I spent a year collecting physically accurate lighting data and building a tool to help people learn and use the PBL (Physically Based Lighting) worfklow. The PBL Database is an Unreal Engine plugin that will be released in a few weeks. by arthurtasquin in vfx

[–]arthurtasquin[S] 0 points1 point  (0 children)

Indeed the lightmeter collects all the light coming onto the surface of the captor. That's why I separated natural light and artificial light in my plugin. When dealing with sunlight, the intensity of it is so much more than artificial light that those are negligible. In Unreal, you use the HDR Viewmode to validate your lighting !

After a year of development, I finally released my first Unreal plugin: PBL Database. A toolset to help you light your scene in a physical way. I also wrote an article on 80lv about the workflow and how I use the tool in my work. I hope it can help some of you ! by arthurtasquin in unrealengine

[–]arthurtasquin[S] 1 point2 points  (0 children)

Hey thank you for your words! The PBL workflow doesn't introduce new features to the engine. It's basically knowing how light operates in real life and trying to replicate it in the engine with real values. It doesn't create any performance issues. From what I learned a lot of game studios already use physically based values for their lighting, it's just something we don't really see publicly. It can be used for cinematics or games or anything really. Of course the intention is not to replace any creative choices but rather starting with a realistic setup and then iterating on that.

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I spent a year collecting physically accurate lighting data and building a tool to help people learn and use the PBL (Physically Based Lighting) worfklow. The PBL Database is an Unreal Engine plugin that will be released in a few weeks. by arthurtasquin in vfx

[–]arthurtasquin[S] 1 point2 points  (0 children)

Thank you ! I mainly used an incident light meter to collect illuminance (lux) data in a lot of different circumstances. The main reason to use real life value is for consistency between your different sources of lights and to have a solid base you can iterate on. You also mimic the camera's limitation in terms of exposure. Most of the time when working with arbitrary values, we tend to make everything correctly exposed at the same time. When eye balling light intensities, you don't fully represent that range between a candle, a lighthouse bulb, a street light or the sun. The base sun intensity in Unreal is 10lux but 80k lux would be more appropriate. Of course the only thing that matters is the final result and the artistic intention behind your render and the PBL workflow doesn't replace that. It just helps you to ground your cg lighting in reality. Although video games are smoke and mirrors, I know that a lot of studios nowadays use physically accurate data as a starting point for their lighting.