starter Content 569 00:30:44.199 --> 00:30:46.160 I'll apply Basic Wall 570 00:30:46.161 --> 00:30:50.662 There we go, it's applied now 571 00:30:51.020 --> 00:30:51.859 Good 572 00:30:55.000 --> 00:30:57.001 To set up the light 573 00:30:57.753 --> 00:31:01.833 coming in through the window 574 00:31:01.833 --> 00:31:04.324 I'll use a Directional Light 575 00:31:04.324 --> 00:31:06.200 It's here 576 00:31:06.200 --> 00:31:11.660 Let's rotate it opposite to simulate light 577 00:31:11.660 --> 00:31:14.780 entering through the window 578 00:31:15.089 --> 00:31:17.129 Since its position doesn't matter, I'll bring it inside 579 00:31:23.479 --> 00:31:24.560 I'll adjust it 580 00:31:24.561 --> 00:31:26.421 Deep inside 581 00:31:27.640 --> 00:31:28.820 like this 582 00:31:31.160 --> 00:31:32.459 Not bad 583 00:31:34.239 --> 00:31:36.680 Let's do it a little like this 584 00:31:37.777 --> 00:31:42.116 Let's leave it at this level for the overall lighting 585 00:31:43.359 --> 00:31:46.121 To add more lighting, let's place some light props 586 00:31:46.121 --> 00:31:47.602 I'll put Light Actor 587 00:31:47.602 --> 00:31:52.322 Let's place a Spot Light here 588 00:31:52.682 --> 00:31:54.060 like this 589 00:32:04.579 --> 00:32:07.461 Since the light needs to spread outward 590 00:32:07.461 --> 00:32:13.639 I'll adjust the Outer Angle to widen the beam 591 00:32:15.367 --> 00:32:18.479 Then, let's make the angle a little bit 592 00:32:19.199 --> 00:32:20.161 more like this 593 00:32:20.802 --> 00:32:22.203 and let's make the light a little bit stronger 594 00:32:22.203 --> 00:32:24.063 Let's increase the brightness to around 10 595 00:32:25.000 --> 00:32:26.000 Maybe even brighter? 596 00:32:26.000 --> 00:32:29.909 Let's raise it to 20 597 00:32:32.520 --> 00:32:37.839 Using the Inner Cone Angle 598 00:32:37.839 --> 00:32:40.759 the boundary was too soft and dim 599 00:32:40.760 --> 00:32:44.343 so I'll adjust it 600 00:32:44.999 --> 00:32:47.360 to illuminate the edges 601 00:32:48.000 --> 00:32:48.824 The light feels a bit too strong 602 00:32:51.680 --> 00:32:54.759 You can see that the lighting is softly directed` 603 00:32:56.359 --> 00:32:59.920 Over at the balcony, where we have some small props 604 00:33:00.329 --> 00:33:04.029 I'll add a Point Light 605 00:33:04.029 --> 00:33:11.359 and set up the lighting like this 606 00:33:12.108 --> 00:33:15.930 If I put it in like this 607 00:33:16.170 --> 00:33:20.399 it'll snap, so I'll take it out 608 00:33:20.400 --> 00:33:22.146 Just a little bit 609 00:33:22.146 --> 00:33:25.840 This looks better 610 00:33:26.160 --> 00:33:29.339 Since the light is too intense, I'll reduce the Intensity 611 00:33:30.039 --> 00:33:32.040 to about 4 612 00:33:32.041 --> 00:33:35.172 and shrink the Attenuation Radius 613 00:33:35.172 --> 00:33:36.741 here 614 00:33:36.742 --> 00:33:41.251 to around 60 615 00:33:41.251 --> 00:33:42.515 Let's adjust 616 00:33:43.000 --> 00:33:45.420 the color to add 617 00:33:45.668 --> 00:33:47.288 a slightly yellowish tone 618 00:33:47.808 --> 00:33:48.780 It creates a cozy atmosphere 619 00:33:48.780 --> 00:33:52.500 The intensity will remain soft 620 00:33:52.820 --> 00:33:58.600 I'll duplicate the light and place it on the opposite side like this 621 00:33:58.600 --> 00:34:00.479 Like this 622 00:34:05.200 --> 00:34:08.800 I'll adjust like this 623 00:34:09.360 --> 00:34:10.880 That looks pretty good 624 00:34:10.881 --> 00:34:11.703 Good 625 00:34:13.840 --> 00:34:18.581 We saw that there is 626 00:34:18.581 --> 00:34:21.913 the same light inside the bathroom 627 00:34:22.460 --> 00:34:24.039 I will bring it here 628 00:34:25.519 --> 00:34:27.040 Like this 629 00:34:33.039 --> 00:34:36.840 I'll install it like this 630 00:34:36.841 --> 00:34:41.099 And here 631 00:34:41.099 --> 00:34:44.300 in the