I love that you show there is no secret tool, no checkbox that makes it all work. Just a clever use of the basic tools, taste and practice. Very useful tutorial, even if just to compare approaches to lighting in UE :)
For your light block a small tip: you dont have to put masked material on it, you can check in details "actor hidden in game" + "hidden shadow", you can see in editor where u place it but it won't be visible in render or game!
Lovee your way of explaining. Been using UE for many years but never found such comprehensive lighting tips. Not even from paid courses. Really wish you could make a video showcasing archviz scene lighting.
Thanks for such a generous and succinct rundown of environment lighting in UE. It took me many months to learn comparable methods in C4D without this kind of guidance.
Wow, thankyou so much for sharing this. As a new artist I really appreciate it when experienced artists share there knowledge with the world. Thankyou!
This video is a real gem! I watched a bunch of tutorials, but could not achieve the result I needed. But this video finally allowed me to set up some decent lighting! But What about particle Effects? Most of them are practically black, even those that are supposed to glow!
Thank for sharing! Sometimes I tend to overdo too much, but at the end to archive the best result is better to make it simple! You show me different methods of how to use some settings thanks ✌🏼
I can't believe what i am seeing. All these feel like Industry level secrets hidden from Unreal community.. Epic should officially use your videos as documentation.. Damn..
It hurts to see that your channel is still a small channel. You deserve more.. What I feel is you are not promoting yourself better. Only thing I can point out is lack of proper Thumbnails.. Don't get me wrong. I was searching for this exact topic & hence I clicked on your video.. Otherwise, I wouldn't guess that beautiful render image(current thumbnail) is an explainer video of UE5 lighting.. Now-a-days people are not reading Video titles.. I am sorry if anything I said felt wrong. I genuinely feel that you deserve even more..😃 Please concentrate on that part too atleast for the sake of UE5 filmmaking community
For those of you struggling with extreme overexposure when following along it's because there are actually a number of incorrect values he's displaying in the video. Don't get me wrong, his methodology is incredible and his end result is some of the best lighting I seen but I think there were some setup problems that were missed in the beginning and compensation for incorrect values in post process when everything could have been cleaner. Setting a skylight at 600 is extreme, and setting your exposure min max values anything other than 1 is just setting yourself up for confusion later. 1) Make sure that you remove all previous lighting and post process volumes that come built into the scene including the clouds, skysphere and skylight. 2) You don't need to set the intensity of your HDRI to such extreme high values. Setting it beyond 10 in Unreal is really unnecessary. Leaving HDRI intensity and 1, and Skylight Intensity at 1 is perfectly fine, because the real magic is all in the exposure settings. 3) In exposure set the min and max to 1. You should usually default to this setup: Autoexposure at 1, Min Max at 1, or manual with apply physical camera exposure turned off. This sets everything to be flat and balanced so you can focus on lights that make all the changes. 4) The HDRI he used imported overexposed, so on the texture asset itself I pulled it down to .1 on the brightness After that I was at the same exposure and similar look to 3:50. 5) From there I would continue to chop his light intensity values down by a factor of 100. He's setting them so high because his min max is forcing these scene exposure values to be very dark so all other lights must compensate for that. 6) For the light blocker cube at 17:00 you need to leave it opaque and turn on Hidden shadow and hidden in game in the object details. Otherwise it doesn't really work as a masked object
the reason his exposure is set to higher values than 1 is he is using real world physical units, which makes things a lot easier to work with when figuring out lighting values for local light sources as everything can be measured and input with real world values, such as a fluorescent tube light at 1500 lumens, and other light sources you can find real world values for and use. this makes lighting a scene a lot simpler than having to eyeball everything and then your lighting relationships are all just made up values when using a low exposure setting of 1, which in reality is used for night time scenes or even negative EV values for night. overcast lighting like this would be EV 8-13 depending on sky brightness/time of day, cloud coverage etc. The HDRI appears overexposed at an EV of 1 because the brightness of the HDR captures the actual brightness of the sky and when you adjust to the proper exposure range, you can see the details of the sky. This way, if you have an interior like the houses you can go into, you can set a separate post process for the interior with a real world exposure setting of ~5-7 depending how much light is in there and when you transition, it will appear realistic and correct, with the exterior out the windows being more blown out, just like how a real world camera works. if the goal is super realistic lighting, working with real world values for light intensities and measuring them with the HDR eye adaptation view mode where you can see the measured LUX or EV of a surface or light allows you to get correct exposure and light relationships that work properly with each other, like how you cant see a street light in daytime even if it is on, but at night when the sun is down/moonlight they appear much brighter relative to the ambient lighting. The hardest part of using physical lighting units is wrapping your head around EV100 and camera exposure values, it took me a while to have it click, but once i did, I always favor using physical units and ev100 exposure properly when I can :) A lot of modern games have transitioned to this workflow, it was followed pretty strictly on the last few COD games, especially for the cinematic campaigns. it is also really useful when developing games that support HDR screens as your brightness values will have a lot more punch to them as there is much more dynamic range from various light sources and the sky etc.
