Realistic Commons Level Design (3)
GCC Academy
Hello, I’m Kwangwook Tak, your instructor for Unreal Graphics
Previously, we used materials to represent textures
but lighting is essential to view these textures properly
In this session, we'll learn about the lighting features provided by Unreal Engine
and how to set them up
Additionally, we'll explore post-process effects
a camera feature that enhances the visual appeal of your level
Prop Placement and Lighting Types
This time, let's decorate the interior using various props
Within Unreal's starter content
you'll find a folder called Props
Inside this folder
we've previously used the door frame and door
to decorate doors and windows
You'll also find various items like chairs
lighting tools
tables
and other simple props for decoration
Let's use these to create a basic setup
First, I placed a table in the master bedroom
and set it up with a desk
Next, I'll add a chair
rotate it
and arrange it
to suit the room
Place it
Just placing one chair feels a bit lacking, so let's add another one
Like this
Now, we have a setup resembling a sitting area with a table and chairs
Let's do something similar here as well
In the smaller room
space is limited
so I'll just place one table and one chair
This creates a simple and functional arrangement
Now, let's install lighting
To make the setup more convincing
it's more logical to have light fixtures
like fluorescent lamps
It will be something that will make more sense
For the master bedroom, I'll add a ceiling light
If you look here
I'll place it on the "Ceiling" section
While there's no ceiling at the moment
we'll add one later
For now, the light fixture hanging from the ceiling is too long
and the light source is positioned too low
Let's adjust its size to make it more appropriate
You can easily resize the light by clicking the white square in the center
and adjusting it all at once, like this
I've reduced it to about half its original size for now
It should be placed a bit lower
Like this
so let's move it down further
At this point, you might want to consider lighting that falls naturally on the table
Let's copy the ceiling light
using the same method
There was a table in the small room
I'll place it here like this
That looks good
And
In the starter content, you'll also find wall-mounted lights
These types of lights
are great for areas
where wall lighting is needed
such as balconies or bathrooms
Adding at least one light in those areas would be a good idea
Shall we start with the hallway?
Place the light like this
and rotate it as needed
Right now, the overall lighting
the lights in the living room, in the small room
are about half
I'm reducing them by half by 0.5 each
So if you arrange all of these lights
by reducing their scale by half by 0.5, 0.5, 0.5
Then the overall lighting will look the same and unified
Arrange them appropriately
and adjust their height
Place one light near the door
and another at the far end
For the middle section
let's arrange the lights in a zigzag pattern
Rotate them 180 degrees
so they face the correct direction near the door
Attach them firmly to the wall
This setup creates indirect lighting
lighting lights
softly reflecting upwards
producing a subtle and natural glow
Let's also place this light in the shower booth
the bathroom
and the toilet
Rotate it
90 degrees
and attach it
to the wall
For the bathroom, one light should be enough
Next, copy the light for the balcony
by holding the Alt key and place one on this side
and another on the opposite side
Use the Alt key again to move
and rotate
Done?
If you put it like this, it's a bit more complete
filling up the room
rather than just having nothing
Using props like these
adds depth and makes the space
feel more finished and meaningful
Now that we've completed the level design
let's move on to lighting
A beautifully decorated space deserves the right lighting
to enhance its aesthetics
Lighting plays a crucial role
in setting the mood of a level
So the lighting provided by Unreal
is now the place actor
so if you look at it from here
the third tab at the top
If you click on the light tab
you can see five types of lighting like this
Unreal Engine provides five types of lighting like this
Let's minimize the bottom window a bit
and take a closer look at each of the lights
These lights also appear under the Light section
when you click the plus button
They're the same
For convenience, I'll use
the Place Actors panel on the left
First, let's look at the Directional Light
This light is included by default
and has an icon resembling the sun
As the icon shape looks like a sun
it literally means the sun
At the top
you'll notice the sun-like icon
If you look at the sun shining at this angle
you'll see that there's a white arrow on the icon
It shows the angle at which the sunlight is projected
It indicates the direction of the sunlight
The sun is shining from the top left
You can see how the shadows are cast
Since the Directional Light represents sunlight, its position doesn't matter
Whether it's close by or far away, it will illuminate the level at the same angle
The kind of lighting that makes this entire level shine at the same angle
is Directional Light
So, if you move the Directional Light actor
you'll notice its position has no effect
It doesn't matter if it moves like this
Rather, it has to do with the angle
When you rotate it
you'll notice the shadows change
along with the light's angle
This also simulates the sun's position shifting
Right?
