We live in a time when we take all the content on the internet for granted and don't always find time to even leave a comment or like the video. I want to say thank you for what you do and how you help others by sharing your knowledge. It means a lot
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!
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
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
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!
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!
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.
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.
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.
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.
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.
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
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.
Thk you bro, is this realism that i needed because my texture is realistic with scaner but my light was an sh1t but in this video waa perfect for my scene, thak so much
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 🙂.
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
Thats a nice piece of knowladge here pal. But, no matter how much i try, no matter how many times i use exactly same values, same HDRI's, it all look like from 80's, its all dodgy, pixelated and such. I dont know if thats the case of diff sizes on meshes ? or something wrong with meshes themselfs....any idea ? i cannot add images here :( i will be gratefull for any tip of advice
To make sure that ue5 doesn't adjust autoexposure it is better if you turn autoexposure off. that fixed my issue with light flashing and then gets back to default value 1.0. I am not sure if this is the right way to do it though
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?
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. 🇵🇰 😊 ❤️
Can anyone explain why I always have a lighting discrepancy between what I see in the default viewport vs the cinematic camera viewport? Sometimes I can't change the lighting and no matter what I change the scene looks too dark. And when I final render, the exported PNG files always look different than the viewport. How do I make sure that what I see in the viewport is what gets rendered?
just wanna ask, do you create that environtment like tree and plant with pcg? i'm using an unreal engine and still placing one by one, looking at other people work it's make me curious about what they use for placing item like plant and tree, thanks if you answer for this question.
@@filippo3112 yeah i used too, that foliage system is really help me, like i want place grass and something, and are PCG is better than foliage system for making a forest and background? because my problem when i'm making background like forest is very not good.
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 don't know why but I can't set the cubemap intensity to 100. I just see a flash and then light returns at default state, no matter what value I place.
When i go into my Camera everything is blown out? But in the default viewport it looks great? I allready had some skylight and so on the scene before starting this toturial? What is going wrong :/
We live in a time when we take all the content on the internet for granted and don't always find time to even leave a comment or like the video. I want to say thank you for what you do and how you help others by sharing your knowledge. It means a lot
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
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
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
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!
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!
My gratitude knows no bounds)) This is the best unreal engine lighting tutorial!!!
@@mariarudenko9787 thanks 😊
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
A fantastic tutorial. I believe that Karim comes from "Kareem", meaning Generous. Thanks for this very generous video!
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!
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
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
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!
The best UE exterior lighting tutorial ever seen!!! Which forest asset you diid you use here? looks very natural!!
Thanks man, so much informations only in 30 min video !! really shokran :)
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.
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.
very nice work
Thank You so much!
Thank you,😊
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.
amazing content thank you for sharing.
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.
wonderful , just wonderful
Amazing! There's already so much photorealism achieved by doing the local exposure changes in post process
Absolutely awesome tutorial man, thank you so much for sharing this knowledge.
Really Nice work Brother Karim!
Thank you
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
hi - can you post the link to this HighFog blueprint, I can't find it - thanks for your great work
I learned a lot after watching your tutorial. Thank you so much.
Love how you say post processering 😍❤
i love it I'm looking forward to more videos like this♥♥
More to come!
This tutorial is pure Gold. Thanks man!!
you're very welcome
Very informative. Great work and thanks for the tips.
My pleasure
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.
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
Awesome, thank you for taking the time to share your knowledge
it's my pleasure
you are the first who really taught me something :) thank you very much...i love this knowledge.
Hi, its a good tutorial!! thanks you very much. please whats the trees collection you used for the scene? thanks
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 Karim, lighting in UE is still a mystery to me.
my pleasure
proud of you Karim well done perfect tips and tricks
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.
Very nice tutorial, In this scene if we have to run in a game in realtime, what kind of specs will we need? will it run fine on consoles like PS5 etc?
your videos are a gift! thank you Karim
Thk you bro, is this realism that i needed because my texture is realistic with scaner but my light was an sh1t but in this video waa perfect for my scene, thak so much
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 🙂.
wow, great tutorial video - thanks - can you post the link to this HighFog blueprint, I can't find it
My like was a 1000 one! Very nice and informative tutorial, you dont get something that clean very often!
