~/talk

Lighting with Unreal Engine Masterclass

Talkat Unreal Dev Day Montreal 2017 · on Monday, 2017-10-09· [creative-coding, web-animation]
links:none on file
slides:none on file

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.

AI-written summary · about

  1. 0:00Start
  2. 0:09Overview
  3. 1:06Target Media & Hardware
  4. 4:24Deferred vs. Forward Rendering
  5. 6:54Preparing Assets & Scenes for Lighting
  6. 12:56Static vs. Dynamic Lighting
  7. 14:23Default Light Baking Setup
  8. 18:01Lighting Types
  9. 18:55Lightmass Settings & Lightmass Portals
  10. 25:53Lighting Scenarios
  11. 28:58Distance Fields
  12. 33:31Image Based Lighting
  13. 37:26Shadow Maps
  14. 44:40Reflections
  15. 47:11Upcoming Features
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