All right now that we're here we want to get the lighting right and I'm going use static lighting to
do it because that's how we can get the best G-I and the most realistic looking lighting going on.
OK so what we want to do what we can do is just change the light source to static if we want because
then it's going to be baked in.
But I'm OK with that now for doing a light bag we need to make sure all our light maps settings are
very good.
So the best way to do that is going to where it says live right here click on it go to optimization
view modes and go to light density.
And as I've explained before anything that's blue is very low resolution and the shadows are going to
look really choppy and pixilated on there because the lighting is so small and your lighting just will
look bad in general.
So probably the easiest way to fix this is to just go to all these different objects and override the
light material and turn it up until it's nice and green so you'll notice that it tops out at 40 96.
That is the maximum it can go and it's still just barely hitting green.
So that one would need to be matched better in Sketchup in order to make it work properly.
This is too much too big of an object to map with a 40 by 96 map and make everything high resolution.
So keep that kind of thing in mind.
We can select one of these columns and then go to select
matching all classes.
OK.
And it selects all the columns that are similar here.
You can overwrite all of those together by hard coding it in to say 512.
Looks good maybe 10:24 OK.
Now you see the mapping isn't exactly right on all these things.
That's where Sketchup is going to fall short.
It doesn't have all the tools necessary to make this stuff just right.
Let's select a bunch of this stuff and make sure everything is being rendered at high enough resolution.
OK everything's fine except for this wall here so let's do it individually.
Go higher.
Get good.
Put this door.
OK.
So we'll just go through this and do this with all these different objects we're looking good.
Now another thing you could do is re-import.
Right here you could go to re-import and it will bring in everything all together and what you can do
is here is make it on the static mesh options make a minimum like resolution of let's say 256 max resolution
of forty ninety six.
OK.
And you can re-import it again.
Now you don't want to get carried away with that because you want to put it as low as you possibly can
get away with because that will really speed up your light big times and all those kind of things.
So you don't want to just make it all super crazy high resolution but that is a way on the import settings
you can change.
OK I'm just going to go manually through them.
Pick all these up.
Get everything working right.
Will pause the video and I'll see you on the other side.
Oh.
There is one other way you can modify all this at the same time too.
You can go into content Kaster Polacks you can go into here into geometries where you imported with
your data Smith right select all the geometries that are associated with this data import and then go
to assett actions.
And say poke at it via property matrix.
OK and all that all the way buried down under here.
I'll be selected you can change the minimum map 256.
And this isn't going to change the overriding that we've already done.
It will just change the minimum on all of those two 2:56 everything is good.
Now if you look at here by MAP density everything is at least green.
Bottom one is still a little bit problematic but it's barely pushing into the green so that's good.
OK so what do we do now.
Everything says preview on it.
You'll notice preview preview preview because we haven't beat the light yet.
So now with all the light snap settings correct we can bake the light.
Let's go to build like all the preview and just build the lighting only.
This will take significantly longer after you up the resolution of all the light maps.
However with this file it shouldn't take that long depending on your computer and I'll show you some
settings we can do to make it even better.
That will of course up your light settings your light times even more but you can up the quality of
your rendering.
OK after the light break it's looking like this which is pretty cool but overly bright I put in.
Remember we need to put in some certain things like a post-process volume I dragged it in here scaled
it up to close my scene.
We can then go into the post-process volume and change some of the settings to make it maybe look more
correct maybe not so exposed.
We want this one you had to be inside of the post-processing thing for it to work.
And then I've also been adjusting the atmospheric fog.
You can turn that up and down get too high then we're going to have a lot of blooming going on.
That's ok though I kind of like this.
Now you see that there's all these little white dots around those are basically seen root actors basically
like dummy object if you hit G for game mode and then you won't see those anymore.
Anyway the lighting is pretty nice here.
I like this.
If you look up under the eaves everything's looking good up here.
This is cool if you go into lighting only mode right here are detail lighting.
And you see everything is quite nicely.
You have a nice shadow coming Koslow stairs.
And you could go in and correct a lot of this stuff and make it even better.
What I was showing you this already took me quite a while to do this because my computer is very powerful
here but I've showed you in other settings too where you could go into air and other videos go into
the light my settings here and up your your quality settings with these five things right here.
OK.
So that's another option for you but we're going to go with this we've got our big lighting we've got
our our scene here.
It looks pretty good.
What I'm going to do now is well what's cool about this is from sketch up to now you know it took a
few minutes to get to a point where we can walk around in here.
There's no light in here because there's no light in here because oh how is that one outside light and
this door is closed so inside is not lit.
I could put some interior lights in there and back again.
But the point is with this we now have a nice kind of fully rendered scene that we can walk around which
is better than what we had in Sketchup.
Now if I took this and added a collision to it make sure there's a collision on this by going into the
static mesh.
You can show simple collisions here.
There's nothing there we can then go and box simplified collision.
Right.
And then there it is.
OK.
Safe.
Now we can take a nap.
Masch.
Mesh bounds volume and intersected here make sure we're not in game mode so you can see it hit P to
show us the preview of the navigation mesh and you can see where the navigation mention is hitting the
collision.
Then we now have navigation.
So let's make it so we can navigate all out in front of this temple here.
So let's just scale it nice and big.
Right so we've seen all this before with other vr videos.
But now now we can navigate with VR.
The only other thing we need would be to be our pawn right.
Because we started with the VR template.
It should be in here.
So motion controller part if you start to be in motion controller it's right here.
You'll be able to put that in here right there.
Run it right at ground level there.
And we need to make sure that it is the one that we are going to be possessing are our controls are
going to possess that pawn on start.
If we set it to auto precess player 0.
See if that works OK.
Now standing in here is awesome because you see how enormous this place is.
I don't know if it's at the right scale or not but wow this is cool.
I think it is problem.
And it's amazing.
So this is where VR is just awesome.
So from sketch out to VR and walking around and see if I can get some navigation going from Sketchup
to walking around your model an unreal engine.
You know it took a matter few minutes and here we are.
This is a powerful tool.
This is where religion is awesome.
There are other software out there that make it easier faster but they don't have advanced capabilities
that religion does with like baking and blueprints.
And those kind of things so they are great for doing basic things but when you want to get custom and
you want to get advanced you'll find yourself running into roadblocks.
That's my opinion but here you go.
Unreal Engine This is the real deal.
Big lighting fantastic looking.
OK.
And that's just with basic Sketchup materials you could make this look so much more advanced with really
nice materials and you could really get into that you could make.
I mean the sky's the limit.
Blueprints to make things interactive and here you could make this into an animation where you're standing
here on the porch and the temple is crumbling and falling down.
If you really want to go crazy.
But yeah so basically the point of this was to show how easily you can get Sketchup into an unreal engine
have it basically rendered and be able to walk around it and navigate using virtual reality.
OK from the next video we'll see some other things that we can do with this exact same file because
it doesn't stop here we can walk around.
VR or we can spit out screenshots.
But the nice thing is with Unreal Engine we have so much more capabilities too.
So next we're going to look at spinning off some animations using the same file.