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  • Cihan Toraman

Technical Aspect on Lighting and the Sequencer Setup for Arcane Echoes: Week 9

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As I near the culmination of the journey through the labyrinthine yet exhilarating process of bringing Unreal Engine project to life, this week's post takes a reflective yet instructive turn. Before I share my final thoughts and farewells to this chapter, I delve into the intricacies of scene lighting, sequencer setup, and the foundational elements within the movie render queue in Unreal Engine. This exploration is not merely a recapitulation but a distillation of common challenges and their resolutions, crafted to illuminate the path for fellow creators. As I dissect these elements, my focus will be on demystifying the complex and shedding light on the indispensable.



The Lighting in Unreal Engine

Lighting in Unreal Engine, and indeed in any visual medium, is more than just a utility; it's an art form. It shapes the mood, directs the viewer's gaze, and can even narrate a story without a single word. Unreal Engine, with its robust lighting system, offers a plethora of tools - from dynamic to static lighting, each serving a unique purpose. Dynamic lighting, flexible and real-time, breathes life into scenes, making them feel vibrant and responsive. Static lighting, on the other hand, requires upfront computation but rewards users with efficiency and scalability, crucial for vast or performance-intensive environments. Understanding the strengths and limitations of each lighting type is the cornerstone of mastering scene illumination in Unreal Engine.


The challenge, however, doesn't end with choosing a lighting type. The intricate dance of balancing performance with aesthetics, ensuring light behaves as it would in the natural world while also serving the artistic vision, is where many stumble. This balance is achieved through a deep understanding of light properties, such as intensity, color, and fall-off, as well as the environment's response to light, including reflections and shadows. Moreover, Unreal Engine's Lightmass system offers global illumination solutions that can simulate complex light interactions, adding a layer of realism previously reserved for offline renderings. Yet, navigating this system requires a keen eye for detail and a willingness to experiment. In the following sections, I'll explore common issues encountered with scene lighting and the sequencer, offering solutions and tips to harness the full potential of Unreal Engine's lighting capabilities, ensuring your scenes are not just seen but felt.


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Environment Light Mixer

Unreal Engine’s Environment Light Mixer, is a specialized tool accessible through the "Window > Env. Light Mixer" menu option. This mixer is designed to provide an intuitive interface for artists and designers to adjust and balance the various lighting elements within their scene, all from a single location.


In the Environment Light Mixer, I see multiple panels each dedicated to a different type of light or atmospheric effect, including DirectionalLight, SkyLight, SkyAtmosphere, VolumetricCloud, and ExponentialHeightFog. Each panel houses a set of parameters that allow for precise control over the respective lighting or atmospheric component.


For DirectionalLight, the parameters such as Intensity, Light Color, and Indirect Lighting Intensity dictate the direct illumination provided by the sun or other large distant sources. The Indirect Lighting Intensity controls how much this light bounces around the environment, affecting the overall illumination levels beyond the direct reach of the light source. Volumetric Scattering within this panel would determine how light interacts with particles in the air, such as dust or fog, creating beams or god rays.


SkyLight represents the ambient light in the scene. Its settings are similar to those of DirectionalLight, adjusting the intensity and color of the light that's scattered from the sky dome. It often works in tandem with DirectionalLight to simulate the diffuse light of the sky. SkyLight also has settings for Distance Field Ambient Occlusion, which helps add depth and contour to the scene by darkening areas that are close to each other, simulating the occlusion effect of natural light.


The SkyAtmosphere panel manages the rendering of the sky and atmosphere, controlling how light scatters when it interacts with air particles. The settings like the Rayleigh Scattering Scale and the Mie Scattering Scale are used to fine-tune the colors of the sky at different times of the day. These physical parameters simulate the scattering of sunlight in the Earth’s atmosphere and can affect the hue of the sky and the appearance of the sun at various angles.


The VolumetricCloud panel allows you to add and configure volumetric clouds in your scene. You can set the altitude, density, and material of the clouds, providing a dynamic system for cloud formation that interacts with the lighting and atmosphere to create realistic or stylized sky scenes.


Lastly, ExponentialHeightFog influences the fog density and its interaction with lights and shadows in the environment, giving a sense of depth and atmosphere. It includes settings for fog density, fog color, and the height at which fog starts to fade, providing control over how the fog affects the visibility and mood of the scene.


