Today… was a lighting day… Didn’t really plan to spent that much time on it… It took maybe 8-9h to get it to the stage I like it in unreal. The good side of it is that I will be working soon with lighting that will be approximating the final one.
UE5 changed some things about lighting… so none of the tutorials, even Epic’s livestreams, are correct. Documentation wasn’t fully updated yet as well… Plus this is “night” scene, so it’s inherently harder to do. I had to learn a bit of Niagara (new UE particle system) and wrote my first particle system for increasing density of volumetric fog in places that I want to have light shafts. But to do this I had to refresh my shader knowledge and wrote my first volumetric material in UE5 for that particle system:
Again, I have additional examples that one need to be very, very precise with modular pieces. For example, to avoid overlapping faces Grant in one of the lectures simply moved top part of the wall down. And I forgot to adjust it. So now, I tried stacking walls on top… and light was bleeding through this 1-2 pixel gap. So I had to fix all the walls and pillars.
I feel that the end result was worth it:
Question: What do you think about this lighting setup? What can be improved?
Last, but not least - I started doing ceilings modules:
And in Unreal:
I am making ceilings one sided, but as I want to have multiple stories - floors fit perfectly on top of them. For convenience I’ll make some two sided meshes merged from them (as seen in the screenshot from unreal).