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UE5 Environment Lighting Tutorial (Part 1): First Pass & Fundamentals

0:20
欢迎来到这个关于虚幻引擎5的两部分照明教程。
Welcome to this two-part lighting tutorial for Unreal Engine 5.
0:24
我将使用一个名为光谱银河的环境,但这些原则适用于您想要使用的任何其他环境。
I'm going to be using an environment called Spectrum Galaxy, but the principles apply to any other environment that you would like to work with.
0:32
在我们开始之前,我想带您熟悉一下环境,以便您了解我们将要照明的空间。
Before we start, I want to walk you through the environment so you become familiar with the spaces that we're going to be lighting.
0:39
这个现代实验室区域是照明完全封闭空间的好练习。
This modern lab area is good practice for lighting something that's completely enclosed.
0:44
工作区和休息区是练习不同颜色的好地方。
The workspaces and lounge area are good places to practice with different colors.
0:50
它们包含装饰元素,是用照明创建焦点的好机会。
They contain decorative elements that are good opportunities to create focal points with lighting.
0:59
现在我们看到的是这个地图的白天版本,但在教程中我想专注于创建夜间照明。
Right now we're looking at the daytime version of this map, but for the tutorial I want to focus on creating nighttime lighting.
1:06
如您所见,这个指挥中心区域部分开放于天空。
As you can see here, this command center area is partially open to the sky.
1:12
大礼堂是一个非常开放的空间,因此我们将主要使用阳光来照亮它。
The Grand Hall is a very open space, so we're going to be using sunlight primarily to light it.
1:19
最后,我们将照明套房画廊,它类似于带有全景视图的酒店走廊。
And finally we're lighting the suites gallery, which is similar to a hotel corridor with panoramic views.
1:26
这个环境在虚幻引擎市场上可用。
This environment is available in the Unreal Engine marketplace.
1:29
它包含数百个模块化组件、照明的IES配置文件、PBR着色器、镜头光晕等。
It contains hundreds of modular pieces, IES profiles for lighting, PBR shaders, lens flares, and more.
1:38
首先,我想向您展示我在后处理体积中使用的设置。
First, I want to show you the settings that I'm using for the post-process volume.
1:42
这些设置已经在包含的地图上设置好了,但如果您想复制这些设置,请随时暂停视频。
These settings are already set on the included maps, but feel free to pause the video if you would like to copy any of these settings.
1:50
我将辉光方法设置为卷积,因为它在地面上产生了非常好的反射。
I set the bloom method to convolution as it creates a very nice reflection on the floor.
1:54
我在这里使用的曝光曲线是随虚幻引擎一起安装的。
The exposure curve that I'm using here comes installed with the Unreal Engine.
2:00
如果您不想使用它,我建议将曝光补偿设置为1而不是0。
If you don't wish to use it I will recommend setting the exposure compensation to 1 instead of 0.
2:06
在这里,我使用电影设置来减少一些对比度。
Here I'm using the film settings to remove some of the contrast.
2:10
我将打开和关闭它,以便您进行比较。
I'm gonna turn it on and off so you can compare.
2:15
这样做将使我们能够更好地控制照明的对比度。
Doing this will allow us to have more control over the contrast with the lighting.
2:29
这些光照设置在项目中默认未开启。您需要勾选它们以使用我在这里使用的高质量设置。
These lumen settings are not turned on by default in the project. You would need to check mark them to use the high quality settings that I'm using here.
2:38
最终,我建议您使用最适合您系统的设置。
Ultimately, I would recommend you to use the settings that work best for your system.
2:43
在这里,我将对这个特定场景进行硬件和软件光线追踪的快速比较。
Here I'm going to do a quick comparison between hardware and software ray tracing on this specific scene.
2:49
如您所见,当我切换它时,反射会改变,但照明保持不变。
As you can see here when I toggle it on and off, the reflections change but the lighting stays the same.
2:55
最后,我启用了扩展亮度范围。
And finally I have Extend Luminance Range turned on.
2:59
我们将使用另一个名为 Galaxy Simple Unlit 的地图。
We're going to be working with another map that is included is called Galaxy Simple Unlit.
3:04
这是一个没有任何光照、蓝图或电影效果的地图版本。
This is a version of the map that doesn't have any lighting, blueprints, or cinematics.
3:10
要开始,我们需要添加一个方向光和一个天光。天花板上看到的光来自发光材料,我们稍后会更改这些。
To get started we need to add a directional light and a skylight. The lighting that you are seeing on the ceiling comes from the emissive materials, we're going to be changing those later on in the tutorial.
3:27
现在我们要添加高度雾、体积云和天空气氛。
Now we're going to add a height fog, volumetric clouds and a sky atmosphere.
3:43
体积云使用的是与虚幻引擎一起安装的材质实例。
The volumetric clouds are using a material instance that is installed with the Unreal Engine.
3:48
如果您想尝试其设置,请随意复制。
Feel free to make a copy if you would like to experiment with its settings.
3:54
在这个环境中,我包含了两个已经具有独特设置的材质版本。
In this environment, I included two versions of this material that already have unique settings.
4:00
我将应用其中一个并向您展示它的样子。
I'm going to go ahead and apply one of them and show you how it looks like.
4:06
它基本上降低了云的密度,调整了云的颜色和形状。
It essentially lowers the density, tweaks the colors and shape of the clouds.
4:11
我将保留这个材质的夜间版本,因为我希望在这个夜景中天空中的云较少。
I'm going to leave the night version of this material as I want less clouds in the sky in this nighttime scene.
4:18
我们将开始调整方向光。我已经将其移动到大礼堂区域,因为这是最受阳光影响的空间。
We're going to start by adjusting the directional light. I went ahead and moved it to the Grand Hall area as this is the space that is affected mostly by the sun.
4:30
我将旋转它,以便阳光可以透过窗户照射进来,并产生长长的阴影,增加戏剧效果。
I'm going to rotate it so the sun is visible through the windows and you get long shadows for an added dramatic effect.
4:42
我在考虑保持这个角度。我喜欢树叶的高光和地板上的反射。
I'm thinking of keeping this angle here. I like the way the foliage is highlighted and the reflections on the floor.
4:48
在这里我们可以看到,将辉光设置为卷积为地面增添了一种非常独特的光辉。
Here we can see that the bloom being set to convolution adds a very unique glow on the floor.
4:54
我将温度调整为适合这个夜景的冷色调。
I adjusted the temperature to be cool for this nighttime scene.

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