Unreal Engine: Global Illumination for Architectural Visualization
What you will learn
Working with the Lightmass GI engine
Focusing GI calculations
Generating light map UVs
Light baking
Controlling light bounce
Using Ambient Occlusion
Animation and GI
Exposure
Saving out high-resolution images
Description
- 1h 30m
- Intermediate
Anyone who uses Unreal Engine for real-time visualization knows how important good lighting is to your presentation. Global Illumination is the best way to simulate how light behaves in the real world. In this course, Brian Bradley shows key settings and best practices for architects, designers, and artists looking to incorporate the Lightmass Global Illumination (GI) solver into their visualization process. Learn how to create lightmaps for a level, focus Lightmass GI calculations to put your computing resources to best use, understand how materials affect lighting, and set up light portals that are quick, clean, and production ready. Plus, discover how to work with area shadows and high-dynamic-range images (HDRIs), and see how adjustments to static lighting scale affects quality. Brian also introduces advanced topics, such as lighting animated objects with GI and controlling color bleed.
If you are wanting to use the powerful global illumination tools found in the Unreal Engine in order to help you create fantastic looking visualization pieces, then this Unreal Engine Global Illumination for Architectural Visualization course, should be just the thing for you. My name is Brian Bradley, and I’m really looking forward to showing you around the GI tools and features that can be found in Unreal Tools that can, and are being used by artists all around the world to produce fantastic looking visualization pieces, be that in arch space, product space, automotive space, or any of the other design related fields.