Let's reset it
To adjust the properties of this light, use the Details panel
So if you look at the details window on the right
If you look at the bottom
In the transform, this rotation doesn't matter
only the Rotation affects
while the Scale does not
Below that, you'll find the Intensity
The intensity is 6 lux, which means the intensity of the light
Intensity
When you increase the Intensity
the light becomes much brighter
Conversely, lowering it makes the scene darker
If you set it to 0, the light turns off completely
while setting it to 0.1 results in a very dim light
However, you might notice something
even though the intensity was reduced to 0.1
the scene gradually becomes brighter
eventually resembling the original lighting
On the other hand, if you set it to a high value
like 100, the scene becomes extremely bright at first
but gradually dims back
to its original state
This behavior is due to a feature called Exposure, which simulates eye adaptation
What that means is
when we go from outside to inside
when we go from a bright place to a dark place, at first it's very dark
but then our eyes adjust to the dark
and it gradually gets brighter and brighter, and perceive the room
The function that applies those expressions directly is called Exposure
Exposure is part of the camera's Post-Process features
and is currently active
This is why, no matter how much you adjust the lighting
it reverts to a consistent value
It's set like this
To modify these settings
go to the Editor's Project Settings
On the left-hand side, under Engine
select Rendering
If you scroll down
among the rendering details inside that rendering
You'll see various settings there
and there is an item called post processing
Post processing has already been applied
Below, you'll find a Default Settings section
listing the basic configurations
for post-processing
Among these, you'll notice that Auto Exposure is checked
Auto Exposure
This means that automatic eye adaptation
is enabled
So you can think of this setting as one
that applies to all levels you've created within your project
So, no matter what level you create
when we brighten the lights, they'll get darker
and when we darken them, they'll get brighter
So here, you can turn this setting off
or if I don't care about this
and I want just to leave this as default
and only turn it off for a little while I'm working
when you say I'll just turn it off for a little while I'm working
rather than touching this
if you look at the top of this folder
there's something called "lit"
Under the lit item, find Expose
If you look underneath here, you'll see that it says game settings are checked
Checking game settings means that
we will use the post-project settings
we just saw in the project settings window
and show those settings as they are in the viewport
So you need to turn this setting off
By default
the lighting settings configured in the Project Settings
the exposure settings can no longer be applied or visible in this view
You can't see it
When you reduce the Intensity
the scene darkens
Setting it to 1 makes it brighter
but there’s no change
When set back to 6
the lighting appears like this
without any adjustments
When working
especially during level design and lighting tasks
it's important to achieve
the desired effects intentionally
Since the brightness of the lights cannot be adjusted carelessly
it's better to turn off the Game Settings in the Lit menu
Now, let's take another look at the lighting in this state
We were looking at the Directional Light
and as mentioned, the Intensity value represents the brightness of the light
Higher values result in brighter light
Let's try 20
It's very bright
Bright like this
Conversely, lower values produce dimmer light
You can think like this
Let's set it to around 10
Below that, you'll see the Light Color option
The Light Color setting, as the name suggests, light's color
Currently, it’s set to white
If you change it to blue
like this
you'll see a blue light cast across the scene
creating a dawn-like
or early morning atmosphere
If you go with blue like this
you can implement the feeling of dawn like this
On the other hand, selecting a yellowish color
can evoke a desert-like feel
I guess that kind of lighting colors can be seen
We've covered two key points so far
Next, below the Directional Light is the Point Light
Let's drag it out
I'll drag it
and place it in a slightly darker area
You'll see a bulb-shaped light appear
A Point Light emits light from its center, radiating in all directions
So, this light's position matters
You can move like this, almost like a torch
Like this
Since the light radiates outward from the center
it's not affected by angles
And since the light radiates from the center
How far does the light extend?
