From the course: Unreal Engine: Global Illumination for Architectural Visualization

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Using HDRIs

Using HDRIs

- When creating games and visualizations, in Unreal, there may be times when we want to light the exterior or interior of a building or maybe even a product of some kind, using a real-world environment or very specific location. Which in most render engines means making use of a high dynamic range environment map. This in turn creating a lighting solution that naturally has lots of subtle light and color variation built into it. To help us do that here, we have a version of our scene loaded up that has had all of the lights, Skysphere, and Skysphere blueprint and atmospheric fog components deleted from the level and has also had the environment intensity setting in the light mask controls turned down to zero. Meaning, we are now, as you can see, in complete darkness. We have also gone ahead and adjusted the rest of the light mask controls so that they will give us good G-I result, once we do outer skylight to the scene. So a skylight balance value of six, as well as adjusted quality…

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