For the third technical art assignment, we have started to wrk with lighting and simple materials. I had barely any experience in Unreal Engine prior to this assignment, so everything looked very new and overwhelming for me. I have started with the easiest part of the assignment for me, making the environmental light mixer, which allowed me to see something in the scene. I have adjusted the Post Process Volume to be infinite, found a skybox, which worked best for me, and decided to go with the sunrise as the time of the scene.
Before going into lighting the scene, I have found a few references
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Firstly, I configured the project for Lumen and converted the scene for nanite, rebuilding shaders.
I have started by figuring out the lamps, which were scattered across the scene. The problem was that they had emissive nodes in the node editor; it was just not connected to an emissive parameter. I connected them, and the lamps started to emit light.
For the lamps, I used a point light. I changed the temperature of the light to be warmer for the lamps, which emitted white light, and colder for the green lamps.
After that, I chose the house, where I am going to work on the lighting, and used rectangular lights with spotlights to create a feeling of sunlight coming through the window. I adjusted the light temperature to be warmer. Also, I added a transparent white cone to make it more realistic.
Another challenge I faced was the light going through the ceiling. I decided to use the rectangular light for it and found the rectangular light useful in a lot of cases. I have changed parameters like the size of the light for shadows to look softer.
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The exterior part lit up
For the interactive light part, I have added candles into the scene and used a spotlight with a warmer color |
After the lighting part of the assignment, I have started working on materials. I have started by making a Master material; I called it MM_Prop. For this material, I wanted to be able to choose whether the material will be dusty, the amount of dust on it, and the color of the tint (if the material has tint), the texture map, the normal map, roughness, ambient occlusion, metallic, and emission. I have used perlin noise map to achieve the randomized effect of the dust. Also, you can choose the color of the dust.
After I made the Master Material, I made instances of it to apply to the lamp object, cup object, and barrel object.
I have adjusted each material instance to be better suited for each object (roughness, metallic, dust amount) and put it into the scene.
Dusty Barrel on the left, some cups on the table, and the lamp. I have changed the material of these objects so that every object has the material already assigned when I drag it into the scene.