You might think like this
As for how far it extends
if you pull all the way back here
you can see a sky-blue wireframe
and the light extends to this wireframe
In other words, the light extends from the center and reaches the circle on the outside
It starts with 100% intensity
It's extended with 100% intensity
its intensity of the light becomes weaker as it goes further
This is a characteristic of the Point Light
Similarly, on the right side of the Details panel
you can adjust the Intensity and Color settings
This creates a warm, cozy indoor atmosphere
Unlike the Directional Light
you'll notice an additional parameter called Attenuation Radius
The Attenuation Radius defines the reach of the light
Currently set to 1000
let's reduce this value half
To 500
You'll see the outer wireframe
contract significantly
If we reduce it further
to 100
the light's reach is limited to this smaller wireframe
As a result, the light no longer reaches the walls
It doesn't
meaning this area remains unaffected
by the Point Light
When you move
so that objects fall within the sphere
you'll see them illuminated
Adjusting the size appropriately ensures the desired effect
That covers the features of the Point Light
Now, let's move on to the Spot Light
Drag and drop it into the scene
and you'll notice its icon
resembles a stage spotlight
often called a pin light
This type of light has a defined angle
Right now, light is emitted in the direction of the arrow
and you can see that the light is emitted only at an angle in the shape of a cone
So again, the position is relevant
And it also depends on the rotation
So you can see that the light is shining toward the cone
Likewise, the reach distance is like this
as you can see below
the light starts at this point
and gradually gets weaker as it gets here
Likewise, all of these can be adjusted in the Details
The Intensity, currently set to 8
Intensity controls the brightness
and can adjust light's intensity
You can also change the Light Color
Let's try blue
Like this
And Attenuation Radius
determines the reach
It's the reach of the cone's tip
So it shortens like this
It can be shortened
If you reduce it further so that it doesn't reach the floor
If it doesn't
you'll notice the light no longer illuminates the ground
Next, we have the Inner Cone Angle and Outer Cone Angle
which define the angles of the cone
Let's start with the Outer Cone Angle
Outer Cone Angle
represents the angle
overall angle of the cone
Like this
The Inner Cone Angle is currently set to 0
As you increase it slightly
you'll see an additional inner cone appear
To better illustrate the difference
let's change the light color to white
If you reduce the Outer Cone Angle
and then adjust the Inner Cone Angle by expanding it outward
If you expand it
you'll notice
the outer edge of the light becomes sharply defined
Like this
Right?
Conversely, when the angles are smaller, the light spreads more softly
The relationship between the two is
The Inner Cone Angle represents the area where the light intensity is 100%
while from that point to the Outer Cone Angle, the light gradually diminishes
So, you can think of it
as a setting that allows you to set
a soft, blurry lighting distance
Sharp lighting may sometimes be necessary
but soft lighting is also important
This feature is used to create
such effects
For example, you can replicate
the kind of lighting you see in art galleries
where lights are directed at artworks
At this time, if you adjust the Inner Cone Angle
and the Outer Cone Angle a little bit
If you adjust like this
you can create a type of lighting
that is sharp at the top and becomes a little looser
You can create that kind of lighting
Like this
If you press the G key, this Gizmo disappears
and found out about Spot Light
Let's delete it now
The fourth is the Rect Light
When you drag it out
you'll see a rectangular icon
This icon represents area lighting
where light is emitted
from the rectangular surface
in the direction of the red X-axis
How far does the light reach?
Just like other lights, it extends to the Attenuation Radius
represented by the outer wireframe
The basic properties of the Rect Light are the same as those of the Point Light
However, the Rect Light
is designed so that
the back of the rectangular surface is blocked
and only the front emits light
Similarly, in the Details
you can adjust the Intensity
to control the light's brightness
and modify the Color as needed
Then, the Attenuation Radius allows you to adjust
the light's reach in this manner
You'll also notice Source Width and Source Height settings
These control the size of the central rectangular box
Increasing the Width makes the rectangle longer horizontally
while increasing the Height extends it vertically
Let's shorten it like this
You can do it like this
Using these adjustments, you can create lighting effects such as those that appear to emit from walls
If there's a monitor
or TV screen
like this
you can use this light
to simulate the glow from the screen like this
Also, there are options for Barn Door Angle
and Barn Door Length
These settings affect the outer rectangular frame
So, when you tighten the angle a bit
the angle gets narrower
and the light gets narrower
which is the Barn Door Angle
The Barn Door Length adjusts the length of the rectangle
Make it long
If you increase the Attenuation Radius, the effect becomes more noticeable
Like this
By adjusting both the angle and the length
you can define the shape of the light's reach
Done?
