Welcome back to Unreal tips and tricks.
In the second part,
we are going to cover the lightmass
settings to finalize our visualization.
We can already set our build quality to production.
So if you go in the top, in the build options menu,
and go to lighting quality and make
sure to set that up to production.
Production quality settings
we'll use highlight samples reducing noise and bleeding
on the lightmaps.
Before we start calculating our lighting,
let's take a look at our lightmass settings.
To do so go onto the windows tab on the top left
and enable world settings.
This is going to give me a tab on the right
and if you look down here, you can expand your
lightmass settings.
So these settings enable you more control
on the light sampling.
And we're going to go ahead and tweak these values
without diving into it too much, but just enough so you have
a basic understanding on how this can help reduce
any remaining light bleeding.
We're going to start by expanding
our window on for better visibility
and go ahead with the static lighting level scale.
This is used to decide how much detail
to calculate in the lighting. Lower scales result in more
light evaluation detail and higher build times.
So we're going to use a value of 0.5 here.
And as you can see in this illustration,
we clearly see a better definition
on our light calculation.
Now this can introduce some noise to your scene.
So we must compensate for this by changing our indirect
lighting quality.
Let's go ahead and do that right now.
So here in my indirect lighting quality tab,
I'm going to enter a value of 2.
And as you see in this illustration,
it's a very good indicator on how both my static lighting
scale and indirect lighting quality depend on each other.
And as long as you keep the above multiplier
a result of 1, you will likely reduce artifacts
in the scene.
In this case, I am using 0.5 in the static lighting
level scale.
So I'm going to use a value of 2 in the indirect lighting
quality.
Now that is correctly setup, we can jump back to our
indirect lighting bounces.
And essentially what this is the number of times
the light is allowed to bounce off surfaces.
A value between 5 to 10 is a good number
since anything above that will not drastically
change the lighting.
So I'm going to keep soft here and do a value of 10.
Let's move on to our sky lighting bounces.
And essentially what this is is how many times
the indirect lighting from the skylight is bounced.
So again, keeping our value between 3 to 10
is pretty good here.
So I'm going to go ahead and type in 10 here.
Last but not least, our indirect lighting smoothness.
This will help you reduce the noise caused from the lower
static scale value.
And this is a very subtle setting
since this only needs to be increased
by a very slight bump.
As you can see in this illustration jumping
from a value of 1.2 to 1.5 caused
some lighting artifacts and bleeding edges,
which is definitely not what we want to reproduce
after all of this work.
So I'm going to go ahead here and type a value of 1.2
to play it safe.
With that done,
we can build our lighting.
Make sure to build on production settings.
After a few hours of light baking,
this is our final result.
And we can clearly see how well-defined the shadows are.
And that's our previous light leaking problems are now gone.
A good tip to visualize your final lighting
is to enable detailed lighted mode in the view mode panel.
This will give you a better idea of your overall lighting
in the scene.
I hope you enjoyed this video and see you very soon.