I really appreciated the phrase you humbly said at the end of the video "there' s nothing that special" after you have casually covered in 30 minutes how to set up four different lighting settings. Thanks a lot for the amazing content and thanks for sharing your knowledge with this amazing video!
This level of tutorial shouldn't be free but you did it anyway. I really hope you have a blessed life, everyone loves you, have a healthy mind and healthy body
I was really struggling with the sky exposure and scene exposure. After watching your video, I finally found a solution. Thank you for such an informative video!
hey i just loved your way of approach especially the trick to retain highlights on the leaves, i have a question for you is there a way to achieve the same trick without using HDRI's ? and just use volumetric clouds sky light and sunlight... would be great if you
hi! amazing tutorial thank you! For the part of orienting the direction light at 9:25 you can use ctrl+alt+L to control it freely and see an arrow symbolizing its orientation!
Beatiful video!, ive been using Unreal for a couple of years now, learned a lot and always learning more, and you showed me a couple more tricks here! Thank you so much!
Wow one of the best videos on lighting, what an amazing trick, i been struggling with balancing lights interiors and exteriors, as well as blownout skies, thank you! do more of this
Great video! The workflow and some of the settings in the post process volume I knew nothing about. Tip for changing the rotation of the directional light, you can press CTRL+L to adjust it easier.
Great tutorial! The bug at 26:52 is likely due to the DirectionalLight being set to Stationary instead of Movable. With Lumen, all the lights should be set to Movable. Same for the two lights at the end, next to the arch.
how does it actually differ from just adjusting exposure? Does it boost the speculars that much from having very high skylight intensity that you wouldn't get otherwise? and isn't adjusting EV the same as exposure? EV just works as an eye adaptation feature with min and max exposure values. I'm just genuinely curious if theres something behind this or is it just your way of doing things.
just as a tip, you can rightclick on infinite and add to favorite, then upper at post process there is a star, so h ave set convolution and exposure etc to fav to safe time xD
hello man first of all I wanted to thank you for your work that you offer us for free, it's great. On the other hand, I have a little problem when I want to make my renderings, everything is different compared to my preview on the screen, how can I fix this?
Well done, that looks so good. Two questions: 1) Does the "Sky Atmo pro" Blueprint do much the same as you have done here? and 2) is it available for Unreal Engine 5.4? If the answer is yes and yes, I am going to buy it 🙂.
Thank you so much for the good tutorial. What are the benefits of using 100000lux for the intensity value when using LUMEN, which is different from using the default 10lux? Maybe other indirect values don't work well when using 100000lux.
You just really changed the way I was lighting my scenes. This was very helpful. Please make more on lighting scenes and your thought processes. Thankyou again. Sending Love from Pakistan. 🇵🇰 😊 ❤️
Thank you for this tutorial, awesome tips! I'm wondering, since you didn't go over 100 in the HDRI Backdrops Intensity (not the skylight), is it uncommon to go higher? Say 200-300? Or did your sample scene and HDRI just not need anything higher than 100? I'm guessing this value is visual preference for our backdrops brightness... but was curious to see if I'm wrong and shouldn't need to go over 100.
the one thing that didnt work for me whetever i tweak is fog. its barely visible with these high numbers in HDRI and skylight i tried to add values in fog but it looks all wrong maybe there are any advices? or i missed something? all volumetric is on and all looks good with standard values
I don’t understand your Skylight settings in the HDRI-Backdrop. When I turn the intensity to 1000 or even 1500, everything is super bright and basically just white. I have to dial it back to something like 10 to look normal. What am I doing wrong?
You need to then put a post-proccess volume, then in the Lens > Exposure settings tune the EV100 options to like 8-10 for day. Also remember to check the box for the infinite extent (unbound) in the post proccess volume.
I'm using UE 5.3. I've tried this with so many different HDRIs including Unreal's hdris. When I enter the initial hdri values it blows it out so much more than yours, then no values even close to yours in the post process can correct it.
I really appreciated the phrase you humbly said at the end of the video "there' s nothing that special" after you have casually covered in 30 minutes how to set up four different lighting settings. Thanks a lot for the amazing content and thanks for sharing your knowledge with this amazing video!
@@marcolivorno9881 thank you
very nice work
This is the best unreal engine exterior lighting tutorial out there. Amazing your knowledge. Thank you !!!!!
not really. The exposure is wrong here. You cant expose both for foreground and the sky
The quality of this is insane.. some might say unreal! Great work!!