small room, adding a Spot Light would work well 632 00:34:45.280 --> 00:35:07.357 I'll copy the light from the larger room 633 00:35:07.357 --> 00:35:10.779 like this 634 00:35:11.239 --> 00:35:17.300 For the hallway, there were similar lights 635 00:35:17.301 --> 00:35:19.180 I'll duplicate those 636 00:35:21.800 --> 00:35:31.458 and install them in the hallway as well 637 00:35:31.796 --> 00:35:32.796 Like this 638 00:35:52.230 --> 00:35:54.669 I'll make one 639 00:35:56.869 --> 00:35:59.750 Let's also place one on the opposite side 640 00:36:09.439 --> 00:36:12.421 Now, the living room feels a bit plain 641 00:36:12.421 --> 00:36:18.727 Let's use Spot Lights to create a gallery-like lighting effect in the living room 642 00:36:18.907 --> 00:36:23.000 I'll bring the lights over 643 00:36:23.000 --> 00:36:26.959 Rotate the light slightly 644 00:36:26.959 --> 00:36:28.801 and fix it in place 645 00:36:29.388 --> 00:36:35.807 Adjusting the Inner Cone angle slightly 646 00:36:35.807 --> 00:36:41.340 and fine-tuning both the Inner Cone and Outer Cone angles 647 00:36:41.340 --> 00:36:43.520 like this 648 00:36:44.040 --> 00:36:46.939 can achieve the desired lighting effect like this 649 00:36:47.439 --> 00:36:49.099 Let’s narrow the angles further 650 00:36:49.099 --> 00:36:51.846 Inside and outside like this 651 00:36:52.719 --> 00:36:53.799 Look 652 00:36:56.500 --> 00:36:57.821 It feels small 653 00:36:58.532 --> 00:36:59.992 Good, I'll copy 654 00:37:02.080 --> 00:37:05.679 I'll copy and place 655 00:37:05.680 --> 00:37:08.140 about three overlapping lights in the center 656 00:37:08.140 --> 00:37:11.242 In this case, after placing the lights 657 00:37:11.242 --> 00:37:13.781 you might notice the icons change 658 00:37:13.781 --> 00:37:16.802 and some display an X mark 659 00:37:17.280 --> 00:37:19.319 This X indicates that 660 00:37:19.320 --> 00:37:22.522 the light is not functioning 661 00:37:23.279 --> 00:37:24.558 Lighting 662 00:37:24.559 --> 00:37:28.302 or the Light feature, can be resource-intensive 663 00:37:28.302 --> 00:37:29.505 As mentioned earlier 664 00:37:29.505 --> 00:37:31.589 there are lights that shine directly 665 00:37:31.589 --> 00:37:36.041 but also lights that are reflected 666 00:37:36.042 --> 00:37:37.901 by these objects have to be calculated 667 00:37:38.131 --> 00:37:40.880 Lighting function has to be heavy 668 00:37:40.880 --> 00:37:43.080 To optimize performance, Unreal Engine 669 00:37:43.081 --> 00:37:49.276 limits the number of lights that can affect a single object at any time 670 00:37:49.299 --> 00:37:53.560 Unreal Engine categorizes lights into three mobility types 671 00:37:53.818 --> 00:37:57.717 If you select a light 672 00:37:57.718 --> 00:38:03.652 you'll see that it's divided into three mobility types: Static, Stationary, and Movable 673 00:38:03.652 --> 00:38:05.800 So, Static is 674 00:38:05.800 --> 00:38:07.931 this type of light is baked into the scene 675 00:38:07.932 --> 00:38:10.012 Instead of calculating lighting in real time 676 00:38:10.012 --> 00:38:11.781 As if you were shining a light on it 677 00:38:11.782 --> 00:38:14.457 It's like drawing a picture on a piece of paper 678 00:38:14.458 --> 00:38:17.869 and drawing the light on the mesh 679 00:38:17.869 --> 00:38:19.720 I'll just draw 680 00:38:19.721 --> 00:38:24.036 and the lighting was only going to draw and not work in real time 681 00:38:24.196 --> 00:38:26.946 This setting is called Static 682 00:38:26.946 --> 00:38:29.820 When light is baked onto objects 683 00:38:29.821 --> 00:38:31.667 simulating the effect of illumination 684 00:38:31.668 --> 00:38:35.091 this process is called 685 00:38:35.091 --> 00:38:37.642 Lightmass 686 00:38:37.642 --> 00:38:41.420 Enabling the Static setting allows this feature to function 687 00:38:42.454 --> 00:38:45.514 