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Unreal Lighting Camp — Technical Lighting in Unreal 5.6 Program

This program is part of the Unreal Lighting Camp.

Technical Lighting in Unreal 5.6: Essentials — 3 Point Setup & Light Fixtures

Essentials – 3 Point Setup & Fixtures

Key Learnings

  • Unreal light types & setup:
    • Point
    • Spot
    • Rect
    • Directional
  • 3 Point Lighting setup and control:
    • Key Light
    • Rim Light
    • Fill Light
  • Blueprint basics:
    • Variables
    • Events
    • Functions
  • Light Fixture Blueprint:
    • On/Off switch control
    • Intensity & Color parameter adjustment

Outcomes

  • 3 Point Lighting applied to a character/object basic scene
  • Light Fixture blueprint actor (switch control, intensity/color adjustment)

Keywords: Light Types, 3 Point Lighting, Light Fixture, Blueprint Basics

Technical Lighting in Unreal 5.6: Environments — Sky Dome & Sequencer

Environments – Sky Dome & Sequencer

Key Learnings

  • Sky Dome & Sky Atmosphere setup
  • Sequencer for syncing camera & lights (event-driven cutscenes)
  • Blueprint Timeline node for Day/Night transitions
  • Volumetric Fog, Post Process basics

Outcomes

  • Day/Night cinematic scene with Sky Dome and synced lighting
  • Sequencer cutscene (camera cuts & light fades triggered by events)

Keywords: Sky Dome, Sequencer, Timeline, Fog, Post Process

Technical Lighting in Unreal 5.6: Characters — Metahuman & Production Delivery

Characters – Metahuman & Production Delivery

Key Learnings

  • Metahuman lighting:
    • Skin Shading
    • Eye Specular / Catchlight
    • Enhanced Key / Rim / Fill setup for characters
  • Metahuman + Sequencer direction:
    • Lighting events synced with acting performance
    • Cutscene-based cinematic sequence
  • Construction Script for large-scale Light Fixture placement/management
  • Material & Post Process parameter control
  • Large-scene optimization:
    • Light Channels
    • LOD(Level Of Details) · Culling
    • Minimizing Event Tick
  • Production Delivery:
    • Unreal build & packaging settings
    • Cinematic output via Movie Render Queue
    • Optimized workflow for production-ready delivery

Outcomes

  • Metahuman cinematic: Character acting + Eye Specular / Catchlight + synced lighting/environment
  • Production Delivery outputs: Unreal packaged build & cinematic video

Keywords: Metahuman, Sequencer, Packaging, Production Delivery, Optimization, Post FX