Why Unreal Engine 5.5 is a BIG Deal

00:12:10
https://www.youtube.com/watch?v=BcmUZpdChhA

Resumo

TLDRUnreal Engine 5.5 introduces groundbreaking features such as Mega Lights, a revolutionary lighting system that allows an infinite number of lights without degrading performance, fundamentally enhancing the rendering capabilities. This update also brings AI-driven animation for Metahumans, reducing file sizes drastically to improve processing for games without losing quality. Enhanced sky systems using volumetric clouds for more natural lighting effects, along with improvements in material design using a new layer system, make it easier to craft realistic and dynamic environments. Additionally, the sequencer tool for animation sees significant enhancements, allowing for better usability and control over animation layers and deformations. Major strides in Lumen lighting includes improved hardware ray tracing and noise reduction in reflections, making real-time graphics even more lifelike. These updates open new creative possibilities, making Unreal Engine an even more vital tool for next-generation game development. With a free YouTube course available, learning Unreal Engine 5.5 is more accessible than ever for game developers.

Conclusões

  • 💡 Mega Lights: Infinite lights with no performance drop.
  • 🦾 AI-Driven Animations: Metahumans now feature AI-generated facial animations.
  • ☁️ Enhanced Skies: Realistic volumetric clouds for immersive environments.
  • 🎨 Layered Materials: New material design system for complex creations.
  • 🎥 Animation Upgrades: Improved sequencer tools for detailed animations.
  • 🌟 Lumen Improvements: Better lighting realism with faster ray tracing.
  • ✔️ Optimized Characters: Smaller, efficient Metahumans for easier use.
  • 🌌 Day-Night Cycle: Built-in seamless time of day transitions.
  • 🔍 Realistic Rendering: Enhanced noise reduction in reflective surfaces.
  • 📚 Learning Resources: Free course available for developers on YouTube.

Linha do tempo

  • 00:00:00 - 00:05:00

    Unreal Engine 5.5 introduces a groundbreaking lighting system, Mega Lights, which builds on the already revolutionary Lumen. Mega Lights enhances performance significantly by removing the limitation on the number of lights that can be used in an environment. This is achieved by reducing the computational load per light, allowing for dynamic environments with numerous lights without a heavy performance penalty. Additionally, new features for Metahumans include AI-generated facial animations from audio and the option for optimized, less memory-intensive characters. These updates open vast creative opportunities and make advanced graphics more accessible even on less powerful hardware.

  • 00:05:00 - 00:12:10

    The Unreal Engine 5.5 update further enhances the atmospheric realism of virtual environments by improving the volumetric cloud system, allowing dynamic day-night transitions, and integrating a powerful time of day system directly into the editor. Enhancements include a redesigned sky simulation that reacts to environmental lighting, offering more detailed and realistic cloudscapes and light transitions. The new nanite mesh painting feature restores vertex painting compatibility with nanite objects, supporting complex material manipulation. These improvements, paired with a revamped material designer that streamlines texture and material creation with layer-based workflows, position Unreal Engine as a leading tool for sophisticated virtual world development.

Mapa mental

Mind Map

Perguntas frequentes

  • What is Mega Lights in Unreal Engine 5.5?

    Mega Lights is a new lighting system that allows unlimited light sources without performance drops, enhancing real-time rendering.

  • What improvements does Unreal Engine 5.5 offer for Metahumans?

    Unreal Engine 5.5 offers AI-driven face animations and optimized Metahumans, reducing file size while maintaining quality.

  • How has the cloud system in Unreal Engine been improved?

    The cloud system now features more realistic volumetric clouds and an improved dynamic sky system for better environmental interaction.

  • What new features are available in the improved Material Designer?

    The new Material Designer allows for creating and animating materials using a layer system, similar to Photoshop, for easier and more familiar workflows.

  • What are the enhancements to the animation tools in Unreal Engine 5.5?

    Animation tools have been enhanced with new deformers, user-friendly interfaces, and animation layers for easier editing and control.

