Unreal Engine 5์—์„œ ๋„์ž…๋œ Lumen์€ ์‹ค์‹œ๊ฐ„ ๊ธ€๋กœ๋ฒŒ ์ผ๋ฃจ๋ฏธ๋„ค์ด์…˜(GI) ์‹œ์Šคํ…œ์ž…๋‹ˆ๋‹ค. Fake GI ํ…Œํฌ๋‹‰์€ Lumen์˜ ๊ฐ„์ ‘๊ด‘์ด ์ „์—ญ์ ์œผ๋กœ ๊ณ„์‚ฐ๋˜๋Š” ํŠน์„ฑ์„ ํ™œ์šฉํ•˜์—ฌ, ๋ณด์ด์ง€ ์•Š๋Š” Emissive Material๋ฅผ ์žฅ๋ฉด์˜ ์•”๋ถ€(์–ด๋‘์šด ์˜์—ญ)์— ๋ฐฐ์น˜ํ•ด์„œ ์ž์—ฐ์Šค๋Ÿฝ๊ฒŒ ๊ฐ„์ ‘๊ด‘์„ ์ถ”๊ฐ€ํ•˜๋Š” ๋ฐฉ๋ฒ•์ž…๋‹ˆ๋‹ค.

์ด ๊ธฐ๋ฒ•์„ ํ†ตํ•ด ์ง์ ‘๊ด‘์„ ์‚ฌ์šฉํ•˜๋Š” ๊ฒƒ๋ณด๋‹ค ๋” ๋ถ€๋“œ๋Ÿฝ๊ณ  ์ž์—ฐ์Šค๋Ÿฌ์šด ๊ฐ„์ ‘๊ด‘ ํšจ๊ณผ๋ฅผ ๋งŒ๋“ค ์ˆ˜ ์žˆ์Šต๋‹ˆ๋‹ค.

์„ค์ • ๋ฐฉ๋ฒ•

์–ธ๋ฆฌ์–ผ์—์„œ ๋„“์€ Plane ๋˜๋Š” Box Mesh ๋ฐฐ์น˜ํ•ฉ๋‹ˆ๋‹ค. ๊ทธ๋ฆฌ๊ณ  Fake GI๋ฅผ ๊ตฌํ˜„ํ•˜๊ธฐ ์œ„ํ•ด์„œ๋Š” ๋””ํ…Œ์ผ ํŒจ๋„์—์„œ ๋‹ค์Œ๊ณผ ๊ฐ™์ด ์˜ค๋ธŒ์ ํŠธ๋ฅผ ์„ค์ •ํ•ด์•ผ ํ•ฉ๋‹ˆ๋‹ค.

์˜ค๋ธŒ์ ํŠธ ์„ธํŒ…

Hidden In Game: ์ฒดํฌ โœ… ๊ฒŒ์ž„ ์‹คํ–‰ ์‹œ ์˜ค๋ธŒ์ ํŠธ๊ฐ€ ํ™”๋ฉด์— ๋ณด์ด์ง€ ์•Š๋„๋ก ์„ค์ •ํ•ฉ๋‹ˆ๋‹ค.

Affect Indirect Lighting While Hidden: ์ฒดํฌ โœ… ์˜ค๋ธŒ์ ํŠธ๊ฐ€ ์ˆจ๊ฒจ์ง„ ์ƒํƒœ์—์„œ๋„ ๊ฐ„์ ‘๊ด‘ ๊ณ„์‚ฐ์— ์˜ํ–ฅ์„ ๋ฏธ์น˜๋„๋ก ์„ค์ •ํ•ฉ๋‹ˆ๋‹ค. ์ด ์˜ต์…˜์ด Fake GI์˜ ํ•ต์‹ฌ์ž…๋‹ˆ๋‹ค.

๋จธํ‹ฐ๋ฆฌ์–ผ ์„ธํŒ…

Material์„ ์ƒ์„ฑํ•˜๊ณ  Emissive Color๋ฅผ ์—ฐ๊ฒฐํ•˜์—ฌ ๋ฐœ๊ด‘ ๊ฐ•๋„์™€ ์ƒ‰์ƒ์„ ์กฐ์ ˆํ•ฉ๋‹ˆ๋‹ค.

