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You’re Probably Lighting Wrong: Physically Based Lighting in UE5 | Unreal Fest Gold Coast 2024

0:00
我觉得这适合矮个子。好吧,现在进入主要环节。
I feel like this is for short people. All right, so now for the main event.
0:09
好的,大家,先简单介绍一下我。我没有做幻灯片,但我叫肖恩·戈比。我是一名技术艺术家,工作于Gameloft。
Okay, everybody, just a little bit about me. I haven't done a slide, but my name is Sean Gobi. I'm a technical artist. I work at Gameloft.
0:17
今天我们要讨论的是,你可能在照明上做错了。所以这是一个非常吸引眼球的标题。
And today we're doing, you're probably lighting wrong. So it is a very click-baity title.
0:25
这次演讲不会讲解如何照明,比如三点灯光等等。
the talk is not going to be about how to light, like three-point lights and whatever.
0:32
主要是讲解虚幻引擎在后台的运作。
It's going to talk, go over mainly what Unreal is doing under the hood.
0:38
我们要做的第一件事是了解虚幻引擎5中的曝光和数值。
So the first thing we're going to do is what's going on, making sense of exposure and values in Unreal Engine 5.
0:44
一旦我们理解了这一点,我们将进行基于物理的照明,从基于物理的数值入手,对吧?
And once we understand that, we're going to do the physically-based lighting, so approach it through physically-based values, right?
0:49
然后我们将查看色调映射器,以及虚幻如何处理光线,并将其呈现给我们。
And then we're going to look at the tone mapper. And how, like, Unreal deals with the light, and then it has to present it to us.
0:58
接着我们将看看云和雾,这有点像马前跑,但请耐心等候。
And then we're going to look at clouds and fogs, and that's a little bit, you know, can't before the horse, but bear with me.
1:05
然后我们将进行一些色彩分级。如果时间足够,我们会做一个演示,可能两个演示,好吗?
And then we'll get to do some color grading. And then if we have enough time, we'll do a demo, maybe two demos, all right?
1:13
一般来说,当我们照明时,我们希望设置,就像你们的相机,如果在座的有使用单反相机的。
So generally when we light, we want to set up, like with your camera, if any of you here use DSLRs,
1:21
你设置好相机,然后有灯光,或者严格来说,你先有灯光再有相机。
you set up your camera and then you have your lights, or technically you have your lights and then your camera.
1:27
一旦你拍完照片,就进入Photoshop或Lightroom,当你导入那张原始图像时,他们会问,你想如何处理曝光、光值,然后你进行色彩分级。
And then once you've taken your photo, you go into Photoshop or Lightroom, and when you import that raw image, they say, hey, what do you want to do with exposure, light values, and then you do your color grading.
1:39
但今天我们要讨论的是灯光,因为有很多关于虚幻如何处理灯光的知识。
But today what we're going to go through is the lights, because there's a lot to learn about how Unreal deals with their lights.
1:46
一旦我们理解了灯光,
And then once we understand lights,
1:50
我们将处理虚幻如何使用相机,然后从中了解色调映射器,接着进行一些色彩分级。
we're going to deal with how Unreal uses the camera, and then from that, the tone mapper, and then we'll do some color grading.
2:02
那么这里发生了什么?抱歉。那么首先,我们有这个场景,但没有灯光。
So what's going on here? Excuse me. So firstly, we have this scene, and there is no lights.
2:09
我们有发光材料,好吗?而且它非常模糊。我们在使用Lumen,这里不会有任何光烘焙。
We have emissive materials, all right? And it's very blobby. We're using Lumen. There won't be any light baking here.
2:17
如果我们放入一个方向光,它会开启,照亮这个地方。
And if we just throw in a directional light, it turns on, it illuminates the place.
2:27
我们觉得,好吧,这还不错。你甚至可以看到发光的光线仍然非常明亮。
And we're like, okay, that's fair enough. You can even see the emissive light is still super bright.
2:30
所以我们从没有光到一个方向光,但我们的发光火焰仍然过曝。
So we went from nothing to a directional light, but our emissive fire is still blown out.
2:40
好吧,接下来你要看的就是方向光,它的值是10勒克斯。
Okay, so the next thing you look at is the directional light, and it has a value of 10 lux.
2:47
那么10勒克斯是什么呢
so what what is 10 lux if
2:52
我们把这个数字改成十万
we change that number to a hundred thousand
2:55
奢华,你可以看到那里有
lux you can see there's
2:58
有一点闪光,然后没有变化
a little bit of a flash and then there's no change
3:01
除了发光火焰更暗
except the emissive fire is more
3:05
好的,所以本质上发生的事情是虚幻引擎有很多儿童保护措施,Epic也是儿童保护的,对吧?
dim all right so essentially what's happening is unreal has a lot it's childproofed epic is childproofed Unreal Engine, right?
3:15
所以它总是看起来不错。还有一个眼睛适应可视化工具,你应该可能一直打开它。
So it always looks good. And there's an eye adaption visualizer, which you should probably turn on all the time.
3:23
如果我们把它从100,000勒克斯改为10勒克斯,
And if we change it from 100,000 lux to 10 lux,
3:28
别担心,我马上会谈论勒克斯,但你可以看到发生的事情是这个绿色条显示虚幻正在调整曝光。
don't worry, I'm going to talk about lux in a minute, but you can see what's happening is this green bar is showing us that Unreal is adjusting the exposure.
3:39
所以它总是想要获得完美的曝光。
So it always wants to get a perfect exposure.
3:44
所以本质上,你把它从100,000勒克斯改为10勒克斯,它就像,您想要什么?
So essentially, you change it from 100,000 lux to 10 lux, and it's just like, what do you want?
3:50
我在这里试图获得良好的曝光,对吧?这就是一些儿童保护措施。
I'm trying to get a good exposure here, right? And this is some of the childproofing.
3:54
一旦你理解了这一点,你就可以说,好吧,其他地方也有很多儿童保护措施,对吧?
And once you understand this, you can then kind of go, okay, so there's a lot of childproofing in other places, right?
4:01
还有一件我们需要注意的事情
And also another thing that we need to be aware
4:04
是我们并不是在模拟我们的眼睛,而是在模拟相机,因为我们的眼睛具有比相机更大的动态范围。
of is that we're not simulating our eye, we're simulating a camera, because our our eyes have a greater dynamic range than cameras.
4:14
即使相机具有非常好的动态范围,我们的显示器也没有。因此,我们必须在这个范畴内工作。
And even if cameras had a really good dynamic range, our monitors don't. So we have to kind of work within that paradigm.
4:22
那么,什么是光照?光照,或称为光通量,
So then, what is lux? Lux, or a luminous flux,
4:29
等于每平方米一个流明,是落在表面上的总光量,大家。
is equal to one lumen per square meter and is the total amount of light that falls onto a surface, everybody.
4:37
那么,什么是流明?流明是光源向各个方向发出的总光量。
So then, what is lumen? Lumen is the total amount of light emitted by a source in all directions.
4:46
如果你和我一样,你会想,好吧,太好了,我还是不明白。所以我做了这个小图。
If you're anything like me, you're like, okay, great, I still don't get it. So I made this little graphic.
4:52
因此,流明是从表面发出的光的数量,
So lumen is the amount of light coming off of a surface,
4:57
而勒克斯是照射到表面上的光的数量。
and lux is the amount of light that is hitting a surface.

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