Published on April 6, 2017 by Unreal Engine

Announce Post: forums.unrealengine.com/showthread.php?140547

Rendering guru Tim Hobson is back with more advice, tips and tricks for dynamic lighting. In a continuation of his previous lighting stream, Tim will be going over dynamic light features specifically and will be taking your questions live. Beginner to advanced, you’re guaranteed to learn something new if you tune in!

Part 1: www.youtube.com/watch?v=jCsrWzt9F28

[00:00:10] Intro
[00:01:55] Summary
[00:03:00] Distance Field Shadows
[00:20:00] Cascade Shadow Maps vs Distance Field AO
[00:25:43] Capsule Indirect Shadows
[00:31:13] Contact Shadows
[00:36:10] Cloud Shadows
[00:39:07] Distance Field AO
[00:42:30] IES Profiles
[00:52:20] Cascade Shadow Maps Settings
[00:56:07] Console Variables
[01:06:36] Cave/Interior Lighting
[01:19:00] Q&A
[01:28:55] Outro

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29 Comments on "Lighting Techniques and Guides 2: Dynamic Lighting | Live Training | Unreal Engine"

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George Rolfe
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George Rolfe
14 days 8 hours ago

Timmy H!

t4world cust
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t4world cust
15 days 6 hours ago

can add subtitle?

Praz
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Praz
15 days 14 hours ago

Hello I have a problem on unreal engine. When I edit my project suddenly everything becomes blurry and my character is covered with blackheads … when I click on uninstall the launcher there is the option to repair. I have 6 times that I click on it but it does not change anything. could you help me please ?

N nOni
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N nOni
16 days 25 minutes ago

Best stream so far , we need more and more about lighting and more example .Thank you Tim Hobson .

Avik Biswas
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Avik Biswas
16 days 18 hours ago

What is with the low video quality, even in 1080p. :/Everything looks blurry.

XBGAMER
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XBGAMER
18 days 14 hours ago

I have a quastion — if i want make a game open world or any game for android should i learn java or c++ for ue4 or using blueprint?? plzz anyone answer me

noobkiller463
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noobkiller463
18 days 2 hours ago

There aren't that many differences between blueprints and c++, you should do some research into the two types of scripting and pick which one is best for you

Chris R.
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Chris R.
18 days 16 hours ago

@1:17:20 where Tim is mentioning that using a lower resolution tree for the shadow casting could reduce it's cost, i asked myself if it would be possible to use a lower lod level for the shadow casting instead of a different mesh?

tehsimo
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tehsimo
19 days 4 hours ago

get this guy an "ahm" remover

tehsimo
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tehsimo
10 days 13 hours ago

Seehr shush

Seehr
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Seehr
10 days 13 hours ago

Yeah, well, in that case, you can start by saying: "hey, thank you a lot for sharing all your knowledge with us. Can i give you an advice…" maybe??? Is it too much to ask in modern days? education?I GUESS. Just some minimum respect and cordiality.

rurzan
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rurzan
10 days 15 hours ago

Can't it be both? Deliver great content AND be mindful of your "language hygiene"?This "uhm" is one of those things that once you notice them, you can't "unhear" them. If you're a more relaxed person who isn't easily bothered by those things, then good for you. But for some of us it gets a little distracting.

Seehr
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Seehr
11 days 2 hours ago
Exactly. I humbly come here even if this is not my mother language and I love to hear people with so much to tell sharing experience with us. Instead, this kind of people would prefer having a complete useless content but without a single intervention to think because they are used to it from other stupid youtubers or whatever reason. Go to your stupid pages for kids if thats all your attention spawn can take. I prefer having people that are complete bosses on what they are doing giving me lessons than someone who just "doesn't repeat ahm so much".It's… Read more »
IPpainting
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IPpainting
11 days 12 hours ago

narrow minded is all i can say to you teh

tehsimo
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tehsimo
12 days 1 hour ago

Seehr educate yourself you fool!

Seehr
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Seehr
12 days 2 hours ago

I really hate people like you.
Instead of saying thanks for the awesome amount of knowledge that "this guy" is sharing with us you just directly criticize him. Educate yourself, unrespectful egg.

Vladimir OnOccasion
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Vladimir OnOccasion
19 days 6 hours ago

still looking for the real.

TheMalibuLizard
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TheMalibuLizard
19 days 11 hours ago

How did the 1st generation of 3d console games handle not having lighting? I mean there was no lighting and shadows were circular textures beneath a character or object at all times, but they were still bright and vibrant not pitch black… how did mario 64 illuminate entire levels perfectly equally? It's all good knowing modern techniques but I have no idea about how games were designed before lighting was really a thing.

Hyperloop
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Hyperloop
14 days 8 hours ago

Unlike the real world, you can just arbitrarily render the pixels on screen with no shading on the whatsoever, in fact lighting them would require more cpu cycles and more operations per frame which is why early games didn't really exhibit any sort of 'lighting'.

masterneme
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masterneme
17 days 17 hours ago

Emissive materials are costly if you use Lit shading and make them emit light. Emissivity by default it's not real lighting, so it's a very cheap way to make something appear bright but it's fake.If you want the look of Mario 64 use Emissive materials with the Unlit shader model like you'd normally do with a Paper 2D project.docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/MaterialProperties/LightingModels/

Topier
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Topier
18 days 12 hours ago

If you dont have any post processing I can't imagine its going to make a difference in performance but im not sure never tried itFrom the screenshots I've looked at the newer mario games use quite a lot of material work/pp to make it look like it does it would probably take a while to recreate thatFor most small test projects or something like that it should be enough to use a directional light and turn up the indirect lighting

TheMalibuLizard
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TheMalibuLizard
18 days 12 hours ago
Would a map full of emissive materials be quite costly in a game? I've only really worked with emissive materials a few objects never an entire scene so I'm not sure how well that will run in an example of an entire 3d map and all entities on it.From what I assume, modern day mario games use alot of emissive lighting and bloom to perhaps replicate that old style of keeping everything visible and vibrant at all times. I enjoy working with lighting when I'm making a really atmospheric project but when I'm just working on something small that doesn't… Read more »
Topier
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Topier
18 days 13 hours ago

If you dont want any lighting like mario 64 you could just use emissive materials and dont place any lamps

TheMalibuLizard
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TheMalibuLizard
18 days 13 hours ago

@Topier That's what I thought was the case for the global lighting, with maybe a few real light source placed in areas (like Torches). Because a game like mario, or the n64 tLoZ games do seem to have minimal lighting in some areas. Is there a way on UE to replicate this 'unlit' lighting in game not just in editor?

Topier
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Topier
18 days 13 hours ago

TheMalibuLizard there is none its like the unlit view in ue just textures and some "shadow" decals under the characters

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