Whenever I do lighting I wish to see the Albedo of the overall scene and fix the brightness and saturation level for everything before hand. This allows lights to bounce correctly. I wish Mr. Kareem would also show us the albedo.
OMG🔥🔥 God Rays process is the Best.I had never seen it before. Thank you So much brother..... Can you please make a special video about god rays? And Lighting is realistic...
Its Really great to see the light mode, need some tip or tutorial, if we shoot from interior to exterior then what need to be done in interior light setting.
Very cool as always, thanks so much Karim! One quick question - why such extreme HDRi intensity values are used and then cut by Post Processing? I suppose it may reduce noise in the shadows, but I noticed, that such settings makes the brightness of SFX textures with luminocity look incredibly low (for example all of the niagara effect packs like e.g. fire, magic particles, etc).
I love that you show there is no secret tool, no checkbox that makes it all work. Just a clever use of the basic tools, taste and practice. Very useful tutorial, even if just to compare approaches to lighting in UE :)
Thank you, simple is always better
Thank you very much for dropping this 26 minute knowledge bomb. My lighting skills have now improved 1,000%.
i'm glad to hear that thanks
Thanks so much for these guides, they are incredibly helpful. Would love to see more of these with different lighting scenarios. Keep it up!
I have been waiting for this tutorial for YEARS , Bro thank you So Much Mr karim Baraka Allahu Fik
You're very welcome
great tutorial dude, happy to see more people sharing info on using physical lighting units and exposure!
broddy has amazing knowledge with lighting the community fucks with you broddy....
thanks
the lighting in that old western scene is sick
For your light block a small tip: you dont have to put masked material on it, you can check in details "actor hidden in game" + "hidden shadow", you can see in editor where u place it but it won't be visible in render or game!
谢谢你解决我的问题
Lovee your way of explaining. Been using UE for many years but never found such comprehensive lighting tips. Not even from paid courses.
Really wish you could make a video showcasing archviz scene lighting.
Thank you, Happy to help ❤️
Thanks for such a generous and succinct rundown of environment lighting in UE. It took me many months to learn comparable methods in C4D without this kind of guidance.
Thank you very much, we had lighting classes with exactly this map, but you streamlined the process so good. Thanks for that :)
Glad to hear that, thanks
This Is Some Industry Level Stuff 🛐
Thankyou ❤
hands down the best raw knowledge on lighting i have ever seen, may you be blessed brother
sincerely it is an amazing lighting tutorial, thank you so much
I have never seen the basic and very useful way to lighting in Unreal Engine, Much much appreciated 👍👍
This is amazing. Please keep sharing your knowledge with community. Thank you..
What a timing. I was up to start working on environment that has this kind of mood.
You are the legend!
Wow, thankyou so much for sharing this. As a new artist I really appreciate it when experienced artists share there knowledge with the world. Thankyou!
This video is a real gem! I watched a bunch of tutorials, but could not achieve the result I needed. But this video finally allowed me to set up some decent lighting! But What about particle Effects? Most of them are practically black, even those that are supposed to glow!
Thank for sharing! Sometimes I tend to overdo too much, but at the end to archive the best result is better to make it simple! You show me different methods of how to use some settings thanks ✌🏼
It is the best and most inspiring tutorial i recently watched. You are full of passion but humble. Thans for sharing your knowledge ❤
you got my subscription only for the light blocking tips.. great... thanks...helping me to reach my AAA Studio Gaol.. thanks a lot
Thank you, happy to hear that
Omg, impressive!
The tutor I was looking for!
