![]() Through these first chapters, Ted covers the different tricks and techniques he uses to craft baked direct and indirect lighting. 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). This workshop teaches both workflows to arm you with the skills that make the most sense for you. ![]() With Lightmaps, however, this budget is practically infinite. 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. However, when comparing it to static/baked methods, it can take some of the artistic control that Lightmaps make available to lighting artists. Unreal’s Lumen is a very powerful Global Illumination system. ![]() This advanced 2-hour workshop covers the Unreal Engine 5 lighting workflows that Naughty Dog Lighting Artist, Ted Mebratu, uses to achieve cinematic results. ![]()
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