Course Description

This course picks up after “UE4 Lighting I - Introduction to Lighting with Unreal Engine 4”. This time we’ll be diving into some more of the advanced lighting features of Unreal Engine 4, building upon what we learned in the previous course. We’ll be delving deep into a multitude of features and techniques, including mesh distance fields, volumetric lighting, post processing, environment fog, advanced shadowing methods, material light functions, IES light profiles, and more. Upon completion of this course, students will have a more thorough understanding of advanced lighting tools and features, making them more effective lighters in Unreal Engine 4.

Course Lessons

  • 1

    Week 1

  • 2

    Week 2

    • (LT_102) 2.1- What is Post Processing?

    • (LT_102) 2.2- Post Process Volume Walk Through

    • (LT_102) 2.3- Color Grading

    • (LT_102) 2.4- Color Grading Example

    • (LT_102) 2.5- LUT in Photoshop

    • (LT_102) 2.6- Post Processing Effects

    • (LT_102) 2.7- Homework

  • 3

    Week 3

    • (LT_102) 3.1-What is Precomputed Lighting?

    • (LT_102) 3.2- Daytime Lighting Scenario Setup

    • (LT_102) 3.3- Daytime Lighting Scenario: Lighting Passes

    • (LT_102) 3.4- Nighttime Lighting Scenario: Setup

    • (LT_102) 3.5- Nighttime Lighting Scenario Finish

    • (LT_102) 3.6- Homework

  • 4

    Week 4

    • (LT_102) 4.1- Volumetric Lightmaps

    • (LT_102) 4.2- Adjusting World Settings

    • (LT_102) 4.3- Debugging Your Scene

    • (LT_102) 4.4- Wrapping up the Volumetric System

    • (LT_102) 4.5- Homework

  • 5

    Week 5

    • (LT_102) 5.1- What is Mesh Distance Fields?

    • (LT_102) 5.2- Example Walk Thru

    • (LT_102) 5.3- Distance Field Ambient Occlusion

    • (LT_102) 5.4- Distance Field Raytrace Shadows

    • (LT_102) 5.5- Indirect Shadows for Movable Objects

    • (LT_102) 5.6- Homework

  • 6

    Week 6

    • (LT_102) 6.1- What is Volumetric Fog?

    • (LT_102) 6.2- Example Setup

    • (LT_102) 6.3- Volumetric Fog Time of Day

    • (LT_102) 6.4- View Distance

    • (LT_102) 6.5- More Volumetric Fog Settings

    • (LT_102) 6.6- Volumetric Fog Performance

    • (LT_102) 6.7- Volumetric Fog Particles Introduction

    • (LT_102) 6.8- Volumetric Fog Particle Scene Setup

    • (LT_102) 6.9- Editing a Particle System

    • (LT_102) 6.10- Volumetric Fog Particle Material Instance Setup

    • (LT_102) 6.11- Fixing a Particle Problem Behavior

    • (LT_102) 6.12- Adjusting the Look of the Particle System

    • (LT_102) 6.13- Improving the Particle System

    • (LT_102) 6.14- Integrating Static Lighting

    • (LT_102) 6.15- Trouble Shooting and Finalizing Scene

    • (LT_102) 6.16- Homework

  • 7

    Week 7

    • (LT_102) 7.1- What is Ambient Cubemap?

    • (LT_102) 7.2- Setting up Ambient Cubemap

    • (LT_102) 7.3- Finding and Using HDR Maps

    • (LT_102) 7.4- Getting HDR Images

    • (LT_102) 7.5- Prepping HDR Images for Use

    • (LT_102) 7.6- Finalizing Ambient Cube Map Lighting

    • (LT_102) 7.7- What are Light Shafts?

    • (LT_102) 7.8- Contact Shadows

    • (LT_102) 7.9- IES Lights

    • (LT_102) 7.10- Material Light Function

    • (LT_102) 7.11- Capsule Shadows

    • (LT_102) 7.12- Light Propagation Volumes

    • (LT_102) 7.13- Indirect Light Propagation

    • (LT_102) 7.14- Homework