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In this tutorial, we’ll talk about: 1. The usefulness of baked lighting instead of using dynamic global illumination when trying to eliminate flicker and instability resulting from Lumen GI. 2. The difference between lighting that is “correct” and lighting that looks good. 3. How to use the Motion Design tools to procedurally scatter objects like asteroids around a scene quickly and easily. In the process of making this remote space ambience video, I was continually running into Lumen GI issues, which caused flickering as well as unnatural and inconsistent lighting. I tried every fix I could think of, until I remembered that baked lighting was a thing. After some research and testing, I found it to be the perfect solution for this scene, and it completely eliminated the artifacts so commonly associated with Lumen GI. I also made quick use of the Motion Design tools in Unreal Engine 5.5 to scatter asteroid meshes around the scene in a natural way. We also talk briefly about how using references and thinking cinematically can improve the quality of the lighting in a scene, rather than strictly sticking to what would be “realistic”. Chapters: 00:00 Intro 00:42 How Baked Lighting Fixed Lumen Issues 4:51 Lighting for Good vs “Correct” 6:25 Decal vs Surface Emissive Materials 7:25 How to Bake with GPU Lightmass 13:20 Placing Meshes with Motion Design Tools #ue5 #ue #unrealengine #tutorial #cgi #cg #3d #3dart #learning #education #lighting #gpulightmass #bakedlighting #techniques #unrealenginetutorial #space #ambience #asmr #scifi #cinematic #lumen #gi #globalillumination