Illuminating Cinematic Scenes in UE4
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Illuminating Cinematic Scenes in UE4
7 June, 2017
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3DArtist published an awesome guide to lighting scenes by our friend Clinton Crumpler. The artist discussed how to create mood and approach visual storytelling in UE4. You need to be able to establish a visual background story to hold your viewers’ attention. Here are some things you need to know about lighting to attract audience. 

Change the aspect ratio and FOV

When using the camera settings, you will find that increasing your aspect ratio to 2 or higher and lowering the default field of view from 90 to a value between 50 and 80 will provide a more realistic and cinematic look. This is different than what a player will typically use in a gameplay mode, but it provides a less distorted perspective of the environment for cutscenes and portfolio work.

Bake lighting with Lightmass

Do not forget to place and surround your scene with a Lightmass volume. Doing so allows the light bake to compute properly for all the assets and actors contained within the volume. Also, when baking and building lighting for your scene, start with lower-quality settings of preview. This view speeds lighting production time and allows for quicker iterations and faster results. For the best results, make sure to use production-quality lighting at the end.

Add scene colour options

Some of the quickest wins for Post Process Volumes are in the settings under the Scene Color options. Scene Color Tint, Vignetting, Fringe, and Grain can all make nice additions to the scene. Remember to use these in moderation, as they can quickly overpower and cheapen the look of your environment. I recommend a value of no greater than 0.5 for the Fringe or the Vignette Intensity, depending on the mood you are trying to achieve. This will add just a touch of camera effects for a more cinematic look.

Clinton Crumpler 

You can find the full guide here.

Want more? Here are our exclusive interviews with Clinton Crumpler for you to master Unreal Engine 4:

Source: 3DArtist
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