Let's delete the Rect Light
Sky Light
is the sky light
As the name suggests, the Sky Light
provides lighting that simulates the blue sky
casting that ambient feel onto the level
To be more precise
it represents environmental lighting rather than just sky lighting
Ambient light refers to
when we normally bring in a light and shine a light on it
if you look at it like this
the light doesn't just shine directly
on the table like this
But in fact, the light bounces off the surrounding materials
or objects and reflects the light
so that the darkness inside is visible
That's how it works
So if you look at the level, there's already a light there
called Sky Light
The Sky Light allows the darker areas
created by the Directional Light, to remain visible
within the boundaries of light and shadow
So, since the Sky Light is installed
The colors of the clouds in the sky
and the colors that bounce off this light
are all applied in the darkness
You can think like this
This is the key feature of the Sky Light
There's nothing else in Sky Light, it's just a matter of touching and drag and drop
However, since there's already one present
you'll see a message
So, let's delete this
There's one more thing to consider
introduced with Unreal Engine 5.0
The Lumen system
Lumen is a unique Unreal Engine process
that produces similar effects to the Sky Light
If you check the Project Settings under the Edit
you'll find the Rendering tab we looked at earlier
There was engine's Rendering tab
Scroll down to
the Global Illumination
It means ambient light
Global Illumination
This is called GI
The ambient light
Dynamic Global Illumination
The technology that creates this ambient light in real time
is currently set to Lumen
Lumen is a unique system in Unreal
For instance, when a light shines on a table
the darker areas are illuminated by the indirect light
Reflection occurs because the reflected light bounces off the light
but point lights generally do not express the reflected light
and the skylight expresses this reflected light
Both types of lighting need to coexist
The Lumen system
is a unique Unreal feature that can handle
light reflections with great precision, even without Sky Light
So here, if there's no Sky Light
If you erase it
areas that typically appear dark are
naturally illuminated by the reflected light
Thanks to Lumen, this is how lighting behaves this way
If you turn off the Lumen system
by setting it to None and check the scene again
you'll notice no lighting effect
in the darker areas
Right?
If you delete the Directional Light
and Point Light
the indirect lighting
disappears
Only the areas directly lit by the Directional Light remain bright
while the parts that should be illuminated by indirect light
stay pitch black, with no reflection effects applied
This is where Lumen comes into play
By simply enabling Lumen
indirect lighting is automatically rendered, even without adding additional lights
Furthermore, if you
increase the Intensity value
of the Directional Light
the brightness of the reflections also intensifies
making the shadows and lighting appear more realistic
This is one of Unreal Engine's most powerful system
And it's a system that Unreal is very proud of
It has the advantage of
being able to create rich lighting effects using just one simple light
However, Lumen has its limitations
While it accurately simulates indirect lighting
by bouncing off objects and reflecting onto other surfaces
But as I mentioned earlier
the blue light from the sky
should naturally affect darker areas
So the color in the sky should be included here
But Lumen doesn't apply the sky color
These lights are just bounced off the object
and reflected on the object
So, if you look here
since the surrounding area is yellow
you can see that only the yellow reflected light is expressed
For reflecting and applying light from the sky
to adjust
Sky Light is essential
Like this
Adding it, as shown here, might make the scene feel slightly brighter
More precisely
the blue sky and white clouds
illuminate the darker areas
adding a subtle blue tint to the scene
It's better to think like this
Especially these dark parts will stand out more blue
For instance, on metallic surfaces
Here
These
You can clearly see the added blue reflections
This results in more realistic lighting
By utilizing these lighting options effectively
you can create a more immersive and visually appealing space
Lighting Effects
By using this foundational knowledge
and lighting theory
I'll set up lighting for the interior
First, let's create a ceiling
I'll copy the floor object and move it upward to position it as the ceiling
Adjust it a bit lower
See?
