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‫Hello and welcome.

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‫In this lecture, we're going to be lighting the interior of our scene with torches and chandeliers

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‫and looking at the different lighting settings available to us to tweak the light intensity and various

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‫shadow settings as well.

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‫Let's dive in and see how this is done before we go any further.

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‫I noticed that I've got all these edge stones that are currently not organized in the outline, so I'm

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‫going to take these and drag them in to the dungeon folder so they disappear with that dungeon.

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‫Okay, now that we've got that set up, it's time to start lighting the interior of our scene.

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‫Now, my weapon of choice here is going to be to use the BP torch.

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‫If you search for that, then there's this great blueprint that's set up already with some nice flaming

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‫torch effect and a light as well.

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‫My only problem with this torch is that it's a little bit bright.

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‫So what we can do here is we can make our own version of the torch by going to the details pane, going

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‫to the blueprint button and going create a child blueprint class.

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‫And I'm going to call mine the Torch.

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‫And then we usually put the modification after it.

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‫So BP Torch underscore dungeon.

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‫So this is going to be my dungeon torch and we're going to place this in the route of content and click

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‫select.

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‫So that creates the torch.

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‫We don't actually need it open, but we can go ahead back into our level.

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‫And there's the torch right there, just going to change my grid snapping units to ten so that I can

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‫correctly place it on the wall.

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‫Right.

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‫Like so.

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‫So we've got our torch attached to the wall.

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‫And what I wanted to do is to modify a couple of properties of the light.

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‫If you have a look at the torch blueprint, you can see it's made up of a number of components.

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‫One of them is the mesh of the torch itself.

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‫One of them is the point light and one is the fire.

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‫I want to change a few properties about the point light because it's not quite set up how I want it

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‫to.

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‫For example, it's not casting a shadow with this pillar, and that's because of the way this point

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‫light is set up.

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‫If we go down into the properties, you can see there is a cast shadows property that's unchecked.

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‫Let's check that first and they go.

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‫We've now got some shadowing going on in our scene.

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‫Unfortunately, it's got this really ugly shadow here from the torch itself.

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‫So what we can do to correct just that is to select the torch SGM torch mesh and then scroll down to

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‫its property or search for its property called Shadow.

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‫And you can see that there is a dynamic shadow and static shadow.

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‫We can uncheck both of these and you can see that it's no longer got that ugly shadow.

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‫It's now just casting a nice light and shadowing with the pillars and with the scene around us.

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‫Now, the next thing to do when we go back to that torch light component, is to just cancel out the

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‫search and have a look at some of the other lighting properties we've got here.

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‫One of them is the intensity.

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‫I think it's too bright.

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‫So I'm going to start by taking it down by a factor of 10 to 500.

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‫And for me, that just feels like a much more moody ambient light for a crypt and a dungeon.

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‫So I'm going to go with that and go back to the torch light again.

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‫And then there's the attenuation radius.

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‫This means how far can this torch cast its light and actually making it smaller, making the attenuation

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‫radius smaller has a good performance impact because it's having to compute less shadowing.

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‫So I'm going to make it as small as I think is reasonable, which is just about I think 800 units is

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‫a good attenuation radius for me.

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‫And now all these properties I've been making them here in the outer liner.

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‫But if I wanted them to apply to all instances of my BP dungeon torch, so if I went to content browser

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‫and brought in the BP torch, you can see this one's really, really bright.

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‫So let's select the one that I've actually modified and made all those modifications to, and I'll go

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‫to the Blueprint button again.

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‫And this time I'm going to select apply instance changes to Blueprint, and that's going to make it

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‫so that all of the blueprints now match those changes that I just made.

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‫So that's what I'm going to do.

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‫You can obviously choose to set things up differently with your lighting.

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‫I'm going to add in a few more torches here to to light my scene.

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‫I think another one on this pillar, it's going to drag it in and rotate it.

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‫About 180 degrees seems to be well placed in the wall already.

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‫And then these little alcoves here are a bit dark.

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‫So I'm just going to switch to the unlit mode.

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‫Place a.

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‫Torch on the wall and rotate it by 180 degrees and then do the same on the flip wall.

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‫And then let's preview this in the lit scene so you can see how it slowly adapts the lighting.

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‫This is both Lumen taking its time to work out the light calculations.

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‫And also the other thing that's going on here is that there's a little bit of exposure compensation

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‫going on so that it can handle very bright outdoor scenes and indoor scenes it can change the exposure

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‫for.

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‫So I'm happy mostly with how this is lit.

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‫If we wanted to, we could put a chandelier in here.

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‫That's another blueprint that we've got so we can search for the BP chandelier in the content drawer.

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‫Then we can bring it in and place it up here above.

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‫And the chandelier works a little bit differently.

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‫It's actually got some properties on the actor.

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‫So if you select the actor level of the blueprint, go to the details pane and then check the add point

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‫light.

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‫You can see that it adds indeed a light for that chandelier and we can change some of the properties

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‫of that light here.

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‫So we could change the intensity if we want to.

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‫We can change the attenuation radius I think is definitely too small.

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‫I'm going to change that to 1000 like so.

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‫So that kind of fills the room with a little bit more light from that chandelier up at the top.

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‫So you could use a combination of the chandelier lights, the torch lights on your walls and so on to

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‫light up the rest of your level.

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‫So that's going to be your challenge, have a little bit of fun with it, lighting your level, use

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‫some torches and chandeliers, experiment with the mood, create some blueprints for different configurations

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‫of lighting.

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‫So if you have want to have different torches down in the crypt that are even dimmer, you could create

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‫a different child blueprint for that.

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‫And similarly with the chandelier, if you wanted to change the properties and use those properties

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‫in multiple locations, you could do that too.

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‫There's always the option of bringing in just point lights and spotlights and area lights.

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‫If you want those as well.

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‫Without any associated meshes, then you could just use that for lighting the specific elements of your

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‫level if there's things you want to draw attention to, and we'll be doing that a little bit later on

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‫in the section with some other elements in my level.

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‫So pause, video and have a go.

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‫Okay.

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‫Welcome back.

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‫So I'm going to basically fast forward through this.

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‫It's going to be more of the same, just me placing down these actors to light the level.

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‫So that's me.

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‫Done.

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‫Let's go and have a little run through the level and I'll show you what I've done.

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‫Nothing's changed here in the main portion of the level.

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‫The.

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‫There's one light down here in the corridor.

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‫I wanted to keep it quite dark and mysterious for the great reveal, and I'm noticing that this is not

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‫quite aligned as I wanted it to be.

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‫So I'm going to move it a bit more centrally like.

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‫So then we go into the corridor and we're keeping it nice and dark and moody in here.

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‫We've got the door at the other end.

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‫I'm still not happy with the fact that there's so much light bleeding through this door, but a well,

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‫we'll find a way to solve that another time.

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‫Or I might not, but you might polish things off a little bit better than I'm polishing things.

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‫So here we go.

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‫I had to put a light here so that it would illuminate this little feature piece.

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‫Then we can come down the corridor and we see the open door and we come in to our nicely lit mausoleum,

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‫which has got a couple of torches on either side and a nice chandelier so that it's very well lit because

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‫we're going to this is going to be an important room for us to understand what's going on and to see

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‫the railings that shut, etc..

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‫So that's it.

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‫That is my lighting done and I will see you in the next lecture.

