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ADRIAN DANIELS

Adept Strategic, Technical, and Creative Leader

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The Art of Lighting for Games (2019)

Tools: Unreal Engine, Photoshop

In the Fall of 2019 I enrolled in CGMA's “The Art of Lighting for Games” course. This course demonstrated a practical approach to in-game/real-time lighting within the context of a production pipeline.

The topics I learned include the following:

  • Lighting considerations / reference/ mood

  • Sky light / Sky dome

  • Lightmass importance volume

  • Global Illumination

  • Runtime vs. pre-computed lighting (baked lighting)

  • Direct vs. indirect lighting

  • Post Processing Volume

  • Reflections (spherical and box reflection captures)

  • Warm vs. cool lighting

  • CLUT

  • Dynamic conditions (room vs. character lighting)

  • Physically-based Rendering (PBR)

With products such as NVIDIA’s RTX platform coming into view, the need for baked lighting is likely to be less in the years to come. However, I believe that understanding the fundamentals and gaining hands-on experience is extremely important.

(Original models and textures created by Unreal Technologies)

Copyright © Adrian Daniels, 2004-2021

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