In summary, the Environment Light Mixer is a powerful and centralized tool for fine-tuning the visual mood and environmental lighting conditions of a scene, enabling creators to achieve a harmonious balance between various light sources and atmospheric effects.



Env Light Mixer


Balance in Lighting

Finding a good balance in lighting within Unreal Engine is a nuanced task that requires a keen understanding of both technical parameters and the emotional tone they impart to a scene. This balance is crucial not only for visual fidelity but also for supporting the narrative and aesthetic goals of your project. Here's a more in-depth look into achieving this balance:


Understanding Scene Context

First, consider the context of the scene, which includes the time of day, weather conditions, and the emotional undertones you wish to evoke. A sunlit, cheerful morning requires a different lighting approach than a moody, overcast dusk scene. Your directional light, for instance, will have a cooler hue for a moonlit night compared to a warm hue for a sunset.


Harmonizing Light Sources

Begin with your primary light source, often a DirectionalLight, which simulates the sun or moon. Its intensity and color temperature will lay the groundwork for the scene’s overall illumination. Next, introduce SkyLight to fill in the shadows and provide ambient light that mimics the sky’s diffuse illumination. Adjust its intensity to ensure it complements the DirectionalLight without washing out the scene or leaving it too starkly contrasted.


Atmospheric Effects

Use SkyAtmosphere, VolumetricClouds, and ExponentialHeightFog to add atmospheric depth. These elements can drastically alter the scene’s mood. For example, increasing the Mie Scattering can simulate a hazier atmosphere, often associated with high humidity or pollution, which can make a scene feel oppressive or heavy. Balancing these settings requires a delicate touch to ensure the atmosphere enhances rather than obscures the scene.


Global Illumination and Ambient Occlusion

Unreal’s global illumination solutions, like Lightmass for static lighting or Lumen for dynamic scenes, simulate the complex interactions of light. These systems should be fine-tuned to ensure that light bounces in a way that’s both physically accurate and aesthetically pleasing, adding richness to textures and form. Ambient occlusion settings in SkyLight further refine the balance, adding subtle contours and depth to corners and crevices, grounding objects in the environment.


Reflections and Materials

Reflections play a critical role in balancing light. Reflection probes and screen space reflections (SSR) can capture and disseminate light in a way that adds realism and vibrance. Material properties also need to be adjusted in tandem with lighting since they dictate how surfaces respond to light — glossy materials reflect more light, while matte surfaces absorb it.


Performance Considerations

Lastly, it’s important to balance artistic intent with performance. High-quality lighting can be computationally expensive. Use Unreal’s profiling tools to ensure that your lighting choices maintain a good frame rate and respond well within different hardware constraints.


In summary, achieving a good balance in lighting is about creating harmony between various elements — the key light, ambient light, atmospheric effects, and reflections — while always aligning with the narrative intent and maintaining performance efficiency. It’s an iterative process of tweaking and testing until each component of the scene’s lighting feels natural and coherent.




Common Issues in UE5

When setting up a sequencer in Unreal Engine, several common issues can arise. These issues can impact the visibility of levels in the final render and the effectiveness of the camera animations within the sequencer.


Level Streaming

To ensure that all levels are visible in the movie render, it's important to set their streaming method to "Always Loaded." This setting can be found in the Levels window and is crucial for sequences where the camera moves through different levels or when levels contain critical visual elements for the scene. If a level is not set to "Always Loaded," it may not appear in your rendered sequence, leading to missing environments or objects.


Always load level


Camera Setup in Sequencer

As shown in the screenshots, setting up a camera properly within the sequencer is essential. You should establish a Camera Cuts track, which allows you to switch between different cameras for various shots, much like a director chooses angles in a film. Within the sequencer, you also want to ensure that your chosen camera, such as 'Cine Camera Actor', has keyframes set for its transform properties (location, rotation, scale) to define the animation and composition of your shot over time. This control over the camera's movement and timing is critical for storytelling and achieving the desired visual flow in your sequence.



Sequencer issues in ue5


Movie Render Queue Settings

The Movie Render Queue is a powerful feature that allows for high-quality cinematic output, significantly surpassing the standard in-game visuals. Within its settings, as indicated in the screenshot, you can specify the export format, such as .jpg or .png sequences, and the rendering settings like deferred rendering, anti-aliasing, and resolution overrides.


Export Options

The ability to export to different formats with various bit depths gives you control over the final look of your renders and the flexibility needed for post-production. Exporting as a sequence of images, rather than a video file, allows for more control in video editing software and avoids compression artifacts that can occur in video formats.


