On our second week of in-depth UE5 presentations we’re taking a look at Lumen, UE5’s Global Illumination and Reflections system. We’ll walk you through what it is, how to enable it, and what it provides. Plus, a high level overview of how it works and a look at content from the community!
ANNOUNCEMENT POST
https://forums.unrealengine.com/t/inside-unreal-lumen/234121
**TIMESTAMPS**
00:00 Countdown
05:01 News
07:01 Karma Earners
07:15 Community Spotlights
08:14 Inside Unreal Graphic Intro
08:33 Stream Introductions
09:28 Presentation
10:10 Lumen Goals
13:55 Lumen Features
18:11 Lumen Settings
21:16 Main Controls
21:50 How Lumen Works
23:07 Hybrid Tracing Pipeline
24:32 Mesh Distance Fields
27:39 Surface Cache
32:02 Visualize LumeScene
33:36 Optimization
35:27 Software Tracing Limitations
37:31 Hardware Ray Tracing
47:47 Final Gather
49:41 Ray Traces are Slow
51:56 Screen Space Radiance Caching
52:25 Heavily Downsampled Tracing
53:31 World Space Radiance Caching
53:20 Tracing Summary
55:08 Lumen Final Gather
57:06 Reflections
57:30 Lumen Reflections
58:38 Reflections with HW Tracing
59:29 Lumen Reflections vs Ray Traced Reflections
1:02:14 Best Practices
1:02:29 Emissive
1:04:20 Base Color
1:08:30 Indirect Lighting Intensity
1:09:18 Surface Cache
1:11:03 Platforms
1:14:12 Performance
1:16:53 Hope to have for 5.0 Release
1:17:22 Feedback
1:17:45 History of Lumen
1:19:00 Lumen Content Examples
1:47:30 Quick Break Start
1:53:10 Quick Break End
1:53:14 Question and Answers Session
2:30:05 Information and Stream Wrap Up
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