@Kiram abuo shousha Do you think path tracing is worth it? Having a hard time switching from redshift.
Do you modify the material of the tree leaves before using them? I use the same QUIXEL mega scan models, and they don't look the same as yours.
Great job 👌👏👏
Thanks 😊
Awesome tutorial, thank you so much Karim
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 VIDEO SEEN EVER 2024
Great breakdown of the lighting. Interesting tip about the specularity on the leaves
Very nice explanation
Can I know if I always have to use HDRI?
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!!!
Appreciate your knowledge ✨
Thanks
Thats a nice piece of knowladge here pal. But, no matter how much i try, no matter how many times i use exactly same values, same HDRI's, it all look like from 80's, its all dodgy, pixelated and such. I dont know if thats the case of diff sizes on meshes ? or something wrong with meshes themselfs....any idea ? i cannot add images here :( i will be gratefull for any tip of advice
Awesome! Thank you! Would love to see a video of your workflow building a scene like this from scratch!
How did you change the wind turbulance in the trees and shrubs? The default is almost like the trees are water.
It would be sooo so awesome if u did a full toturial on this scene. With everything!
Thank you for sharing your great knowledge. Learned a lot from it.
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
As a beginner, thank you very much for your tutorial🤝
To make sure that ue5 doesn't adjust autoexposure it is better if you turn autoexposure off. that fixed my issue with light flashing and then gets back to default value 1.0. I am not sure if this is the right way to do it though
Very good tutorial! Will bookmark this :) 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?
عاش يا ستاذ كريم نتعلم منك
تسلم يارب
any ideea how to fix my project? i did enabled the settings you said it compiled a while and not it crushes every time....
awesome video, thanks.
thank you for this vid!!! somehow i havent min and max ev100, but then i google and found how to enable this setting
Just one quick question, all my HDRIs look overexposed.. its that ok or should i make them darker?
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. 🇵🇰 😊 ❤️
Nice one ! thank you Karim
my pleasure
this was excellent, thank you. I will join your courses
the best of the best!
Amazing!!!
Thanks!!
Thank you for all the tips.
my pleasure
Great tutorial!
Thank you
how can you transition to different time of days smoothly with this?
Can anyone explain why I always have a lighting discrepancy between what I see in the default viewport vs the cinematic camera viewport? Sometimes I can't change the lighting and no matter what I change the scene looks too dark. And when I final render, the exported PNG files always look different than the viewport. How do I make sure that what I see in the viewport is what gets rendered?
Thank you for taking time to create this tutorial! Amazing
Learning it from the best! ❤
just wanna ask, do you create that environtment like tree and plant with pcg? i'm using an unreal engine and still placing one by one, looking at other people work it's make me curious about what they use for placing item like plant and tree, thanks if you answer for this question.
there are many ways to place trees and meshes
one of these, perhaps the most used, is through the foliage system
@@filippo3112 yeah i used too, that foliage system is really help me, like i want place grass and something, and are PCG is better than foliage system for making a forest and background? because my problem when i'm making background like forest is very not good.
wow, amazing.
Thank you
Very helpful. Thank you.
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 enjoyed this soo much, thank you!
do you think that Ubisoft will going to use UE5 for next assassin creed or any other AAA games ?
I don't think so we have our internal softwares
@@lynkoLight is Anvil next is better than UE5 or very similar or almost same?
Is it hard to use and complicated same as UE5?
@@randomfootages9120 I can't talk about this I don't have permission 😐
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
Thanks Bro! Very Helpful.
Is this lighting optimised for game performance?
Sure you can use it for the game performance also
진심으로 매우 감사합니다. 나의 그림 그리기 실력 향상에 많은 도움이 되었습니다.^^!
I don't know why but I can't set the cubemap intensity to 100. I just see a flash and then light returns at default state, no matter what value I place.
Thank you so much, you are a legend
Awesome lighting guide, thank you!
wow! im leaving a sub
🥰
When i go into my Camera everything is blown out? But in the default viewport it looks great?
I allready had some skylight and so on the scene before starting this toturial?
What is going wrong :/