Description:
Разберём все необходимые основы работы со светом в игровом движке Unreal Engine 5 и закрепим на практической сцене. Ссылка на сцену от мегасканов - https://www.unrealengine.com/marketplace/en-US/product/c26355353df843289701d632508d4fb0 Канал в Telegram - https://t.me/archviz3d Instagram - @kozhartist - https://www.facebook.com/unsupportedbrowser Группа ВК - https://vk.com/kozhar3d Подписывайся на канал, рассказываю секреты и фишки компьютерной графики. Уроки по Сorona Renderer, Unreal Engine, Substance Painter, Allegorithmic Substance Designer, Adobe Photoshop, Quixel Megascans, Blender, ZBrush Тайм-коды: 00:00 - Вступление 00:26 - Подготовка сцены для практики 06:05 - Обязательные настройки для каждого проекта 07:35 - Directional Light (источник света солнце) 08:03 - Параметр Mobility 09:17 - Включение Nanite для геометрии 10:08 - Угол света для Directional light 12:05 - Все основные параметры источников света 13:10 - Point Light (лампочка) 14:32 - Spot Light (прожектор) 15:48 - Rect Light (Прямоугольник, софтбокс) 16:05 - Материалы для тестовых сфер 22:17 - Sky Light (небосвод) 24:54 - HDRI Backdrop 27:23 - Загрузка собственных карт 32:06 - Emissive (самосветящийся материал) 34:12 - Мягкость и жесткость теней 37:45 - RTX для качественных теней 38:19 - Про отраженный свет (Global illumination) 41:38 - Практическая сцена 42:04 - Включение Nanite 44:07 - Перенос тестовых сфер в практическую сцену 45:50 - Удаляем исходное освещение в сцене 48:18 - Настраиваем свет с начала Environment Light Mixer 50:20 - Меняем настройки проекта на работу с Lumen 51:06 - Контроль экспозиции через Post Process Volume 52:04 - Сферы для контроля уровня экспозиции 53:33 - Уменьшение артефактов освещения / повышение качества 54:35 - Объемный свет / Volumetric Light / Godrays 57:16 - Пасмурный день / облачная погода Ссылка на канал William Faucher - https://www.youtube.com/c/WilliamFaucher
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