A little bit more
That's better
It went up a little too much
Since no material is applied to the floor, it displays a checkered pattern
By applying a material
Using one from the Starter Content
I'll apply Basic Wall
There we go, it's applied now
Good
To set up the light
coming in through the window
I'll use a Directional Light
It's here
Let's rotate it opposite to simulate light
entering through the window
Since its position doesn't matter, I'll bring it inside
I'll adjust it
Deep inside
like this
Not bad
Let's do it a little like this
Let's leave it at this level for the overall lighting
To add more lighting, let's place some light props
I'll put Light Actor
Let's place a Spot Light here
like this
Since the light needs to spread outward
I'll adjust the Outer Angle to widen the beam
Then, let's make the angle a little bit
more like this
and let's make the light a little bit stronger
Let's increase the brightness to around 10
Maybe even brighter?
Let's raise it to 20
Using the Inner Cone Angle
the boundary was too soft and dim
so I'll adjust it
to illuminate the edges
The light feels a bit too strong
You can see that the lighting is softly directed`
Over at the balcony, where we have some small props
I'll add a Point Light
and set up the lighting like this
If I put it in like this
it'll snap, so I'll take it out
Just a little bit
This looks better
Since the light is too intense, I'll reduce the Intensity
to about 4
and shrink the Attenuation Radius
here
to around 60
Let's adjust
the color to add
a slightly yellowish tone
It creates a cozy atmosphere
The intensity will remain soft
I'll duplicate the light and place it on the opposite side like this
Like this
I'll adjust like this
That looks pretty good
Good
We saw that there is
the same light inside the bathroom
I will bring it here
Like this
I'll install it like this
And here
in the small room, adding a Spot Light would work well
I'll copy the light from the larger room
like this
For the hallway, there were similar lights
I'll duplicate those
and install them in the hallway as well
Like this
I'll make one
Let's also place one on the opposite side
Now, the living room feels a bit plain
Let's use Spot Lights to create a gallery-like lighting effect in the living room
I'll bring the lights over
Rotate the light slightly
and fix it in place
Adjusting the Inner Cone angle slightly
and fine-tuning both the Inner Cone and Outer Cone angles
like this
can achieve the desired lighting effect like this
Let’s narrow the angles further
Inside and outside like this
Look
It feels small
Good, I'll copy
I'll copy and place
about three overlapping lights in the center
In this case, after placing the lights
you might notice the icons change
and some display an X mark
This X indicates that
the light is not functioning
Lighting
or the Light feature, can be resource-intensive
As mentioned earlier
there are lights that shine directly
but also lights that are reflected
by these objects have to be calculated
Lighting function has to be heavy
To optimize performance, Unreal Engine
limits the number of lights that can affect a single object at any time
Unreal Engine categorizes lights into three mobility types
If you select a light
you'll see that it's divided into three mobility types: Static, Stationary, and Movable
So, Static is
this type of light is baked into the scene
Instead of calculating lighting in real time
As if you were shining a light on it
It's like drawing a picture on a piece of paper
and drawing the light on the mesh
I'll just draw
and the lighting was only going to draw and not work in real time
This setting is called Static
When light is baked onto objects
simulating the effect of illumination
this process is called
Lightmass
Enabling the Static setting allows this feature to function
On the other hand, Stationary lights have a fixed position
and angle
but change the intensity of light and the color
Additionally, the number of lights affecting a single object can be limited
For example, you can restrict an object from calculating light
from only up to four sources
You can limit like this
It would be good to think of this stationary as a system that can impose such restrictions
So, to some extent, it expresses in real time
I think it would be good to think of it
as a button that can help with optimization by putting some restrictions
If optimization isn't a concern and you need lights to calculate everything in real time
you would use the Movable
Selecting Movable
enables the light to function dynamically
as indicated by the arrow icon
So basically, because we have to focus on optimization
most of the other lights are set to Stationary
by default
Switching the light to Movable may slightly reduce performance
but it allows all lighting to function
in real-time
If you encounter an X mark on a light, changing its mobility to Movable
will resolve the issue and ensure the lighting displays correctly
Post Process
Then, I think the setup is almost done
Since the lighting directing is almost done
Now, let's take a look at Post-Process
Post-processing is not just
looking at the level we created
but it's doing some color correction or some special effects
to make it look more beautiful
You can think of it as the post-production process used in films
Unreal Engine provides this functionality to enhance your scenes
Unlike traditional video editing, in the engine, post-processing is applied
in real-time within a 3D space
Let's explore how to use these features
Post-processing was briefly mentioned earlier
By default, Post-Processing is enabled
through the Project Settings under
the Rendering section of the engine
This is how the post-processing function works
So it works to some extent
but you can try to make the settings
a little more in-depth and elaborate
We can direct that space a little more specially
By adding additional control by overlaying
In the Place Actors panel, there is a category called Volumes
In the Volumes category
you'll find an actor called Post Process Volume
Drag and drop it
Once added, like this
let's move it upward for better visibility
You'll notice a box appears
This box represents the Post Process Volume
and it is an actor that has the function of
applying the Post Process function
so that the effect can be applied
when the camera enters this area
So, the general way to use the post process
is to install this Post Process Volume and overwrite it
with the basic post process settings
No settings have been configured
so even if the camera enters the volume, no changes will occur
When you select the Post Process Volume
at this status
and look at the Details
you'll find several options below the Transform
All these options
are related to the functionality of post-processing
Shall we try changing the color tone?