Thank you glad to hear that
This level of tutorial shouldn't be free but you did it anyway. I really hope you have a blessed life, everyone loves you, have a healthy mind and healthy body
@@sibudi6158 thank you i believe that what you give what you get
I was really struggling with the sky exposure and scene exposure. After watching your video, I finally found a solution. Thank you for such an informative video!
Karim, the more I test/try your method, the more I am learning! Thank you for sharing the secrets with us. My lighting looks amazing now!
Happy to help!
wonderful , just wonderful
hey i just loved your way of approach especially the trick to retain highlights on the leaves, i have a question for you is there a way to achieve the same trick without using HDRI's ? and just use volumetric clouds sky light and sunlight... would be great if you
hi! amazing tutorial thank you! For the part of orienting the direction light at 9:25 you can use ctrl+alt+L to control it freely and see an arrow symbolizing its orientation!
A fantastic tutorial. I believe that Karim comes from "Kareem", meaning Generous. Thanks for this very generous video!
Love how you say post processering 😍❤
My gratitude knows no bounds)) This is the best unreal engine lighting tutorial!!!
@@mariarudenko9787 thanks 😊
Amazing! There's already so much photorealism achieved by doing the local exposure changes in post process
Beatiful video!, ive been using Unreal for a couple of years now, learned a lot and always learning more, and you showed me a couple more tricks here!
Thank you so much!
Thank you happy to help
GREAT VIDEO SEEN EVER 2024
Wow one of the best videos on lighting, what an amazing trick, i been struggling with balancing lights interiors and exteriors, as well as blownout skies, thank you! do more of this
Glad it helped!
This is a great tutorial Karim, I bought your Sky Atmo Pro, but knowing all this level of details is amazing!
Thanks happy to hear that
Great video! The workflow and some of the settings in the post process volume I knew nothing about. Tip for changing the rotation of the directional light, you can press CTRL+L to adjust it easier.
Great tutorial!
The bug at 26:52 is likely due to the DirectionalLight being set to Stationary instead of Movable. With Lumen, all the lights should be set to Movable.
Same for the two lights at the end, next to the arch.
Try turning on the real time capture in the skylight so the changes are automatically updated. Love your videos man, great job!😍
if i do that it will capture the base color only but i want to capture the main HDRI lights
amazing content thank you for sharing.
I learned a lot after watching your tutorial. Thank you so much.
It would be sooo so awesome if u did a full toturial on this scene. With everything!
The best UE exterior lighting tutorial ever seen!!! Which forest asset you diid you use here? looks very natural!!
Thank you Karim, lighting in UE is still a mystery to me.
my pleasure
how does it actually differ from just adjusting exposure? Does it boost the speculars that much from having very high skylight intensity that you wouldn't get otherwise? and isn't adjusting EV the same as exposure? EV just works as an eye adaptation feature with min and max exposure values. I'm just genuinely curious if theres something behind this or is it just your way of doing things.
Awesome, thank you for taking the time to share your knowledge
it's my pleasure
Absolutely awesome tutorial man, thank you so much for sharing this knowledge.
As a beginner, thank you very much for your tutorial🤝
This tutorial is pure Gold. Thanks man!!
you're very welcome
Awesome tutorial, thank you so much Karim
just as a tip, you can rightclick on infinite and add to favorite, then upper at post process there is a star, so h ave set convolution and exposure etc to fav to safe time xD
wa! thank you!!!
hello man first of all I wanted to thank you for your work that you offer us for free, it's great. On the other hand, I have a little problem when I want to make my renderings, everything is different compared to my preview on the screen, how can I fix this?
Very informative. Great work and thanks for the tips.
My pleasure
عاش يا ستاذ كريم نتعلم منك
تسلم يارب
Well done, that looks so good. Two questions: 1) Does the "Sky Atmo pro" Blueprint do much the same as you have done here? and 2) is it available for Unreal Engine 5.4? If the answer is yes and yes, I am going to buy it 🙂.
Thank you so much for the good tutorial. What are the benefits of using 100000lux for the intensity value when using LUMEN, which is different from using the default 10lux? Maybe other indirect values don't work well when using 100000lux.
Great job 👌👏👏
Thanks 😊
Awesome! Thank you! Would love to see a video of your workflow building a scene like this from scratch!
Thanks man, so much informations only in 30 min video !! really shokran :)
진심으로 매우 감사합니다. 나의 그림 그리기 실력 향상에 많은 도움이 되었습니다.^^!