  • How has lighting been improved in Unreal Engine 5.5?

    Lumen lighting has seen improvements across the board, with faster hardware ray tracing, more accurate global illumination, and noise reduction algorithms for reflections.

  • What courses are available to learn Unreal Engine 5.5?

    A free course is available on YouTube to learn the essentials of Unreal Engine 5, covering the creation of complex worlds.

  • What impact does Mega Lights have on game environments?

    Mega Lights dramatically improves performance by allowing as many light sources as needed without compromising game speed.

  • How does the new sky system enhance gameplay realism?

    The new sky system includes volumetric clouds and real-time day-night transitions, improving realism and environmental interaction.

  • What benefits do the optimized Metahumans bring?

    Optimized Metahumans are much less computationally intensive, using significantly less storage while keeping visual quality high.

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  • 00:00:00
    unreal's newest update Unreal Engine 5.5
  • 00:00:03
    just released and it is a big deal the
  • 00:00:05
    reason why is the brand new lighting
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    system called megga lights since the
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    start of computer Graphics lighting has
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    been the most important part of any 3D
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    render or game physically accurate
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    lighting can make the difference if an
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    image is realistic or not when Unreal
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    Engine 5 released it introduced a
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    lighting system called Lumen which gave
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    us realtime Global illumination Global
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    illumination is Bounce lighting which is
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    the extra light created from light rays
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    bouncing off of surfaces for example if
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    you have a room with a single light from
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    a window the room shouldn't be pitch
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    black instead the light from the window
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    will bounce around and illuminate the
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    rest of the room indirectly and the less
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    light we have the less bounce lighting
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    Lumen was a game changer when it
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    released since it was real time before
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    Lumin to get bounce lighting we had to
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    wait for each frame to render now it is
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    all instant and while this is great we
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    still have an issue and that is each
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    light source requires a lot of
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    processing power to render a single
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    light in unreal needs to calculate the
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    bounce lighting and shadows from the
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    lights perspective which is a very
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    computationally expensive process this
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    means that we are limited in the amount
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    of Lights we can use if we use too many
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    then our game's performance drops
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    dramatically this was a huge limitation
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    until now in UE 5.5 a new lighting
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    system was introduced on top of lumen
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    called megga lights which removes this
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    constraint allowing us to have as many
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    lights as we want to demonstrate in uifi
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    five I in an environment that uses
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    hundreds of individual lights I running
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    at 5 frames per second my computer
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    cannot process this many lights now with
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    one button press in the settings I can
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    enable Mega lights and boom instantly my
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    frame rate jumped from 5 frames per
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    second to 40 and what is incredible is
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    that I didn't have to make any changes
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    to my environment all I had to do was
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    enable Mega lights and it worked right
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    out of the box this is revolutionary it
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    unlocks huge created possibilities that
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    simply was not possible before now we
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    can have near infinite lights perfect
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    for environments like the ones you see
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    on screen on top of that textured area
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    lights can Now cast Dynamic light rays