Look for the Color Grading section
Color Grading section is opened
Within it, you'll find an option called Temperature
which controls the color temperature
By enabling White Balance and the Temperature setting
and the hint
you can adjust the color temperature
Currently, it's set to 6500
Let's see if there's any change
There isn't
As its default setting is 6500
Now, let's lower the value and check again
Enter the volume to observe the changes
When you enter the box, you can see the screen's appearance change
Exiting the box restores the original view
The post-process effects activate
only when the camera is inside the Post Process Volume
While inside, adjusting the Temperature
allows you to shift between warm and cool tones
This demonstrates that the effects are applied when the camera is within the volume
Let's reposition the volume
slightly lower
Like this
It's a bit small
When you come into this room
When coming in from outside
and you want the color temperature to become a little yellow
If you want the state
You should enlarge the area to the size of this room
So, you can just enlarge the area
Just enlarge it by Scale
Widen it
enlarge it sideways and move it
and I'll enlarge it like this and raise it a little bit more
So, we're going to create a post-process area
that's going to surround this large room like this
So, when the camera comes into this room
let's brighten it up like this
You can see that it gets brighter when it comes in like this
Right now, the overall feeling is very yellow, so having a high color temperature doesn't matter
Let’s adjust it to a cooler tone for clarity
When set this way
you'll see that the color temperature changes to blue
Simple
Then, let's take a quick look at the settings for the post process volume
If you look all the way down
there's the post process volume setting
If you look at the post process setting
Priority means priority
The more these volumes overlap
the more uncertain you become about which one will take priority
By adjusting the Priority
you can assign higher values to certain volumes
and lower values to others
allowing you to create
unique atmospheres for specific areas
Next, there’s the Blend Radius option
This determines how smoothly
the effect transitions when the camera
moves from outside the volume to inside it
You may have noticed how the changes happen seamlessly
It means the value that changes smoothly
It means the distance
Right now, it's 100 units
About 1 meter
The transition gradually occurs
over about 100 cm, approximately 1 meter
If you set the radius to 0
the changes happen instantly without any smooth transition
So, if you go in and out
you can see it turning on and off like this
Let's increase it a bit
If you increase it to about 300
See?