On the other hand, Stationary lights have a fixed position 688 00:38:45.515 --> 00:38:47.063 and angle 689 00:38:47.063 --> 00:38:48.911 but change the intensity of light and the color 690 00:38:48.911 --> 00:38:54.040 Additionally, the number of lights affecting a single object can be limited 691 00:38:54.041 --> 00:38:58.827 For example, you can restrict an object from calculating light 692 00:38:58.833 --> 00:39:00.881 from only up to four sources 693 00:39:00.882 --> 00:39:03.042 You can limit like this 694 00:39:03.043 --> 00:39:08.742 It would be good to think of this stationary as a system that can impose such restrictions 695 00:39:08.742 --> 00:39:11.538 So, to some extent, it expresses in real time 696 00:39:11.539 --> 00:39:13.553 I think it would be good to think of it 697 00:39:13.554 --> 00:39:17.513 as a button that can help with optimization by putting some restrictions 698 00:39:17.714 --> 00:39:21.920 If optimization isn't a concern and you need lights to calculate everything in real time 699 00:39:21.920 --> 00:39:22.860 you would use the Movable 700 00:39:22.860 --> 00:39:25.460 Selecting Movable 701 00:39:25.460 --> 00:39:28.640 enables the light to function dynamically 702 00:39:28.641 --> 00:39:30.281 as indicated by the arrow icon 703 00:39:30.520 --> 00:39:33.222 So basically, because we have to focus on optimization 704 00:39:33.222 --> 00:39:37.221 most of the other lights are set to Stationary 705 00:39:37.222 --> 00:39:39.146 by default 706 00:39:39.146 --> 00:39:42.620 Switching the light to Movable may slightly reduce performance 707 00:39:43.278 --> 00:39:47.118 but it allows all lighting to function 708 00:39:47.119 --> 00:39:49.398 in real-time 709 00:39:49.399 --> 00:39:52.639 If you encounter an X mark on a light, changing its mobility to Movable 710 00:39:52.639 --> 00:39:57.173 will resolve the issue and ensure the lighting displays correctly 711 00:39:57.173 --> 00:40:01.213 Post Process 712 00:40:01.360 --> 00:40:04.700 Then, I think the setup is almost done 713 00:40:04.700 --> 00:40:06.180 Since the lighting directing is almost done 714 00:40:06.199 --> 00:40:10.878 Now, let's take a look at Post-Process 715 00:40:10.879 --> 00:40:14.933 Post-processing is not just 716 00:40:14.934 --> 00:40:16.894 looking at the level we created 717 00:40:17.254 --> 00:40:21.359 but it's doing some color correction or some special effects 718 00:40:21.360 --> 00:40:23.725 to make it look more beautiful 719 00:40:23.726 --> 00:40:27.919 You can think of it as the post-production process used in films 720 00:40:27.919 --> 00:40:33.080 Unreal Engine provides this functionality to enhance your scenes 721 00:40:33.080 --> 00:40:38.679 Unlike traditional video editing, in the engine, post-processing is applied 722 00:40:38.679 --> 00:40:41.779 in real-time within a 3D space 723 00:40:42.239 --> 00:40:44.360 Let's explore how to use these features 724 00:40:44.360 --> 00:40:47.220 Post-processing was briefly mentioned earlier 725 00:40:47.600 --> 00:40:50.357 By default, Post-Processing is enabled 726 00:40:51.774 --> 00:40:55.620 through the Project Settings under 727 00:40:57.220 --> 00:41:00.460 the Rendering section of the engine 728 00:41:00.560 --> 00:41:03.280 This is how the post-processing function works 729 00:41:03.280 --> 00:41:06.280 So it works to some extent 730 00:41:06.280 --> 00:41:07.781 but you can try to make the settings 731 00:41:07.781 --> 00:41:11.561 a little more in-depth and elaborate 732 00:41:11.720 --> 00:41:14.839 We can direct that space a little more specially 733 00:41:14.839 --> 00:41:20.439 By adding additional control by overlaying 734 00:41:20.439 --> 00:41:24.120 In the Place Actors panel, there is a category called Volumes 735 00:41:24.120 --> 00:41:27.261 In the Volumes category 736 00:41:27.261 --> 00:41:31.222 you'll find an actor called Post Process Volume 737 00:41:31.222 --> 00:41:32.519 Drag and drop it 738 00:41:32.519 --> 00:41:35.739 Once added, like this 739 00:41:36.059 --> 00:41:38.000 let's move it upward for better visibility 740 00:41:38.280 --> 00:41:42.720 You'll notice a box appears 741 00:41:42.720 --> 00:41:45.880 This box represents the Post Process Volume 742 00:41:45.880 --> 00:41:49.679 and it is an actor that has the function of 743 00:41:49.679 --> 00:41:52.360 applying the Post Process function 744 00:41:52.360 --> 00:41:55.879 so that the effect can be applied 745 00:41:55.879 --> 00:41:58.479 when the camera enters this area 746 00:41:58.479 --> 00:42:00.819 So, the general way to use the post process 747 00:42:01.079 --> 00:42:06.960 is to install this Post Process Volume and overwrite it 748 00:42:06.960 --> 00:42:10.159 with the basic post process settings 749 00:42:10.779 --> 00:42:13.120 No settings have been configured 750 00:42:13.120 --> 00:42:15.580 so even if the camera enters the volume, no changes will occur 751 00:42:16.420 --> 00:42:20.140 When you select the Post Process Volume 752 00:42:20.720 --> 00:42:22.460 at this status 753 00:42:22.461 --> 00:42:24.253 and look at the Details 754 00:42:24.780 --> 00:42:27.820 you'll find several options below the Transform 755 00:42:27.820 --> 00:42:30.719 All these options 756 00:42:30.719 --> 00:42:33.320 are related to the functionality of post-processing 757 00:42:33.320 --> 00:42:35.800 Shall we try changing the color tone? 758 00:42:35.800 --> 00:42:38.280 Look for the Color Grading section 759 00:42:38.280 --> 00:42:40.679 Color Grading section is opened 760 00:42:40.679 --> 00:42:43.159 Within it, you'll find an option called Temperature 761 00:42:43.159 --> 00:42:46.339 which controls the color temperature 762 00:42:46.339 --> 00:42:52.200 By enabling White Balance and the Temperature setting 763 00:42:52.200 --> 00:42:53.839 and the hint 764 00:42:54.608 --> 00:42:57.068 you can adjust the color temperature 765 00:42:57.299 --> 00:42:59.939 Currently, it's set to 6500 766 00:43:00.259 --> 00:43:01.700 Let's see if there's any change 767 00:43:02.560 --> 00:43:03.520 There isn't 768 00:43:03.520 --> 00:43:05.959 As its default setting is 6500 769 00:43:06.119 --> 00:43:09.040 Now, let's lower the value and check again 770 00:43:10.020 --> 00:43:12.080 Enter the volume to observe the changes 771 00:43:12.080 --> 00:43:15.440 When you enter the box, you can see the screen's appearance change 772 00:43:15.440 --> 00:43:18.900 Exiting the box restores the original view 773 00:43:19.140 --> 00:43:21.719 The post-process effects activate 774 00:43:21.719 --> 00:43:24.800 only when the camera is inside the Post Process Volume 775 00:43:24.800 --> 00:43:27.560 While inside, adjusting the Temperature 776 00:43:27.560 --> 00:43:31.120 allows you to shift between warm and cool tones 777 00:43:31.120 --> 00:43:36.959 This demonstrates that the effects are applied when the camera is within the volume 778 00:43:36.959 --> 00:43:38.540 Let's reposition the volume 779 00:43:38.540 --> 00:43:40.586 slightly lower 780 00:43:41.119 --> 00:43:42.031 Like this 781 00:43:45.399 --> 00:43:46.619 It's a bit small 782 00:43:47.098 --> 00:43:49.239 When you come into this room 783 00:43:49.239 --> 00:43:51.520 When coming in from outside 784 00:43:51.740 --> 00:43:53.619 and you want the color temperature to become a little yellow 785 00:43:53.919 --> 00:43:57.600 If you want the state 786 00:43:57.600 --> 00:44:01.019 You should enlarge the area to the size of this room 787 00:44:01.139 --> 00:44:02.940 So, you can just enlarge the area 788 00:44:02.940 --> 00:44:04.319 Just enlarge it by Scale 789 00:44:04.319 --> 00:44:05.840 Widen it 790 00:44:06.720 --> 00:44:10.639 enlarge it sideways