Slay Workflow 5: Lighting | Unreal Engine
0:15
嗨,我的名字是特拉维斯·博尔博,我是Mold3D视觉开发的负责人。
Hi, my name is Travis Borbo and I'm the head of visual development at Mold3D.
0:20
今天我们将看看Slay项目中的电影灯光。
Today we're going to be taking a look at cinematic lighting inside of the Slay project.
0:25
如果你还没有,可以从Epic市场下载该项目并跟随。
If you have not already, you can download the project from the Epic Marketplace and follow along.
0:32
我们将从基础环境灯光开始,
We'll be covering the basics of environment lighting, starting
0:35
从零开始,关闭灯光并重建
from scratch with the lights turned off and rebuilding
0:38
沿途的照明,以便您能够跟随项目进行调整照明,或者甚至有信心自己构建一个照明场景。
the lighting along the way so that you're able to either follow along with the project to make tweaks to the lighting or possibly even have the confidence to build a lighting scenario of your own.
0:49
话虽如此,我希望您享受这个过程,让我们开始吧。
With that said, I hope you enjoy the process and let's get started.
0:57
要开始,我们将查看环境级别。当您打开它时,您会看到几个子级别已加载。
To get started, we're going to take a look at the environment level. When you open it up, you'll have several sub-levels loaded.
1:04
您可以点击并删除您在这里看不到的任何额外子级别。
So you can go ahead and click and remove any of the extra sub-levels that you don't see here.
1:09
我们关注的是寺庙照明、寺庙几何和寺庙角色。对于寺庙角色,您可以关闭那个眼睛。
What we're concerned with is Temple Lighting, Temple Geo, and Temple Characters. For Temple Characters, you can go ahead and turn that eye off.
1:17
如果您愿意,可以将其删除,因为我们主要处理建筑。
And if you'd like, you can remove it because we're going to be dealing mostly with the architecture.
1:22
一旦您删除寺庙角色,我们剩下的是寺庙几何和寺庙照明。
Once you remove temple characters, we're left with temple geo and temple lighting.
1:26
如果我进入寺庙几何,您会看到所有建筑消失。
If I go into temple geo, you'll see that all the architecture disappears.
1:32
通过重新切换可见性,我们可以将其恢复。
By toggling the visibility back on, we can bring it back.
1:37
当我们查看寺庙照明时,寺庙照明被称为照明子级别。
When we look at the temple lighting, the temple lighting is known as a lighting sub-level.
1:42
通常,我们会有一个 LSL 下划线和该场景名称。
Typically, we'd have an LSL underscore and whatever that scene name might be.
1:47
对于这个项目,由于我们只有寺庙,我们将称其为寺庙照明。
For this project, since we only have the temple, we'll just be calling it Temple Lighting.
1:52
如果我们关闭可见性,所有照明都会消失。然而,如果您四处点击,您会注意到几何体仍然存在。
If we toggle our visibility off, all the lighting disappears. However, if you click around, you can notice that the geo is still there.
2:00
如果我们在主菜单中上到视图模式,您可以下到不同的视图模式,如照明、未照明、仅照明和详细照明。
If we go up here to our View Modes in our main menu, you can go down to different view modes like Lit, Unlit, Lighting Only, and Detailed Lighting.
2:09
在今天的项目中,我们将讨论所有这些,我们的大部分照明将在仅照明中完成。
We'll be going over all of these as we go through the project today, and a lot of our lighting will be done in Lighting Only.
2:15
现在,我们想去 Unlit。一旦你点击 Unlit,你就可以看到你所有的 Geo 被揭示出来。
For right now, we want to go to Unlit. Once you click on Unlit, you can see all of your Geo's revealed.
2:22
现在它被揭示了,让我们创建一个新的照明子级别,以便我们可以重建来自 Slay 的环境照明。
And now that it's revealed, let's go over making a new lighting sub-level so we can recreate the lighting from the environment from Slay.