Appreciate your knowledge ✨
Thanks
Thanks for the brilliant informed tutorial. I would like to know that this kind of technique can be used in games or only for cinematic?
Both for sure
Thanks again. I'm watching your old tutorials, very useful. I will learn a lot from you inshaallah, pliz don't delete old videos from your channel.
Great breakdown of the lighting. Interesting tip about the specularity on the leaves
wow, amazing.
Thank you
Hello Mr Karim that is very helpfull tutorial and please can you share high fog bluprint in other way because i can't enter your site
this was excellent, thank you. I will join your courses
proud of you Karim well done perfect tips and tricks
hi - can you post the link to this HighFog blueprint, I can't find it - thanks for your great work
Well done
Wow ❤❤❤
Thanks
You just really changed the way I was lighting my scenes. This was very helpful. Please make more on lighting scenes and your thought processes. Thankyou again. Sending Love from Pakistan. 🇵🇰 😊 ❤️
How can I Like this more than 50 times?
Really Nice work Brother Karim!
Thank you
i love it I'm looking forward to more videos like this♥♥
More to come!
your videos are a gift! thank you Karim
wow, great tutorial video - thanks - can you post the link to this HighFog blueprint, I can't find it
Hi, its a good tutorial!! thanks you very much. please whats the trees collection you used for the scene? thanks
Top tier Tutorial
Thank you
Very nice explanation
Can I know if I always have to use HDRI?
Thank you for this tutorial, awesome tips! I'm wondering, since you didn't go over 100 in the HDRI Backdrops Intensity (not the skylight), is it uncommon to go higher? Say 200-300? Or did your sample scene and HDRI just not need anything higher than 100? I'm guessing this value is visual preference for our backdrops brightness... but was curious to see if I'm wrong and shouldn't need to go over 100.
Thank you for sharing your great knowledge. Learned a lot from it.
Great tutorial!
Thank you
Amazing!!!
Thanks!!
Bravo Karim
Thank you ❤
awesome video, thanks.
Very good tutorial! Will bookmark this :) Thank you!
the best of the best!
Thanks Bro! Very Helpful.
you are the first who really taught me something :) thank you very much...i love this knowledge.
great work
Thank you for all the tips.
my pleasure
God of lights!!!
My like was a 1000 one! Very nice and informative tutorial, you dont get something that clean very often!
Very helpful. Thank you.
ماشاء الله عليك والله امكانيات جهازك ايه يا هندسه
عملتلك فولو
This is what I say quality content
What’s your global illumination and reflection settings in the post processing tho? Did you use lumen?
Just lumen
@@lynkoLight awesome. thanks man. very useful tutorial
Thank you so much, you are a legend
Nice one ! thank you Karim
my pleasure
Thank you very much! it was really helpful to me!!!
Awesome lighting guide, thank you!
Thank you for taking time to create this tutorial! Amazing
Some great sauce revealed here! Thanks for sharing Karim😃👍
Will you be updating Sky Atmo Pro_BP to UE5.4 or can we just migrate it from 5.3 to 5.4?
It works on any new version
I enjoyed this soo much, thank you!
Learning it from the best! ❤
really good! ❤
Thanks a lot for this useful tutorial. Much appreciated!
the one thing that didnt work for me whetever i tweak is fog. its barely visible with these high numbers in HDRI and skylight
i tried to add values in fog but it looks all wrong
maybe there are any advices? or i missed something?
all volumetric is on and all looks good with standard values
like👍
❤❤
wow! im leaving a sub
🥰
@Kiram abuo shousha Do you think path tracing is worth it? Having a hard time switching from redshift.
I don’t understand your Skylight settings in the HDRI-Backdrop. When I turn the intensity to 1000 or even 1500, everything is super bright and basically just white. I have to dial it back to something like 10 to look normal. What am I doing wrong?
You need to then put a post-proccess volume, then in the Lens > Exposure settings tune the EV100 options to like 8-10 for day. Also remember to check the box for the infinite extent (unbound) in the post proccess volume.
🔥🔥
how can you transition to different time of days smoothly with this?
How did you change the wind turbulance in the trees and shrubs? The default is almost like the trees are water.
Thnx alot bro 🙏
it's my pleasure
I'm using UE 5.3. I've tried this with so many different HDRIs including Unreal's hdris. When I enter the initial hdri values it blows it out so much more than yours, then no values even close to yours in the post process can correct it.
I am blown away, thank you so much for this video!