and move it 791 00:44:10.639 --> 00:44:13.300 and I'll enlarge it like this and raise it a little bit more 792 00:44:13.300 --> 00:44:16.399 So, we're going to create a post-process area 793 00:44:16.559 --> 00:44:19.280 that's going to surround this large room like this 794 00:44:19.440 --> 00:44:21.739 So, when the camera comes into this room 795 00:44:22.059 --> 00:44:26.480 let's brighten it up like this 796 00:44:27.900 --> 00:44:33.620 You can see that it gets brighter when it comes in like this 797 00:44:33.700 --> 00:44:38.040 Right now, the overall feeling is very yellow, so having a high color temperature doesn't matter 798 00:44:38.040 --> 00:44:40.600 Let’s adjust it to a cooler tone for clarity 799 00:44:40.600 --> 00:44:44.479 When set this way 800 00:44:44.479 --> 00:44:47.960 you'll see that the color temperature changes to blue 801 00:44:48.220 --> 00:44:49.020 Simple 802 00:44:49.120 --> 00:44:52.879 Then, let's take a quick look at the settings for the post process volume 803 00:44:53.319 --> 00:44:55.239 If you look all the way down 804 00:44:56.979 --> 00:44:59.479 there's the post process volume setting 805 00:44:59.479 --> 00:45:01.879 If you look at the post process setting 806 00:45:01.879 --> 00:45:04.959 Priority means priority 807 00:45:05.099 --> 00:45:07.859 The more these volumes overlap 808 00:45:08.159 --> 00:45:10.560 the more uncertain you become about which one will take priority 809 00:45:10.560 --> 00:45:13.399 By adjusting the Priority 810 00:45:13.399 --> 00:45:15.120 you can assign higher values to certain volumes 811 00:45:15.120 --> 00:45:16.879 and lower values to others 812 00:45:16.879 --> 00:45:18.439 allowing you to create 813 00:45:18.439 --> 00:45:22.800 unique atmospheres for specific areas 814 00:45:22.800 --> 00:45:26.000 Next, there’s the Blend Radius option 815 00:45:26.000 --> 00:45:27.380 This determines how smoothly 816 00:45:28.000 --> 00:45:30.860 the effect transitions when the camera 817 00:45:30.860 --> 00:45:32.559 moves from outside the volume to inside it 818 00:45:33.039 --> 00:45:39.320 You may have noticed how the changes happen seamlessly 819 00:45:39.660 --> 00:45:43.740 It means the value that changes smoothly 820 00:45:43.960 --> 00:45:45.359 It means the distance 821 00:45:45.359 --> 00:45:46.880 Right now, it's 100 units 822 00:45:46.881 --> 00:45:47.972 About 1 meter 823 00:45:47.972 --> 00:45:50.040 The transition gradually occurs 824 00:45:50.040 --> 00:45:53.560 over about 100 cm, approximately 1 meter 825 00:45:53.560 --> 00:45:55.399 If you set the radius to 0 826 00:45:55.399 --> 00:45:58.479 the changes happen instantly without any smooth transition 827 00:45:58.479 --> 00:45:59.959 So, if you go in and out 828 00:45:59.959 --> 00:46:03.600 you can see it turning on and off like this 829 00:46:03.980 --> 00:46:05.280 Let's increase it a bit 830 00:46:05.280 --> 00:46:07.140 If you increase it to about 300 831 00:46:08.400 --> 00:46:09.262 See? 832 00:46:10.369 --> 00:46:12.229 You can see it gradually turning blue 833 00:46:12.480 --> 00:46:14.059 This is how you adjust it 834 00:46:15.119 --> 00:46:16.031 Turn it 835 00:46:16.680 --> 00:46:18.720 The Blend Weight controls 836 00:46:18.720 --> 00:46:20.199 is literally how much to apply 837 00:46:20.199 --> 00:46:22.940 ranging from 0% to 100% 838 00:46:24.180 --> 00:46:28.139 It means the degree to which this Post Process is applied 839 00:46:28.139 --> 00:46:31.492 I'll set it back to 100% 840 00:46:31.955 --> 00:46:33.843 While Blend Weight determines the intensity of the effect 841 00:46:33.843 --> 00:46:37.500 Enabled simply toggles whether the post-process volume is active or not 842 00:46:37.720 --> 00:46:42.560 And what this item below that says Infinite Extent (Unbound) means is that 843 00:46:42.560 --> 00:46:46.320 