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    and soft Shadows this simply was not
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    possible beforehand we can have
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    realistic lighting from large dynamic
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    area lights like TVs megga lights works
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    perfectly with nanite geometry which
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    lets us have infinite detail and polygon
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    counts this means we are no longer con
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    trained by most real-time rendering
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    limitations we can have as many lights
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    or high polygon objects that we want on
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    top of a lighting upgrade for uee 5.5
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    metahumans have gotten two big new
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    features the face animations you see
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    right now are not motion capture and
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    they are not hand animated instead the
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    face animations are generated by AI with
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    a new audio driven animation feature all
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    I did was upload the audio of myself
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    talking and unreal automatically created
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    the lip sync for me there was no camera
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    needed for my face but of course the
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    rest of my body is still motion capture
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    you can imagine this will be helpful in
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    a game with a lot of dialogue in
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    addition to that we now have the option
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    to use optimized metahumans which are a
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    lot less computationally intensive and
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    take up less memory than the default
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    metahumans if you have tried metahumans
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    before you know that they take up a lot
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    of disc space the average metahuman is
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    950 megabytes which is almost an entire
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    gigabyte needed for each person since it
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    uses a lot of AK textures and complex
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    skeletal meshes while this is okay for
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    cinematics for most games you probably
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    don't want to waste an entire gigabyte
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    for a character which is why we now have
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    the option to download a gamef friendly
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    optimized metahuman which instead of 1
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    gab has been reduced to just 60
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    megabytes and it still looks amazing the
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    quality drop is not noticeable it is
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    crazy how much characters have been
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    optimized and it makes using them
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    possible on less powerful computers
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    unreal Sky system has been improved Dr
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    ially by default umbr comes with a set
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    of volumetric clouds which means they
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    are real clouds that exist in the
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    environment you can fly around them and
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    they realistically interact with the
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    lighting before volumetric clouds to
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    create a sky we were forced to use a Sky
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    Box which is a massive box or sphere
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    that surrounds the entire world with a
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    sky texture on it this was able to get
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    the job done for most environments but
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    as soon as we have a dynamic Sun that
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    changes time and position it becomes
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    obvious that the sky is a static texture
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    this is why in recent years games have
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    introduced Dynamic Skies with volumetric
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    clouds that are physical objects in the
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    environment they realistically interact
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    with the world and lighting like any
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    other object the best example of this
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    was in Red Dead Redemption which has a
  • 00:04:44
    full time of day and weather system
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    every cloud you see are 3D renders none
