Lighting with Unreal Engine Masterclass
summary
Unreal Engine lighting workflows compare deferred (default, full feature set) with forward (VR-optimized, uses MSAA) and show concrete tradeoffs: baked Lightmass with 3–5 bounces, lightmaps and Lightmass Portals for windows, or movable Directional+Skylight with Generate Mesh Distance Fields for DFAO and raytraced soft shadows. Key knobs: Static Lighting Level Scale × Indirect Lighting Quality ≈1.0 and lightmap resolution vs build time; use Capsule/Contact shadows and Planar Reflection actor or high‑res reflection captures for crisp reflections; Composure + HDRI sequence used for image‑based integration.
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chapters (15)
- 0:00Start
- 0:09Overview
- 1:06Target Media & Hardware
- 4:24Deferred vs. Forward Rendering
- 6:54Preparing Assets & Scenes for Lighting
- 12:56Static vs. Dynamic Lighting
- 14:23Default Light Baking Setup
- 18:01Lighting Types
- 18:55Lightmass Settings & Lightmass Portals
- 25:53Lighting Scenarios
- 28:58Distance Fields
- 33:31Image Based Lighting
- 37:26Shadow Maps
- 44:40Reflections
- 47:11Upcoming Features
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