์—ฐ๊ฒฐ ๊ตฌ์กฐ

graph LR
    A["Emissive Color<br/>(์ปฌ๋Ÿฌ)"] -->|RGB| C[Multiply]
    B["Intensity<br/>(๊ฐ•๋„)"] -->|Scalar| C
    C -->|Result| D["MM_FakeGI<br/>Emissive Color"]
    
    style A fill:#f9e4b7,stroke:#333,stroke-width:2px
    style B fill:#90EE90,stroke:#333,stroke-width:2px
    style C fill:#FFB6C1,stroke:#333,stroke-width:2px
    style D fill:#90B1C6,stroke:#fff,stroke-width:2px

ํŠน์ง•

์žฅ์ 

  • ์ง์ ‘์ ์ธ ๋ผ์ดํŠธ ์†Œ์Šค๋ฅผ ์ถ”๊ฐ€ํ•˜์ง€ ์•Š๊ณ ๋„ ๊ฐ„์ ‘๊ด‘ ํšจ๊ณผ๋ฅผ ์–ป์„ ์ˆ˜ ์žˆ์Šต๋‹ˆ๋‹ค.
  • Lumen์˜ ๊ฐ„์ ‘๊ด‘ ๋ฒ”์œ„๋ฅผ ์„ธ๋ฐ€ํ•˜๊ฒŒ ์ œ์–ดํ•  ์ˆ˜ ์žˆ์Šต๋‹ˆ๋‹ค.
  • ์ง์ ‘๊ด‘๋ณด๋‹ค ์ž์—ฐ์Šค๋Ÿฌ์šด Fill Light ํšจ๊ณผ๋ฅผ ์—ฐ์ถœํ•  ์ˆ˜ ์žˆ์Šต๋‹ˆ๋‹ค.

์ฃผ์˜์‚ฌํ•ญ

๊ธฐ๋ณธ์ ์œผ๋กœ ๋ฉด์ ์ด ์ถฉ๋ถ„ํžˆ ํฌ๊ณ , ๊ณผ๋„ํ•˜๊ฒŒ ๋ฐ์ง€ ์•Š์€ Emissive ๋ฐœ๊ด‘์ฒด๋ฅผ ์‚ฌ์šฉํ•˜๋Š” ๊ฒƒ์ด ์•ˆ์ •์ ์ธ ๊ฒฐ๊ณผ๋ฅผ ์–ป๋Š” ๋ฐ ์œ ๋ฆฌํ•ฉ๋‹ˆ๋‹ค.

GI Artifact ๋ฐฉ์ง€

Lumen์—์„œ ํฌ๊ธฐ๊ฐ€ ์ž‘๊ณ  ๋ฐ๊ธฐ๊ฐ€ ๊ฐ•ํ•œ ๋ฐœ๊ด‘์ฒด์ผ์ˆ˜๋ก GI ๋…ธ์ด์ฆˆ๋ฅผ ๋ฐœ์ƒ์‹œํ‚ฌ ์ˆ˜ ์žˆ์Šต๋‹ˆ๋‹ค.

Tip

Emissive๋Š” ๋Ÿฐํƒ€์ž„ ๋ผ์ดํŠธ๋ณด๋‹ค ๋น„์šฉ์ด ๋‚ฎ์ง€๋งŒ, ๋ฐœ๊ด‘ ๋ฉด์ ์ด ์ž‘์„์ˆ˜๋ก ์ƒ˜ํ”Œ๋ง์ด ๋ถˆ์•ˆ์ •ํ•ด์ง„๋‹ค.

Lumen Scene ๋ฌธ์ œ ๋ฐฉ์ง€

๋ฐœ๊ด‘์ฒด์˜ ํฌ๊ธฐ๊ฐ€ ์ž‘์„์ˆ˜๋ก ํŠน์ •๊ฑฐ๋ฆฌ์—์„œ ๋ฐœ๊ด‘์ฒด๊ฐ€ ๊ฐ‘์ž๊ธฐ ์‚ฌ๋ผ์ง€๋Š” ํ˜„์ƒ์ด ๋ฐœ์ƒํ•ฉ๋‹ˆ๋‹ค. ์ด๋Š” Lumen์ด ์”ฌ์„ ๋‹จ์ˆœํ™”ํ•˜์—ฌ ๊ณ„์‚ฐํ•˜๋Š” ๊ตฌ์กฐ์™€ ๊ด€๋ จ์ด ์žˆ๋Š”๋ฐ ์ž‘์€ ๋ฉ”์‰ฌ๋Š” ๊ฑฐ๋ฆฌ ๊ธฐ๋ฐ˜ ์ตœ์ ํ™” ๊ณผ์ •์—์„œ ์ œ๊ฑฐ๋˜๊ฑฐ๋‚˜ ๋‹จ์ˆœํ™”๋˜๊ธฐ ์‰ฝ๊ธฐ ๋•Œ๋ฌธ์ž…๋‹ˆ๋‹ค.