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    of them are textures the last version of
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    un 4 introduced volumetric clouds and
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    the atmosphere system this made creating
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    realistic skylighting a breeze since it
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    physically simulates the Earth's
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    atmosphere and engine all you have to do
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    is drag it into your world and you
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    imately get real Sky moving the sun will
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    change the atmosphere's light dispersion
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    automatically updating the color in fact
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    when using it if you move the camera far
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    enough away you can see it simulating
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    the atmosphere of an entire planet the
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    only issue in my opinion was that the
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    default clouds it came with looked
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    terrible they feel like big Lobby
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    mushrooms and less like something you
  • 00:05:25
    would see out in the real world now the
  • 00:05:27
    clouds have been updated here as before
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    and here is after the clouds look a lot
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    better and we have more control over
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    them than ever before there's a slider
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    to change the amount of clouds and we
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    can transition the sky to become a
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    chaotic storm another Improvement to the
  • 00:05:43
    sky is a built-in time of day sequence
  • 00:05:46
    real-time day transitions are pretty
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    common in a lot of games if we wanted
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    one in unreal we had to either buy one
  • 00:05:52
    from the marketplace or create our own
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    in the past I programmed a time of day
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    system from scratch and it could get
  • 00:05:59
    pretty complicated fast now ue5 has a
  • 00:06:02
    built-in time of day that we can easily
  • 00:06:04
    control from the toolbar the daytime is
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    able to transition to night with a
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    Sunset and the moon and stars become the
  • 00:06:11
    main source of light at night time all
  • 00:06:13
    of its properties are handled by the
  • 00:06:15
    timeline so we have complete control and
  • 00:06:16
    we can animate it there is a really
  • 00:06:18
    great feature called vertex painting
  • 00:06:20
    which lets us paint on meshes and blend
  • 00:06:22
    between different materials it gave us a
  • 00:06:25
    lot of creative control in the editor
  • 00:06:27
    but it stopped working on Nite meshes
  • 00:06:29
    five .5 introduces the new nanite mesh
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    painting which brings back the same
  • 00:06:33
    feature for material blending and it
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    works perfectly with nanite displacement
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    you can see the geometry changing in
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    real time thousands of polygons are
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    being generated automatically with this
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    we have complete control over the Nan
  • 00:06:46
    geometry of our environment and it opens
  • 00:06:48
    up new 3D workflows there is no sponsor
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    for this video but if you like it make
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    sure to subscribe for more Unreal Engine
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    videos in the future it would mean a lot
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    because the Channel's almost at 500,000
  • 00:07:00
    subscribers in the last version of
  • 00:07:02
    Unreal Engine 5.4 it introduced the
  • 00:07:05
    motion design Editor to make the process
  • 00:07:07
    of creating animations easier it was
  • 00:07:10
    specifically made to help users of other
  • 00:07:12
    programs like after effects or Cinema 4D
  • 00:07:15
    transition to Unreal as part of this
  • 00:07:17
    editor in UI 5.5 we get a new material
  • 00:07:20
    designer that allows us to create an
  • 00:07:22
    animate complex materials with a layer
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    system directly in the engine since
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    Unreal Engine 3 the engine has been
  • 00:07:29
    based off of a node system a lot of
  • 00:07:31
    programming is done with nodes instead
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    of code even the material editor uses
  • 00:07:35
    nodes this is great because it gives us
  • 00:07:38
    a near infinite amount of possibilities
  • 00:07:40
    we can create our own Advanced Materials
  • 00:07:42
    but the majority of our materials are
  • 00:07:44
    not going to be that complex materials
  • 00:07:46
    for the most part are simply made up of
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    four textures a base color roughness map
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    metallic map and normal the complexity
  • 00:07:55
    of a node-based material editor isn't
  • 00:07:58
    necessary this this is why in 5.5 we
  • 00:08:01
    have a new alternative to the material
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    editor because the material designer now