2:29
如果您之前没有创建过级别,只需右键单击,转到级别,并给它命名。
If you haven't created a level before, you simply right-click, go to Level, and give it a name.
2:38
我暂时将其命名为光设置,并将其拖到我的级别面板中。
I'm simply going to put Light Setup for now, and I'm going to drag this over to my Levels panel.
2:43
一旦它在级别面板中,我们希望双击它并选择它。这样,当我们去放置演员并开始添加基础灯光时,我们将其添加到正确的级别中。
Once it's in the Levels panel, we'll want to double click on it and select it. That way, when we go to our Place Actors and start adding our base lights, we're adding them into the correct level.
2:53
本质上,如果你的照明子级是用于环境的,应该只包含环境光。
Essentially, your lighting sub-level, if it's for the environment, should only have environment lights in it.
2:59
这样,如果其他人接手你的场景或开始工作,他们会注意到里面充满了几何体或其他效果项目,他们会问这些东西是否应该存在。
That way, if someone else is to pick up your scene or jump in to start working on it, and they notice that it's packed with Geo or there's other items like effects, they'll have a question of whether or not it should be there.
3:12
将你的照明级别拖入级别面板后,双击它以确保它被选中。
After dragging your lighting level into your levels panel, double-click it to make sure it's selected.
3:18
我们将进入一个放置演员面板,选择里面的照明子菜单,抓取几个方向光并放入。
We're going to go down to a place actors panel, select a lighting submenu inside, grab a few directional lights, and drop them in.
3:27
我们还将抓取一个天光,然后选择视觉效果菜单。
We're going to also grab a skylight, and then we'll select the visual effects menu.
3:32
一旦我们获得视觉效果菜单,你需要一个指数高度雾、一个体积云和一个天空气氛。
Once we get the visual effects menu, you'll want an exponential height fog, a volumetric cloud, and a sky atmosphere.
3:39
一旦我们在场景中有了灯光,我们需要在详细信息面板中将它们归零,然后去世界大纲开始重命名并保持它们的组织。
Once we have our lights in the scene, We'll want to zero them out in your Details panel and go to our World Outliner and start to rename and keep them organized.
3:50
所以一旦你拖动了所有灯光并且一切都被重命名和组织好,我们就准备好下一步了。
So once you've dragged all your lights and everything is renamed and organized, we're ready for the next step.
3:55
在下一步中,你需要添加一个后期处理。你将去同一个放置演员,搜索框中输入“Posts”,然后将后期处理体积放入你的场景中。
So on the next step, you'll want to add a post process. You'll go to that same place Actors, type in Posts in your search, and just drop the post process volume into your scene.
4:05
你放在哪里其实并不重要。然后选择后期处理,接着查看你的详细信息。
It doesn't really matter where you put it. Then select Post Process and go over to your Details.
4:15
一旦我们进入详细信息,你需要去顶部搜索面板,输入“post”或“unbound”。
Once we're in the details, you're going to want to go to the top search panel and type in post or rather unbound.
4:24
一旦你有了“unbound”,你可以确保这里的无限范围未绑定框被选中。
And once you have unbound, you can make sure that your box here that says infinite extent unbound is selected.
4:29
这唯一要做的就是确保该效果在整个级别中发生。
The only thing this is going to do is make sure that that effect happens throughout your entire level.
4:34
所以我们将关闭搜索详细信息以恢复菜单。然后我们将进入曝光。
So we'll X out of that search details to get our menu back. Then we're going to go down into exposure.
4:41
所以我们不会在这个项目中深入讨论颜色分级,我们可能会触及一些后期处理的项目,但现在你只需要关注曝光补偿。
So we won't get too deep into color grading on this project, and we might touch on a few items on the post-process, but for now, all you need to be concerned with is the exposure compensation.
4:50
我们将把它设置为1.8。我们还将下调最小值和最大值并将它们都设置为零,因为我们不希望场景曝光上下波动。
We're going to set that at 1.8. We're also going to go down to the min and the max and set those both to zero because we don't want our scene exposing up and down.
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