@alenloebue4785
  @alenloebue4785
AlenLoebUE4 | UE4 tutorial: Realistic baked lighting for videogames @alenloebue4785 | Uploaded 6 years ago | Updated 7 hours ago
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Unreal Engine 4 version: 4.18

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To summarise everything from this tutorial:
- Static lights allow baked lighting, which has the best performance and it is also the most realistic looking.
- Stationary lights are can allo baked static shadows and dynamic shadows if there are any movable objects in the scene.
- Movable lights allow realtime shadows, but they are the least efficient type of lighting.

- There is a big difference between Preview and High buil quality in terms of baked global illumination. While building your level it is better to use preview and at the end of the day check your work in high quality build.

- Static lights don't affect movable objects, that's why you can disable them after a lighting build.

- Light source angle defines the size of shadow penumbras (partially dark shadows). I find best results at 0.5.

- Area shadows allow penumbras to show up, also theyre used with static lights by default.

- You can disable SSAO by unchecking Ambient Occlusion option in project setting. Then in World setting enable Use Ambient Occlusion option, which allows AO to be baked and at the end it's more efficient.

Music:
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Groove Grove - Kevin MacLeod (No Copyright Music)
Bumper Tag - John Deley (No Copyright Music)
Called Upon - Silent Partner (No Copyright Music)
Kevin MacLeod ~ Wallpaper
Waltz of the Flowers - Tchaikovsky (No Copyright Music)
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Thanks for watching!
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UE4 tutorial: Realistic baked lighting for videogames @alenloebue4785

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