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Understanding Lighting in Game Development

Dec 7, 2024

Lighting in Game Development

Introduction

  • Presenter: Game developer focusing on Unreal Engine 4 and Blender content.
  • Goal: To learn about lighting in game development.
  • Apology for mesh issues from previous episode.

Update on Previous Content

  • Meshes from level design episode had issues.
  • New project available for download in the description.
  • Instructions for migrating particle system from previous project.

Episode 5: Lighting

  • Overview of lighting importance in game design.
  • Aim: Transform a simple room into a visually engaging space.

Types of Lights

  1. Directional Light

    • Acts like the sun.
    • Casts shadows based on direction and rotation.
  2. Point Light

    • Emits light from a single point.
  3. Spotlight

    • Projects light in a specific direction.
  4. Rect Light

    • Provides light from a rectangular surface, like a ceiling light.
  5. Skylight

    • Affects shadow tone based on sky appearance.

Light Settings

  • Common settings for lights include:
    • Intensity: Brightness of the light.
    • Light Color: The color emitted by the light.
    • Cast Shadows: Option to enable or disable shadows.
  • Point lights and spotlights have an additional setting:
    • Attenuation Radius: The distance the light reaches.

Build Lighting Function

  • Build Lighting: Refreshes the level lighting after changes.
  • It's essential to build lighting to see final results in the game engine.

Light Mass Importance Volume

  • Helps calculate light bounces.
  • Recommended to place it in light-intensive areas.

Lighting Up the Dungeon

  • Add point lights and adjust colors for ambiance (e.g., orange-red for torches).
  • Instructions to arrange lights in the room.
  • Adjust intensity of lights to achieve the desired atmosphere.

Managing Light Mobility

  • Mobility Options:
    • Static: Fixed light, lowest CPU cost.
    • Stationary: Can change intensity/color, moderate CPU cost.
    • Movable: Dynamic light, highest CPU cost.
  • Change mobility settings to reduce visual errors (e.g., red X's on lights).

Final Room Adjustments

  • Adding pillars for aesthetic enhancement.
  • Hiding elements for better visibility during design.
  • Use Post Process Volume to apply effects to lighting/shadows/colors.
    • Adjust saturation and contrast settings to enhance visuals.

Final Touches

  • Adding additional lights and adjusting properties (e.g., a blue light effect).
  • Make final adjustments to light radius for optimal lighting.

Conclusion

  • Review of improvements made to the room's lighting.
  • Preview of the next video focusing on blueprints for interactive elements.
  • Gratitude for support and encouragement to stay tuned for future content.