You can see it gradually turning blue
This is how you adjust it
Turn it
The Blend Weight controls
is literally how much to apply
ranging from 0% to 100%
It means the degree to which this Post Process is applied
I'll set it back to 100%
While Blend Weight determines the intensity of the effect
Enabled simply toggles whether the post-process volume is active or not
And what this item below that says Infinite Extent (Unbound) means is that
right now you have to be inside the volume for the post process to be applied
But if you turn this option on
you can see that the functionality of this volume works no matter where you are, regardless of the volume
The idea is that this entire level will apply the properties of this volume as they are
When you disable and enable
you can see how it affects the level
Now
let's explore a few commonly used options
First, if you have
the current color temperature and expressed it in blue
Let's turn this off for a moment
and let's finish by looking at a few commonly used ones
First, let’s look at Bloom
often referred to as a "soft glow" effect
Enable it
and then Extent
It's good to look at this part that receives light
Let's increase the intensity value a bit
If you keep increasing it
you can feel it becoming white and hazy like this
This option is widely used to add a soft, luminous, and vibrant feel to scenes
That's Bloom
Now let's turn off Bloom
and look at Image Effects
which include two options
The first is Vignette
Let's increase its intensity
If you do this, you can see that the surroundings of the screen become darker like this
So, when we watch videos or movies
we've seen screens
where the surroundings are a bit darker
and the center is a bit more focused
You can think of it as the same thing
The Vignette effect
helps focus the viewer's attention
by subtly darkening
the edges of the screen
Sharpen controls the clarity of the image
Increasing the value
makes the edges much sharper and more defined
This is Sharpen
If you disable it, the image appears slightly blurrier
It might not be very noticeable now
since the objects are already sharply rendered
It's not that noticeable
Let's increase it
to about 10
In this way, you can see that
these very delicate, small feelings
are sharpened in a very fine way
This is how you can increase the sharpness
Among the post-process effects
If you take a picture
you may have seen what is called a close-up
or out-of-focus
or in portraits or something like that
the face is in focus and the background
is blown away
You often see this effect in movies as well
This technique, called out-focusing
can also be recreated
To achieve this effect, you typically use two options together
By using Camera Settings and Depth of Field
you can make out-focusing function
In 3D terminology, it’s commonly referred to as Depth of Field
To use Depth of Field
Camera Settings
and using various options of Depth of Field
you can adjust things
This Depth of Field's
out-focusing feature is
closely tied to the camera lens
both options must be enabled for proper adjustments
Let's focus on
the chair railing in the foreground
and blur out everything in the background
Lower the Aperture
and when you look down
and then adjust the Focal Distance slider
Initially, with the Focal Distance set to 0
There is no out-of-focus function
so you can say I won't use it
but the moment you input the value like this, you can see that it becomes blurry
The Focal Distance determines the distance at which the camera focuses
When you increase it
the focus shifts rapidly
Let's set it like this
Now, you can see the center area in sharp focus
while the background is beautifully blurred`
In this way, you can use
the camera function and the Depth of Field
these two functions
to adjust and use
the fine out-of-focus effects
that you want
For character-focused scenes, knowing about camera settings
will make the process even smoother
Using post-process effects like this
allows you to enhance your level design
and lighting setup
It ensures that the final image is beautifully polished
showcasing the level
you've created visually stunningly
We have explored level design techniques to add depth and dimension to a space
Let's summarize what we've learned in this session
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
Directional Light Like the sun, light that expresses distant light has no position value and directionality
When Auto Exposure is activated, even if you adjust the light intensity, it will return to a constant value
When Game Settings is disabled, lighting settings set in Project Settings are not applied to the viewport
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
You can reduce the Attenuation Radius to prevent the wall from being affected by the point light
Spot Light A light that emits light in a cone shape from a specific location, both position and rotation are important
Light intensity is 100% in the inner cone range and gradually decreases to the outer cone range
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
Barn Door Angle&Length: Determine the shape of the light by adjusting the angle and length of the Barn Door
Sky Light A type of ambient light that does not directly show the light but dimly brightens the entire area
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
Lighting Direction Light Settings Copy the floor object and place it on the ceiling Apply M_Basic_Wall from Content StarterContent Materials
Adjust the directional light direction to match the window direction Apply spotlight to ceiling light and set Cone Angle and Intensity
After applying point light to wall light, set Intensity, Attenuation Radius, and Light Color
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
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
Movable: Apply position, direction, color change, shadow, etc. in real time
Post Process Post-processing effects such as color correction and special effects on existing rendered scenes
Postprocessing is already applied in Edit Project Settings Engine Rendering
Drag and drop the Post Process Volume actor from the Volume entry in Place Actors
The post-processing function is applied when the camera enters the Volume, which is the area where the post-processing works
Post Process Volume Settings Priority Determines the priority of a volume when multiple volumes overlap
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
Infinite Extent (Unbound): Determines whether the volume's effect affects the entire level Bloom: Blurs out areas brightened by light
Camera: You can create out-of-focus effects using the options and Depth of Field options