Thank you and congratulations for your work!
Thank you this is extremely helpful! I was wondering how to master lighting, I'm glad you put together this tutorial to help everyone.
Thank you so much! Overcast lighting is so difficult to get right!
your videos are really great. rapidly increasing my lighting skills. thank you!
Great video can’t wait to try results using this method.
Hey Karim, it is a pretty good job! Love your work :)
Thank you
Hey Karim great tutorial as always. One thing I wanna add is changing film (toe and shoulder) will also add more to the filmic look to the scene.
Aaamazing bro, keep it up the fantastic work :)
Amazing tutorial, a real help for my new projects, simple to follow, great work and thanks for sharing your skills
Really, clever way, love it, thank you !
This was the top up I needed! Thank you for this tutorial! 💯
Very useful tips..makes a huge difference in the mood of the scene. thanks for sharing.
Thank you very much for this tutorial! I've never seen a tutorial as good and as well explained as this one.
Great job!
I can't believe what i am seeing. All these feel like Industry level secrets hidden from Unreal community.. Epic should officially use your videos as documentation.. Damn..
@@harrykurakula6390 thank you, I'm glad you like it
It hurts to see that your channel is still a small channel. You deserve more..
What I feel is you are not promoting yourself better. Only thing I can point out is lack of proper Thumbnails..
Don't get me wrong. I was searching for this exact topic & hence I clicked on your video.. Otherwise, I wouldn't guess that beautiful render image(current thumbnail) is an explainer video of UE5 lighting.. Now-a-days people are not reading Video titles..
I am sorry if anything I said felt wrong. I genuinely feel that you deserve even more..😃 Please concentrate on that part too atleast for the sake of UE5 filmmaking community
A wonderful masterclass on natural lighting.
Wow thank you so much, this information is golden🔥🔥
Thanks, glad to help
Amazing tutorial and results. Cheers!
very informative video karim, helps a lot and could you please make a video about night time lighting!
Habib, beautiful tutorial. Thank you for sharing your knowledge!
Brilliant as always. Thank you for this really valuable insight, Karim.
i love you brother,you saved my life
جميل ياكريم معلومات مفيدة جدا تسلم ايدك والله
I cant wait to check this out and follow step by step! Than kyou
loved what you did... Nice explanation..
Best lighting in ue video ever!🤝
For those of you struggling with extreme overexposure when following along it's because there are actually a number of incorrect values he's displaying in the video. Don't get me wrong, his methodology is incredible and his end result is some of the best lighting I seen but I think there were some setup problems that were missed in the beginning and compensation for incorrect values in post process when everything could have been cleaner. Setting a skylight at 600 is extreme, and setting your exposure min max values anything other than 1 is just setting yourself up for confusion later.
1) Make sure that you remove all previous lighting and post process volumes that come built into the scene including the clouds, skysphere and skylight.
2) You don't need to set the intensity of your HDRI to such extreme high values. Setting it beyond 10 in Unreal is really unnecessary. Leaving HDRI intensity and 1, and Skylight Intensity at 1 is perfectly fine, because the real magic is all in the exposure settings.
3) In exposure set the min and max to 1. You should usually default to this setup: Autoexposure at 1, Min Max at 1, or manual with apply physical camera exposure turned off. This sets everything to be flat and balanced so you can focus on lights that make all the changes.
4) The HDRI he used imported overexposed, so on the texture asset itself I pulled it down to .1 on the brightness After that I was at the same exposure and similar look to 3:50.
5) From there I would continue to chop his light intensity values down by a factor of 100. He's setting them so high because his min max is forcing these scene exposure values to be very dark so all other lights must compensate for that.
6) For the light blocker cube at 17:00 you need to leave it opaque and turn on Hidden shadow and hidden in game in the object details. Otherwise it doesn't really work as a masked object
the reason his exposure is set to higher values than 1 is he is using real world physical units, which makes things a lot easier to work with when figuring out lighting values for local light sources as everything can be measured and input with real world values, such as a fluorescent tube light at 1500 lumens, and other light sources you can find real world values for and use. this makes lighting a scene a lot simpler than having to eyeball everything and then your lighting relationships are all just made up values when using a low exposure setting of 1, which in reality is used for night time scenes or even negative EV values for night.