right now you have to be inside the volume for the post process to be applied 844 00:46:46.320 --> 00:46:50.679 But if you turn this option on 845 00:46:50.679 --> 00:46:58.400 you can see that the functionality of this volume works no matter where you are, regardless of the volume 846 00:46:58.700 --> 00:47:04.520 The idea is that this entire level will apply the properties of this volume as they are 847 00:47:04.520 --> 00:47:06.479 When you disable and enable 848 00:47:06.479 --> 00:47:08.680 you can see how it affects the level 849 00:47:09.000 --> 00:47:10.799 Now 850 00:47:10.919 --> 00:47:13.499 let's explore a few commonly used options 851 00:47:14.819 --> 00:47:16.199 First, if you have 852 00:47:16.199 --> 00:47:18.800 the current color temperature and expressed it in blue 853 00:47:18.800 --> 00:47:19.999 Let's turn this off for a moment 854 00:47:21.879 --> 00:47:25.400 and let's finish by looking at a few commonly used ones 855 00:47:25.900 --> 00:47:26.940 First, let’s look at Bloom 856 00:47:27.040 --> 00:47:30.199 often referred to as a "soft glow" effect 857 00:47:30.199 --> 00:47:31.840 Enable it 858 00:47:31.840 --> 00:47:33.260 and then Extent 859 00:47:35.120 --> 00:47:37.600 It's good to look at this part that receives light 860 00:47:37.600 --> 00:47:39.479 Let's increase the intensity value a bit 861 00:47:39.479 --> 00:47:42.400 If you keep increasing it 862 00:47:42.400 --> 00:47:45.979 you can feel it becoming white and hazy like this 863 00:47:46.439 --> 00:47:51.479 This option is widely used to add a soft, luminous, and vibrant feel to scenes 864 00:47:51.479 --> 00:47:53.000 That's Bloom 865 00:47:54.400 --> 00:47:57.079 Now let's turn off Bloom 866 00:47:59.799 --> 00:48:03.320 and look at Image Effects 867 00:48:03.320 --> 00:48:07.940 which include two options 868 00:48:08.960 --> 00:48:10.360 The first is Vignette 869 00:48:10.768 --> 00:48:13.368 Let's increase its intensity 870 00:48:13.368 --> 00:48:18.560 If you do this, you can see that the surroundings of the screen become darker like this 871 00:48:18.560 --> 00:48:20.199 So, when we watch videos or movies 872 00:48:20.199 --> 00:48:21.479 we've seen screens 873 00:48:21.479 --> 00:48:22.840 where the surroundings are a bit darker 874 00:48:22.840 --> 00:48:24.800 and the center is a bit more focused 875 00:48:24.800 --> 00:48:27.199 You can think of it as the same thing 876 00:48:27.199 --> 00:48:28.839 The Vignette effect 877 00:48:29.049 --> 00:48:30.728 helps focus the viewer's attention 878 00:48:30.879 --> 00:48:33.540 by subtly darkening 879 00:48:33.960 --> 00:48:36.839 the edges of the screen 880 00:48:37.279 --> 00:48:40.379 Sharpen controls the clarity of the image 881 00:48:40.379 --> 00:48:41.759 Increasing the value 882 00:48:43.079 --> 00:48:45.880 makes the edges much sharper and more defined 883 00:48:46.920 --> 00:48:48.300 This is Sharpen 884 00:48:49.079 --> 00:48:50.359 If you disable it, the image appears slightly blurrier 885 00:48:51.159 --> 00:48:52.320 It might not be very noticeable now 886 00:48:52.320 --> 00:48:56.040 since the objects are already sharply rendered 887 00:48:56.040 --> 00:48:58.220 It's not that noticeable 888 00:48:59.460 --> 00:49:00.560 Let's increase it 889 00:49:00.560 --> 00:49:02.239 to about 10 890 00:49:02.239 --> 00:49:04.120 In this way, you can see that 891 00:49:04.120 --> 00:49:07.040 these very delicate, small feelings 892 00:49:07.040 --> 00:49:12.380 are sharpened in a very fine way 893 00:49:14.760 --> 00:49:17.159 This is how you can increase the sharpness 894 00:49:18.759 --> 00:49:21.080 Among the post-process effects 895 00:49:21.080 --> 00:49:22.879 If you take a picture 896 00:49:22.879 --> 00:49:24.441 you may have seen what is called a close-up 897 00:49:24.441 --> 00:49:26.466 or out-of-focus 898 