Unreal Engine 5.5 Megalights - Tech Demo | Unreal Fest 2024

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A new experimental UE5 tool that hones lighting scenarios, supoprted by Kitbash 3D that better renders highlights and shadows, shown off in a walkthrough of Lumen in the Land of Nanite.
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Thank you, Simon. Hey, Victor.
Hey, everyone.
Let's jump right into it.
When we look at where to take Unreal Engine in the future,
we start with the user.
Asking ourselves how the tools and the tech
get out of their way as they bring their
ideas to life. One challenging
limitation for our creators has been the
cost of shadow casting lights.
To that end, we've developed new
technology that enables artists to
use orders of magnitude more
and higher quality light sources
than ever before.
Let's take an early look at this new feature
we're calling Megalights.
And who better to guide us through this
experience than our intrepid explorer
from Lumen in the Land of Nanite,
Echo. Let's see what's up
ahead, Victor. Before we get into
the details of Megalights, I first
wanted to talk about this environment.
Built using a suite of brand
new assets from the Quixel Megascans
library, we've also partnered with
Kitbash3D. They're an awesome
resource for 3D models and materials.
You can soon
find many of these assets on our new Fab
Asset Marketplace if you want to
use them in your own projects.
Moving on, let's talk
Megalights. Unreal Engine
is at its best when users can
express themselves without technical constraint.
Like Nanite did
for Triangles or Lumen for
global illumination, Megalights
removes limitation in a whole new
category, direct lighting
and shadows.
Take for example these textured area
lights, considered the gold
standard of offline rendering.
Here they are in real time,
spilling vibrant color into the scene,
casting soft shadows and
illuminating the environment in a way artists
simply couldn't have done before.
And a whole new tool in the creator's
toolkit is huge, but that's
not the only way Megalights makes things better.
Let's see what's next.
So it looks like Echo has found
herself in quite an interesting marketplace
here, just about to open for the day.
Let's turn on some of these
shop fronts and see what's for sale.
There's something missing though,
the scene, it's flat, it's undefined.
Let's turn on shadows,
but not just for a few important lights,
for every single light
in the entire view.
From these main shop fronts
to the screens, the displays,
the flickering oil lamps,
string lights, candles,
signs, we're free to
use whatever lights we need to tell our story
and bring this beautiful
environment to life.
Now, the density of light sources
you see here, it's extremely high.
And this is what
you get when artists are working
playfully, without limitation.
Okay, let's
go back to the scene.
Victor, let's go further.
Let's activate all these animated
drones and robots.
Over 1,000
individual shadow casting light
sources in this view alone.
All of these lights,
they're movable, dynamic,
scattering through the volumetric fog,
and Megalights handles this impressive
scene without missing a beat.
As we continue on, it's worth
mentioning that removing these limitations
around light count and shadows,
it doesn't just apply to point
and spotlights, but to area lights as well.
Megalights enables
artists to use area lights as
freely as they would any other light source.
Now, whether you're
using textured area lights,
light functions, crisp
shadows, or lovely soft shadows,
you can have huge numbers
of lights of any type
in whatever configuration works best
for your scene. Now,
as we send Echo off on her next adventure,
we should mention performance.
What you've seen here is running
live on a PlayStation 5.
Megalights is included
in UE 5.5.
It's an experimental feature in 5.5,
and you can also check it out on the
expo floor if you want a closer look at all the
pretty pixels. Thank you
very much. Back to you, Simon.
Wow, thanks, guys.
That was truly amazing.
