The Gnomon Workshop – Cinematic Lighting in Unreal Engine 5

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这个 2 小时的高级研讨会涵盖了顽皮狗光照艺术家 Ted Mebratu 用来实现电影效果的虚幻引擎 5 光照工作流程。

Unreal 的 Lumen 是一个非常强大的全局照明系统。但是,当将其与静态/烘焙方法进行比较时,它可能需要 Lightmaps 为照明艺术家提供的一些艺术控制。此外,由于当前硬件的性能限制,使用 Lumen 在给定场景中可以放置多少运行时光源存在限制。然而,使用光照贴图,这个预算实际上是无限的。

本研讨会教授这两种工作流程,让您掌握最适合您的技能。从光照贴图开始,本视频指南的第一部分详细介绍了使用烘焙/静态光照贴图 (GPU Lightmass) 为两种不同场景(夜间和白天)照亮环境的过程。通过这些第一章,Ted 介绍了他用来制作烘焙直接和间接照明的不同技巧和技术。他解释了如何有效地使用反射探针来获得可信的结果,并介绍了如何使用静态体积雾来实现逼真的雾和大气效果。

然后,研讨会将深入探讨使用 Unreal 5 的 Sequencer 工具创建完整的多机位过场动画的过程。Ted 在虚幻中使用华丽的大教堂进行演示,展示了利用 Lumen 的实时 GI 系统为电影序列拍摄照明的不同技术。他展示了如何从头开始创建完整的主电影序列,并展示了他在安排和编辑电影镜头方面的顶级技术。您还将发现 Ted 实现戏剧作品的方法。

通过完成本次研讨会,您将深入了解虚幻引擎 5 中的光照,并了解如何使用 UE5 创建过场动画。从 Ted 的工作流程中分享了许多有用的内容,您可以将它们整合到您自己的项目中。

Duration 2h 12m MP4

Title: The Gnomon Workshop – Cinematic Lighting in Unreal Engine 5

Info:
This advanced 2-hour workshop covers the Unreal Engine 5 lighting workflows that Naughty Dog Lighting Artist, Ted Mebratu, uses to achieve cinematic results.

Unreal’s Lumen is a very powerful Global Illumination system. However, when comparing it to static/baked methods, it can take some of the artistic control that Lightmaps make available to lighting artists. In addition, due to performance constraints of current hardware, there’s a limitation to how many runtime light sources you can place within a given scene using Lumen. With Lightmaps, however, this budget is practically infinite.

This workshop teaches both workflows to arm you with the skills that make the most sense for you. Starting with Lightmaps, the first portion of this video guide details the process of lighting an environment for two different scenarios — night and day — using baked/static Lightmaps (GPU Lightmass). Through these first chapters, Ted covers the different tricks and techniques he uses to craft baked direct and indirect lighting. He explains how to effectively use reflection probes to achieve believable results and walks through how to achieve realistic fog and atmospheric effects using static volumetric fog.

The workshop then dives into the process of creating a full multi-camera cinematic using Unreal 5’s Sequencer tool. Demonstrating using an ornate cathedral in Unreal, Ted showcases different techniques for shot lighting a cinematic sequence utilizing Lumen’s real-time GI system. He reveals how to create a full master cinematic sequence from scratch, featuring his top techniques for arranging and editing cinematic shots. You’ll also discover Ted’s approach to achieving dramatic compositions.

By completing this workshop, you should gain a solid insight into lighting in Unreal Engine 5 and understand how to create cinematics using UE5. There are many helpful takeaways from Ted’s workflow shared throughout that you can incorporate into your own projects.

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