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Course Content
1.1 Introduction and goals
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1.2 What is lighting?
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1.3 Lighting in gameplay and cinematics
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1.4 Directing the viewer eyes
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1.5 Guide the player
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1.6 mood
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1.7 Revealing a characters personality
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1.8 Volumes and Depth
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1.9 Composition
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1.10 Focus
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1.11 Guidelines and Negative Space
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2.1 Install UE5 and set up the project for baked light
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2.2 UI and basic controls
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2.3 Import a product from the marketplace
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2.4 Directional Light, Skylight and Sky atmosphere
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2.5 Exponential fog and local fog
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2.6 Rect light, Spot light and point light
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2.7 Color temperature
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2.8 Reflections
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2.9 Static, Stationary and Movable light
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2.10 Lightmaps
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2.11 Bake the directional light and skylight
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2.12 Exercise 1
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3.1 Why bake lighting?
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3.2 Exposure
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3.3 Moodboard and lighting base for an indoor stage
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3.4 GPU Lightmass
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3.5 Create an emissive material
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3.6 Fog on interiors
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3.7 Blueprint lights and Light function material
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3.8 Lighting in a video game
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3.9 Light Optimization
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3.10 Post process and color grading
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3.11 Final render
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3.12 Dynamic and rasterized light
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4.1 Ray Tracing
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4.2 IA in videogames
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4.3 Lumen (software ray-tracing)
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4.4 Interior lighting with Lumen
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4.5 Hardware ray-tracing
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4.6 Exterior lighting tools w Lumen
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4.7 Gobo materials & IES
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4.8 Physically Based Lighting
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4.9 Balancing lighting in an open world with PBL
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4.10 Overcast & night lighting with PBL
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4.12 Sublevels
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4.13 Create depth, make the composition work and direct the player’s gaze
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4.14 Combining art direction with player guidance
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4.15 Stylish lighting with PBL
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4.16 Optimizing the light setup with Lumen
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