Rendering Settings

The rendering settings offer options like deferred rendering and anti-aliasing, which can greatly enhance the visual fidelity of your render. Anti-aliasing smooths out the edges, reducing the jagged lines that can break immersion, while deferred rendering can optimize the way lights and shading are calculated, ensuring that your render uses the best possible techniques for lighting the scene.


Output Settings

The output settings in the Movie Render Queue let you define the resolution, frame rate, and output directory of your render. For instance, you may want to render at a higher resolution than the game is typically played at, to achieve a crisper image suitable for film or video production standards.



movie render in ue5


Color Grading

Color grading is an essential step in the post-production process, allowing filmmakers and visual content creators to enhance or alter the mood and aesthetics of their footage. Lumetri Color is Adobe Premiere Pro's color grading toolset, providing a robust and user-friendly suite of color correction and grading options. Here’s a brief guide on how to use it:



Lumetri Scope

Lumetri Color Settings


Basic Correction

In the Basic Correction section, you have the primary controls for adjusting the look of your footage.

  • Input LUT: A LUT (Look-Up Table) is a preset color profile that can be applied to your footage to achieve a desired look quickly. You can select from predefined LUTs or import custom ones.

  • Temperature & Tint: These sliders adjust the color balance of your footage. Temperature shifts colors between blue (cool) and orange (warm), while Tint balances between green and magenta.

  • Exposure & Contrast: Control the brightness and the difference between the darks and lights in your image.

  • Highlights & Shadows: Fine-tune the brightest and darkest parts of your image without affecting the overall exposure.

  • Whites & Blacks: Set the white and black points to define the absolute lightest and darkest parts of your image.


Color

This section allows you to adjust the intensity of colors in your footage.

  • Saturation: Controls the intensity of all colors in your footage, from fully saturated to grayscale.


Light

The Light section is focused on the luminance values of the image.

  • Exposure: Adjust the overall brightness of your clip.

  • Contrast: Increases or decreases the difference between the light and dark areas.

  • Highlights/Shadows: This lets you recover detail in the highlights or shadows.

  • Whites/Blacks: Sets the point where pixels become completely white or black.


Creative

Creative adjustments provide tools to apply stylistic looks or adjust the vibrance and saturation for a more creative effect.


Curves & Color Wheels

These are advanced tools for precise control over the colors. Curves allow for detailed adjustments to the luminance and individual RGB channels. Color Wheels can be used for selective color grading on shadows, midtones, and highlights.


HSL Secondary

Here you can make selective adjustments to a specific color range, which is useful for skin tones or sky adjustments.


Vignette

You can add a vignette to softly darken the edges of your frame, drawing attention to the center or frame your subject.


Lumetri Scopes

Lumetri Scopes provides real-time feedback on how your adjustments affect the image. They include tools like the waveform, vectorscope, and histogram that help ensure your color grading remains consistent and within broadcast standards.

  • Waveform: Shows the brightness levels across your image.

  • Vectorscope: Displays color saturation and hue, useful for skin tone adjustments.

  • Histogram: Represents the distribution of colors and luminance across your image.


Applying Color Grading

To apply color grading:

  1. Select your clip in the Timeline.

  2. Go to the Color workspace by selecting it from the top of Premiere or opening the Lumetri Color panel.

  3. Begin with basic corrections to fix any exposure or white-balance issues.

  4. Move on to creative and look adjustments to stylize your footage.

  5. Use curves and color wheels for precise control.

  6. Use HSL Secondary for targeted color adjustments.

  7. Finally, add a vignette if desired.

Remember that color grading is about enhancing the story you're telling. It should be motivated by the narrative and the emotional context of your piece. Always grade in a calibrated environment and monitor to ensure that the colors you see are accurate and will translate well across various viewing platforms.


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As I approach the conclusion of the epic journey through the realm of Unreal Engine and its boundless possibilities, next week's installment will pivot towards a more narrative-driven overview. I will reflect upon the story that has been intricately woven through the digital tapestry, the world that has been meticulously crafted, and the processes that brought my vision to life.


The forthcoming post will serve as a grand tapestry, bringing together the various threads I've explored: the technical prowess of Unreal Engine's lighting systems, the cinematic flair of the sequencer, and the final polish through color grading in Premiere. I will retrace the steps through this digital odyssey, highlighting not just the end results but the meaningful stories that unfolded with every asset created, every light placed, and every frame rendered.

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