00:49:26.466 --> 00:49:28.159 or in portraits or something like that 899 00:49:28.159 --> 00:49:31.300 the face is in focus and the background 900 00:49:31.300 --> 00:49:33.199 is blown away 901 00:49:33.199 --> 00:49:35.399 You often see this effect in movies as well 902 00:49:35.399 --> 00:49:38.339 This technique, called out-focusing 903 00:49:38.799 --> 00:49:41.080 can also be recreated 904 00:49:41.080 --> 00:49:44.080 To achieve this effect, you typically use two options together 905 00:49:44.080 --> 00:49:49.599 By using Camera Settings and Depth of Field 906 00:49:49.599 --> 00:49:52.320 you can make out-focusing function 907 00:49:52.440 --> 00:49:55.600 In 3D terminology, it’s commonly referred to as Depth of Field 908 00:49:56.040 --> 00:49:57.760 To use Depth of Field 909 00:49:57.760 --> 00:49:58.880 Camera Settings 910 00:49:58.881 --> 00:50:03.261 and using various options of Depth of Field 911 00:50:03.681 --> 00:50:05.079 you can adjust things 912 00:50:05.719 --> 00:50:07.199 This Depth of Field's 913 00:50:07.200 --> 00:50:08.440 out-focusing feature is 914 00:50:08.440 --> 00:50:12.179 closely tied to the camera lens 915 00:50:12.339 --> 00:50:16.399 both options must be enabled for proper adjustments 916 00:50:16.399 --> 00:50:17.781 Let's focus on 917 00:50:19.573 --> 00:50:21.852 the chair railing in the foreground 918 00:50:21.852 --> 00:50:23.719 and blur out everything in the background 919 00:50:23.959 --> 00:50:27.299 Lower the Aperture 920 00:50:27.959 --> 00:50:29.260 and when you look down 921 00:50:30.200 --> 00:50:33.560 and then adjust the Focal Distance slider 922 00:50:33.980 --> 00:50:36.360 Initially, with the Focal Distance set to 0 923 00:50:36.360 --> 00:50:37.659 There is no out-of-focus function 924 00:50:37.659 --> 00:50:39.139 so you can say I won't use it 925 00:50:39.359 --> 00:50:43.639 but the moment you input the value like this, you can see that it becomes blurry 926 00:50:43.639 --> 00:50:47.199 The Focal Distance determines the distance at which the camera focuses 927 00:50:47.199 --> 00:50:48.620 When you increase it 928 00:50:49.120 --> 00:50:50.760 the focus shifts rapidly 929 00:50:50.760 --> 00:50:51.439 Let's set it like this 930 00:50:51.439 --> 00:50:54.280 Now, you can see the center area in sharp focus 931 00:50:54.280 --> 00:50:56.479 while the background is beautifully blurred` 932 00:50:56.479 --> 00:50:58.860 In this way, you can use 933 00:51:00.560 --> 00:51:02.760 the camera function and the Depth of Field 934 00:51:02.760 --> 00:51:04.280 these two functions 935 00:51:04.280 --> 00:51:05.960 to adjust and use 936 00:51:05.961 --> 00:51:08.465 the fine out-of-focus effects 937 00:51:08.680 --> 00:51:11.099 that you want 938 00:51:11.299 --> 00:51:14.360 For character-focused scenes, knowing about camera settings 939 00:51:14.360 --> 00:51:18.520 will make the process even smoother 940 00:51:18.520 --> 00:51:21.879 Using post-process effects like this 941 00:51:21.879 --> 00:51:23.560 allows you to enhance your level design 942 00:51:23.560 --> 00:51:25.199 and lighting setup 943 00:51:25.199 --> 00:51:27.639 It ensures that the final image is beautifully polished 944 00:51:27.639 --> 00:51:29.219 showcasing the level 945 00:51:29.799 --> 00:51:32.900 you've created visually stunningly 946 00:51:33.040 --> 00:51:38.800 We have explored level design techniques to add depth and dimension to a space 947 00:51:38.800 --> 00:51:41.399 Let's summarize what we've learned in this session 948 00:51:42.220 --> 00:51:43.191 Prop Placement and Types of Lighting Light Prop Placement Various assets are prepared in the Props folder of the Content Browser Freely place lights a 949 00:51:43.191 --> 00:51:44.012 Directional Light Like the sun, light that expresses distant light has no position value and