overcast lighting like this would be EV 8-13 depending on sky brightness/time of day, cloud coverage etc. The HDRI appears overexposed at an EV of 1 because the brightness of the HDR captures the actual brightness of the sky and when you adjust to the proper exposure range, you can see the details of the sky. This way, if you have an interior like the houses you can go into, you can set a separate post process for the interior with a real world exposure setting of ~5-7 depending how much light is in there and when you transition, it will appear realistic and correct, with the exterior out the windows being more blown out, just like how a real world camera works.
if the goal is super realistic lighting, working with real world values for light intensities and measuring them with the HDR eye adaptation view mode where you can see the measured LUX or EV of a surface or light allows you to get correct exposure and light relationships that work properly with each other, like how you cant see a street light in daytime even if it is on, but at night when the sun is down/moonlight they appear much brighter relative to the ambient lighting.
The hardest part of using physical lighting units is wrapping your head around EV100 and camera exposure values, it took me a while to have it click, but once i did, I always favor using physical units and ev100 exposure properly when I can :) A lot of modern games have transitioned to this workflow, it was followed pretty strictly on the last few COD games, especially for the cinematic campaigns. it is also really useful when developing games that support HDR screens as your brightness values will have a lot more punch to them as there is much more dynamic range from various light sources and the sky etc.
this is awesome, thanks for sharing your knowledge!
Dude , this video is gold. Thank you
Very helpful Karim, thank you!
anytime
Whenever I do lighting I wish to see the Albedo of the overall scene and fix the brightness and saturation level for everything before hand. This allows lights to bounce correctly. I wish Mr. Kareem would also show us the albedo.
Very cool, thanks for sharing your knowledge with us!
Oh wow!
Thanks for sharing!
Thanks Kareem 🙏 keep going ❤
you're welcome
Awesome Karim! Very inspiring.
Awesome you really deliver pro content , thank you.
So awesome. Thank you
Great stuff Karim!
Simple and Wonderful results.
Thank you so much for this tutorial!
This is amazing. Thank you so much for such a detailed and high quality tutorial. I really appriciate it
Very Informative tutorial thank you very much
amazing! thank you for posting
OMG🔥🔥 God Rays process is the Best.I had never seen it before. Thank you So much brother..... Can you please make a special video about god rays? And Lighting is realistic...
sure will do
شكرا كريم درس جميل كعادة
تسلم يا عماد
I love this guys tutorials,
Wow wow.. i so needed this.. thanks man
That's amazing, Thanks for the tutorial
Thank you ❤ i learn many things
You're very welcome
Very nice and easy to understand!
Excellent! Thanks!
AWESOOOOOOME 🤯🤯❤️
Amazed by this no pre learned steps but rather doing it live along with us just awesome !!
Beautiful Work!!
Unreals real grey is not 0.5 of white but 0.18 - you can read docs about it.
You're right, I forgot the value amount
Thank you
Very useful tips
awesome thanks brother :D liked and subbed, keep uploading new videos
ملك 👑 thank you 🙏
Simply - Thank you.
amazing work bro.. keep it up
Lovely thank you
Thank you
Good Job!!!!!
Thanks
Muito top. Essa é a iluminação que quero para o meu jogo.
cool trick with light blocking! thanks
انت قريبي ياكريم . ستي اسمها شوشه وكانو بيقولو لابويا ابو شوشه ❤
sweet lordie this is helpful thank you til HDRI
Its Really great to see the light mode, need some tip or tutorial, if we shoot from interior to exterior then what need to be done in interior light setting.
it's coming soon
amazing
Amazing👍👍
I love this video!
amazing work. i want to do this also, what gpu you are using?
@1:18 what is that yellow 1st light which was already there just before placing HDRI ?
Love you man!
Yo Karim, amazing content brother!
what's the microphone you are recording with?
hey Karim greetings from sweden. can you lit a dungeon , i love ths video its all knew to me but indoors woould be fun to see what you can do also :)
Very very usefull technical, Thank you so much when you shared that
love it
thx u bro🥰
perfect
Very cool as always, thanks so much Karim! One quick question - why such extreme HDRi intensity values are used and then cut by Post Processing? I suppose it may reduce noise in the shadows, but I noticed, that such settings makes the brightness of SFX textures with luminocity look incredibly low (for example all of the niagara effect packs like e.g. fire, magic particles, etc).