  • 00:08:05
    supports creating physically based
  • 00:08:07
    materials with a layer system very
  • 00:08:09
    similar to the layer system you would
  • 00:08:11
    find in other programs like photosho and
  • 00:08:13
    substance designer this kind of workflow
  • 00:08:15
    is very familiar to most computer
  • 00:08:17
    graphic artists and can be a lot easier
  • 00:08:20
    than stringing a bunch of noes together
  • 00:08:22
    with the material designer you can
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    select any object and create a material
  • 00:08:26
    new to this version is each Channel like
  • 00:08:28
    the color roughness and metallic have
  • 00:08:30
    their own layers for example in the
  • 00:08:32
    color Channel I could change the first
  • 00:08:34
    layer to be a solid color then add a new
  • 00:08:36
    layer on top of it with a texture mask
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    to hide part of it and then I can edit
  • 00:08:40
    the layers of the roughness separately
  • 00:08:42
    to break up Its Reflection with grunge
  • 00:08:45
    and scratches this can also edit
  • 00:08:47
    existing materials if you have all the
  • 00:08:49
    textures just drag it in and it will
  • 00:08:51
    automatically know what textures belong
  • 00:08:53
    to each Channel we can start using the
  • 00:08:55
    layer system to modify it quickly
  • 00:08:57
    there's been General improvements to
  • 00:08:59
    Lumin lighting across the board this
  • 00:09:00
    update Hardware raate tracing is now
  • 00:09:02
    significantly faster with the goal of
  • 00:09:04
    achieving 60 frames per second on
  • 00:09:06
    current gen consoles Global illumination
  • 00:09:08
    now supports hit lighting which produces
  • 00:09:11
    more physically accurate bounce lighting
  • 00:09:13
    my favorite feature is a new noise
  • 00:09:15
    reduction algorithm for reflective
  • 00:09:17
    surfaces previously when it came to
  • 00:09:18
    metal surfaces the reflections can look
  • 00:09:20
    really noisy now in UE 5.5 that noise
  • 00:09:24
    has been almost completely removed every
  • 00:09:26
    new version of unreal is a huge leap
  • 00:09:28
    forward for graphics unreal's animation
  • 00:09:30
    tool called sequencer got some upgrades
  • 00:09:33
    in case you don't know sequencer is U
  • 00:09:35
    5's timeline which is where we create
  • 00:09:37
    and key frame all of our animations now
  • 00:09:39
    we have access to Advanced deformers
  • 00:09:42
    like luses which are featured heavily in
  • 00:09:44
    other animation programs like blender
  • 00:09:47
    with these deformers we can morph the
  • 00:09:49
    geometry in real time for example moving
  • 00:09:52
    any of these points we'll change the
  • 00:09:53
    statue's geometry we can also animate it
  • 00:09:56
    to create some crazy deformations on
  • 00:09:58
    characters and object s that previously
  • 00:10:00
    we couldn't do there's also a squash and
  • 00:10:02
    stretch tool and you can program your
  • 00:10:04
    own deformation tools for specific
  • 00:10:06
    animations the sequencer user interface
  • 00:10:08
    is much more usable with What epic is
  • 00:10:10
    calling a dynamic interface most of our
  • 00:10:13
    cinematics end up having a lot of tracks
  • 00:10:15
    so we can now isolate certain tracks to
  • 00:10:17
    just focus on them hide other tracks or
  • 00:10:20
    filter for specific objects for example
  • 00:10:22
    seeing all the lights currently being
  • 00:10:24
    animated added in 5.5 is animation
  • 00:10:27
    layers on individual controls this means
  • 00:10:29
    that we can quickly edit existing
  • 00:10:31
    animations by adding new animations on
  • 00:10:33
    top of them without changing the
  • 00:10:35
    originals this functions exactly the
  • 00:10:38
    same as they do in Maya for example this
  • 00:10:40
    vampire scream looks weird because the
  • 00:10:42
    head is looking down not facing the
  • 00:10:43
    camera by selecting the head and adding
  • 00:10:46
    a new animation layer I can move the
  • 00:10:48
    head up to face the camera now the
  • 00:10:50
    animation is a lot better and I can
  • 00:10:52
    control how strong or how much effect
  • 00:10:55
    this layer has color grading is much
  • 00:10:57
    more straightforward with a user
  • 00:10:58
    interface that is very similar to
  • 00:11:00
    Dedicated color grading programs like Da
  • 00:11:02
    Vinci resolve previously all of our
  • 00:11:05
    color grading adjustments had to be done
  • 00:11:07
    in the post-process settings and it can
  • 00:11:09
    be very confusing making such fine
  • 00:11:11
    adjustments in a small window now all
  • 00:11:13
    the core settings to edit the color like
  • 00:11:16
    the saturation and white balance are
  • 00:11:18
    exposed in an easy to use window the
  • 00:11:20
    path Tracer is now production ready
  • 00:11:22
    which means it is fully featured and no
  • 00:11:24
    longer in beta it finally supports
  • 00:11:26
    volume metrics which are your fog and
  • 00:11:28
    clouds previous L we couldn't use
  • 00:11:30
    volumetric clouds in the path Tracer we
  • 00:11:32
    were stuck to textures now everything is
  • 00:11:34
    supported and it has a new denoiser
  • 00:11:36
    which makes rendering images faster this
  • 00:11:39
    just touches the surface you can check
  • 00:11:41
    out the release notes to see everything
  • 00:11:43
    added to the engine also don't forget to
  • 00:11:45
    like And subscribe for more unreal
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    videos unreal is more important than
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    ever because half of all next string
  • 00:11:51
    games are being made in ui5 there is no
  • 00:11:53
    better time to learn on real engine than
  • 00:11:55
    now luckily for you I have an entire
  • 00:11:57
    free course right here on YouTube
  • 00:11:59
    which goes over the essentials to learn
  • 00:12:01
    u5 you can learn how to create this
  • 00:12:03
    world you see right now you can check it
  • 00:12:05
    out Link in the description below
Etiquetas
  • Unreal Engine 5.5
  • Mega Lights
  • Lumen Lighting
  • Metahumans
  • Volumetric Clouds
  • Material Designer
  • Animation Tools
  • Game Development
  • Real-time Rendering
  • AI Animation