directionality 950 00:51:44.012 --> 00:51:44.653 When Auto Exposure is activated, even if you adjust the light intensity, it will return to a constant value 951 00:51:44.653 --> 00:51:45.374 When Game Settings is disabled, lighting settings set in Project Settings are not applied to the viewport 952 00:51:45.374 --> 00:51:46.194 Point Light A light that emits light in all directions from a specific location, like a light bulb, and the direction is irrelevant, but the location is important 953 00:51:46.194 --> 00:51:47.163 You can reduce the Attenuation Radius to prevent the wall from being affected by the point light 954 00:51:47.163 --> 00:51:48.216 Spot Light A light that emits light in a cone shape from a specific location, both position and rotation are important 955 00:51:48.216 --> 00:51:49.137 Light intensity is 100% in the inner cone range and gradually decreases to the outer cone range 956 00:51:49.137 --> 00:51:49.878 Rect Light A light that emits light in one direction on a square surface and does not shine light behind the square Source Width&Height: You can adjust the size of the square 957 00:51:49.878 --> 00:51:50.739 Barn Door Angle&Length: Determine the shape of the light by adjusting the angle and length of the Barn Door 958 00:51:50.739 --> 00:51:51.400 Sky Light A type of ambient light that does not directly show the light but dimly brightens the entire area 959 00:51:51.400 --> 00:51:52.081 Lumen A system that can precisely process the reflected light of lighting without a skylight Since it expresses only the reflected light of an object without applying a skylight, a skylight is required to apply skylight 960 00:51:52.081 --> 00:51:53.202 Lighting Direction Light Settings Copy the floor object and place it on the ceiling Apply M_Basic_Wall from Content StarterContent Materials 961 00:51:53.202 --> 00:51:53.943 Adjust the directional light direction to match the window direction Apply spotlight to ceiling light and set Cone Angle and Intensity 962 00:51:53.943 --> 00:51:54.804 After applying point light to wall light, set Intensity, Attenuation Radius, and Light Color 963 00:51:54.804 --> 00:51:55.385 Place the spotlight on the wall of the living room and adjust the Inner & Outer Cone Angle Copy the lighting that has been set and apply it to the lighting of each location 964 00:51:55.385 --> 00:51:56.046 Light Mobility Static: Fully baked lighting, not suitable for real-time changing lighting Stationary: Fixed position and rotation, but light intensity and color can be changed 965 00:51:56.046 --> 00:51:57.107 Movable: Apply position, direction, color change, shadow, etc. in real time 966 00:51:57.107 --> 00:51:58.108 Post Process Post-processing effects such as color correction and special effects on existing rendered scenes 967 00:51:58.108 --> 00:51:58.608 Postprocessing is already applied in Edit Project Settings Engine Rendering 968 00:51:58.608 --> 00:51:59.088 Drag and drop the Post Process Volume actor from the Volume entry in Place Actors 969 00:51:59.088 --> 00:51:59.688 The post-processing function is applied when the camera enters the Volume, which is the area where the post-processing works 970 00:51:59.688 --> 00:52:00.308 Post Process Volume Settings Priority Determines the priority of a volume when multiple volumes overlap 971 00:52:00.308 --> 00:52:00.908 Blend Radius: Naturally sets the distance at which the volume crosses the boundary Blend Weight: The degree to which the post-process is applied Enabled: Determines whether the volume is active 972 00:52:00.908 --> 00:52:01.393 Infinite Extent (Unbound): Determines whether the volume's effect affects the entire level Bloom: Blurs out areas brightened by light 973 00:52:01.393 --> 00:52:02.119 Camera: You can create out-of-focus effects using the options and Depth of Field options