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