100:00:05,376 --> 00:00:08,704If you've never done baked sliding lightmap V's maybe new to200:00:09,472 --> 00:00:11,520Generally when doing architectural visualization300:00:15,360 --> 00:00:18,432All the waiting information is rendered into the 2D image or video you400:00:21,760 --> 00:00:23,552With directional lights ambient lights500:00:24,064 --> 00:00:25,856Shadows and their own images and whatnot600:00:26,112 --> 00:00:27,392Getting combine those later by Kem700:00:28,928 --> 00:00:31,744The big lighting is done in a similar fashion for real-time walk800:00:32,512 --> 00:00:34,560But in order for baked lighting to be created900:00:34,816 --> 00:00:36,864You first need to generate lightmap UV1000:00:37,888 --> 00:00:40,704Light Matthew V's work identically to material UV1100:00:41,216 --> 00:00:43,264They're just use for lighting information instead of1200:00:44,800 --> 00:00:49,408Allowing for a very high-quality Global illumination scene to render in real time1300:00:50,432 --> 00:00:55,296Gpus are still not powerful enough to handle true GI quality at real-time using dynamic1400:00:56,320 --> 00:00:57,600That's why we use baked light1500:00:58,624 --> 00:01:01,184Unreal Studio supports both Dynamic and static1600:01:02,208 --> 00:01:06,560Now the difference is dynamic lighting is a light that can have objects move past it1700:01:06,816 --> 00:01:10,144Or through it and they will project shadows and be affected by the Light1800:01:10,400 --> 00:01:11,424And the light itself can move1900:01:12,448 --> 00:01:17,568Now this is great for real-time simulations that involve a lot of moving parts and characters moving through2000:01:18,080 --> 00:01:19,872And it does project shadows and everything2100:01:22,688 --> 00:01:23,200Like my son like2200:01:24,224 --> 00:01:30,368But it can be very expensive because it's having to calculate these shadows and lighting at runtime every tick which could be 60 frames2300:01:30,624 --> 00:01:31,136II2400:01:31,648 --> 00:01:34,208It could be 90 frames a second in the case of VR whatever the2500:01:36,256 --> 00:01:38,048Now the other option would be static2600:01:38,560 --> 00:01:40,864So I can set my light to either stationary2700:01:41,376 --> 00:01:42,144Or static2800:01:42,400 --> 00:01:43,680And when you put it to static2900:01:43,936 --> 00:01:45,984Like it means that the light will be fully baked3000:01:46,240 --> 00:01:47,264There will be no dynamic3100:01:48,288 --> 00:01:49,568The Shadows won't be dynamic3200:01:49,824 --> 00:01:51,104The light can't move3300:01:51,360 --> 00:01:55,200And anyone that would move through it if you had a character move through it they would not budge3400:01:55,968 --> 00:01:56,480Everything is3500:01:56,736 --> 00:01:57,504Baked into the light3600:01:58,528 --> 00:02:03,392Now the good thing about static lighting is it doesn't have to be calculated the same way as Dynamic lighting it runtime3700:02:03,648 --> 00:02:04,672So you Save-A-Lot on3800:02:05,696 --> 00:02:09,792However the negative side of it is that it does take up more memory because you're having to beg the light3900:02:10,304 --> 00:02:11,072Switch obviously4000:02:11,584 --> 00:02:13,376Add space in the video card memory4100:02:13,632 --> 00:02:19,776Now the benefit that static or baked lighting has over Dynamic lighting is that just like with your renderer in three4200:02:22,080 --> 00:02:25,408Save you a you're going to be able to get that high quality lighting4300:02:25,664 --> 00:02:27,968So you're going to get Global illumination lighting4400:02:28,224 --> 00:02:29,