์ด ๊ฒฝ์šฐ Post Process โ†’ GI - Lumen Scene Detail์˜ ๊ฐ’์„ 2~4์ •๋„๋กœ ์˜ฌ๋ฆฌ๋ฉด ๊ฐœ์„ ํ•  ์ˆ˜ ์žˆ์–ด์š”. ๋˜ํ•œ ๋ฐœ๊ด‘์ฒด์˜ ๋ฉด์ ์ด ํด์ˆ˜๋ก ์›๊ฑฐ๋ฆฌ์—์„œ๋„ ๋ฐœ๊ด‘์ฒด์— ์˜ํ•œ ๊ฐ„์ ‘๊ด‘์ด ์•ˆ์ •์ ์œผ๋กœ ์ ์šฉ๋ฉ๋‹ˆ๋‹ค.


์ƒˆ๊นŒ๋งŒ ์•”๋ถ€๋ฅผ ๋ณด์ •ํ•˜๋Š” ๋‘๊ฐ€์ง€ ๋Œ€์•ˆ

๋ชจ๋“  ์„ธํŒ…์„ ์™„๋ฃŒํ•œ ํ›„์—๋„ ์•”๋ถ€๊ฐ€ ์—ฌ์ „ํžˆ ์ƒˆ๊นŒ๋งฃ๋‹ค๋ฉด, Post Process์—์„œ ์ตœ์ข… ๋ณด์ •์„ ํ•  ์ˆ˜ ์žˆ์Šต๋‹ˆ๋‹ค.

์˜ต์…˜1. Sky Light Leaking

Post Process Volume์˜ Lumen GI ์„ค์ •์—์„œ Sky Light Leaking ๊ฐ’์„ ์กฐ์ •ํ•˜์—ฌ Fill Light ํšจ๊ณผ๋ฅผ ์–ป์„ ์ˆ˜๋„ ์žˆ์Šต๋‹ˆ๋‹ค.

์„ค์ • ์œ„์น˜: Post Process Volume โ†’ Lumen GI -ย Sky Lightย Leaking ์˜ˆ์‹œ๊ฐ’: 0.02 (๊ฐ„์ ‘๊ด‘์ด ์ „๋ฐ˜์ ์œผ๋กœ ๋ฐ์•„์ง‘๋‹ˆ๋‹ค) ์ด ๋ฐฉ๋ฒ•์€ Fake GI์™€ ๋ณ‘ํ–‰ํ•˜์—ฌ ์‚ฌ์šฉํ•  ์ˆ˜ ์žˆ์œผ๋ฉฐ, ์žฅ๋ฉด์˜ ์ „๋ฐ˜์ ์ธ ์•”๋ถ€ ํ†ค์„ ์กฐ์ •ํ•˜๋Š” ๋ฐ ์œ ์šฉํ•ฉ๋‹ˆ๋‹ค.

์˜ต์…˜2. Local Expoure - Shadow Contrast

Post Process Volume ์„ค์ •:

  • Local Exposure ํƒญ์—์„œ Shadow Contrast์„ ์กฐ์ ˆํ•ฉ๋‹ˆ๋‹ค.
  • ๊ถŒ์žฅ๊ฐ’: 0.8 (0.5 ์ดํ•˜๋กœ ๊ณผ๋„ํ•˜๊ฒŒ ์กฐ์ •ํ•˜๋ฉด ๋ถ€์ž์—ฐ์Šค๋Ÿฌ์šธ ์ˆ˜ ์žˆ์Šต๋‹ˆ๋‹ค)
  • ๋ ˆ๋ฒจ ์ „์ฒด์— ๊ท ์ผํ•˜๊ฒŒ ์ ์šฉ๋˜์–ด์•ผ ์ผ๊ด€์„ฑ ์žˆ๋Š” ๊ฒฐ๊ณผ๋ฅผ ์–ป์„ ์ˆ˜ ์žˆ์Šต๋‹ˆ๋‹ค.

์ฐธ๊ณ ์ž๋ฃŒ