Master Class: The In-depth Lighting and Environment Guide for a Game in CRYENGINE

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Published on ● Video Link: https://www.youtube.com/watch?v=eQZN_jAJciM



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Duration: 1:25:57
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Lighting Artist Lars Hofrichter delivers a must-watch presentation featuring CRYENGINE's powerful lighting and environment tools.

00:00:00 - Editing shaders
00:00:42 - The Environment Editor
00:01:27 - Curve editor and dynamic time of day
00:02:21 - Enabling volumetric fog
00:05:59 - Sun specular multiplier
00:06:51 - Skybox settings
00:07:38 - Setting up a skybox texture in Photoshop
00:09:11 - Creating the sky material
00:09:33 - Fine tuning skybox materials in environment editor
00:11:39 - Volumetric fog settings in environment editor
00:12:50 - height (top) - volumetric fog
00:13:35 - density (top) - volumetric fog
00:14:01 - global density - volumetric fog
00:14:56 - global fog and interiors - volumetric fog
00:15:47 - Ramps with global - volumetric fog
00:17:11 - Fog color (atmosphere) - volumetric fog
00:17:47 - Anisotropy (atmosphere) - volumetric fog
00:18:43 - Color (sun radial) - volumetric fog
00:19:08 - Anisotropy (sun radial) - volumetric fog
00:19:33 - Radial blend factor - volumetric fog
00:19:43 - Range - volumetric fog
00:20:39 - In-scattering - volumetric fog
00:21:20 - Extinction - volumetric fog
00:21:40 - Analytical fog visibility - volumetric fog
00:22:06 - Final density clamp - volumetric fog
00:22:10 - Variables - Sky Light
00:23:17 - Night sky multiplier settings
00:24:24 - Volumetric clouds
00:25:41 - cloud shading
00:26:37 - Sun Rays Effect
00:27:42 - Advanced properties - tweaking ocean
00:27:56 - HDR tone mapping settings
00:29:18 - HDR saturation
00:29:24 - HDR color balance
00:30:17 - HDR exposure values (EV)
00:31:51 - Disabling HDR eye adaptation
00:32:24 - HDR EV auto compensation
00:32:35 - HDR bloom amount
00:33:18 - Filters
00:34:11 - Filters - photofilter color
00:34:15 - depth of field
00:34:49 - particle sorting issues with depth of field
00:35:53 - Shadows
00:37:00 - Constants
00:37:42 - Constants: Sun
00:37:59 - Constants: Moon
00:38:44 - Constants - Wind
00:39:20 - Breeze proxies
00:39:38 - Constants - cloud shadows
00:40:17 - Constants - Color Grading
00:42:41 - Constants - Total Illumination
00:44:30 - SVOGI - injection multiplier
00:45:43 - SVOGI - sky color multiplier
00:46:06 - sky color multiplier and fog top color+multiplier
00:47:08 - Constants - Total Illumination - Use TOD Sky Color
00:48:08 - Constants - Global Illumination - Specular Amplifier
00:48:16 - Constants - Global Illumination - Diffuse Bias
00:48:52 - Constants - Global Illumination - Cone Max Length
00:49:01 - Seeing the SVOGI voxel grid with e_svoDebug
00:49:45 - SVOGI - Update Geometry
00:50:50 - SVOGI - Min Node Size
00:51:25 - SVOGI - Low Spec Mode
00:52:03 - Constants - Total Illumination Advanced - Integration Mode
00:52:23 - SVOGI - Integration Mode
00:52:51 - Constants - Total Illumination Advanced - Number of Bounces
00:53:18 - SVOGI - Translucent Brightness
00:54:12 - Volumetric fog components
01:01:22 - fog volumes wind influence and noise
01:03:47 - Clip volumes to constrain lights and fog in interiors
01:11:23 - Vis Areas
01:12:27 - Portals with vis areas
01:13:56 - Projector light components
01:16:19 - project light shadows and minimum shadow graphics
01:16:48 - Limitations on shadow casters
01:17:03 - Modifying the maximum number of shadow casting lights
01:17:29 - Shadow bias settings on light components
01:17:48 - Attenuation bulb size - light components
01:18:33 - fog settings for light components
01:19:25 - SVOGI's bounce light and light components
01:19:56 - Attenuation bulb size and SVOGI
01:20:16 - light component animation settings
01:20:43 - creating custom light animations
01:20:55 - View Ratio property and seeing distant lights
01:22:03 - setting view dist ratio for light components
01:22:27 - Point light component
01:23:18 - area lights
01:24:12 - area lights and attenuation bulb size
01:24:50 - area lights and projection textures

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#EnvironmentArt #LevelDesign #GameArt




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