To get access to the "Editor" Actors including the Editor Sky Sphere used in this video, you need to enable Show Engine Content it in the Content Browser Settings. Head to settings (inside the content Browser window on the right top side) - Show Engine Content. This way you get visibility on ALL the Engine contents.
at 2:39 ,just in case some won't find their way to the skySphere shader : in the Engine settings, find EngineSky folder ; start with a copy M_SimpleSkyDome material ; delete emissive nodes and branch (from end to start) : your HDRI texture sample ; a reflection Vector (reflectionvectorWS) inside HDRI UVs ; create a 3 constant vector (0,0,0) (black color) and plug it to the customWorldNormal in of the Reflection Vector . These steps will create world coordinates for the HDRI texture ; in your shader M_SimpleSkyDome_1, make it unlit, and tick "is sky". From there, you can adapt and get back to the author's material with parameters---- Great tutorial Dominik, thanks for sharing this knowledge.
I "stumpled" over your channel a few days ago and i'm excited about the quality of your content. I like this misty atmosphere and this amazing lighting of your sceneries. You definitely know, what you're talking about. Rarely seen such a believable fog made inside UE. Thank you for sharing your workflow and the links to the volumetric fog tutorial and plugins. Would be interesting, if you could share your workflow of the lighting of this scene. I hope to see more great tutorials and insights from you in the future.
I love that you give tips about other videos, tutorials and packs to buy in the ue market! As much as I would also love to learn how to make this myself (I will, I will), it's also really nice to support ppl that have already been working hard and put these shaders and such together. And also for, what I feel, a good price!
Thanks for your kind words! I plan to make many more videos like this with a focus on the actual lighting process rather than just showing step by step what to do. More like a WHY I do things rather than just WHAT I do, if that makes sense?
awesome content man! really in depth technical lighting workflow stuff that is pretty rare to see, but super useful. keep at it and the channel will blow up!
Hope it helps! but yeah, I also struggled a lot with this, and still am. Especially these fully overcast foggy days are quite the challenge to portrait
Hi! its multiple sources, mostly megascans. But for the trees I got to really like the foliage packs from Dekogon, like the Spruce treese here www.fab.com/listings/6bf669a7-bd1e-4e16-9c5a-7e1602dbe208
hello there, i did all steps correctly, but when i put some object inside my skysphere it doesnt affect the reflections, the object is dark. Can you help me?
What comes to mind. . . Did you scale the sky sphere to 15000, and is the skylight realtime capture mode on? I am not 100% sure what you mena. . . What is dark? A object you place inside the scene is not lit by the skylight? Or it has black reflections? What object are you placing, what material is in it. This could be so many different things causing issues like that
@@Dominik_Hildner the sky sphere solved this problem thanks :) i mean that for example the chrome balls inside my skysphere didnt reflect the hdri, they were dark
Hm . . . a couple of things come to mind, but its hard to say exactly without taking a look at your scene: - skylight working correctly? is there a sky sphere it can sample, or are you using a HDRI? is it set to realtime capture? - is the exponential height fog actor present - and is volumetric fog enabled? - can you see fog from local lights?
This looks super cool. I have a similar material like this, but usually, when it start to break up in with some noise, it will look a bit pixelated. Your's looks super sharp, smooth. Did you change the Cvar for the pixelgrid resolution? or all settings are out the shelf? Thanks in advance!
man youre tuto have a lot of dark spots i think its not beginners friendly, for example please where to find the MM_sky HDRI overcast window where you set brightness and hdri? i m stuck in that, downloaded the same hdri but didnt find where to put it, also how to link the directional light to the sky ...
Hi! You can find the simple sky material that I use inside the video at 2:34, replicate that shader graph or a similar one and make a material instance out of it and you got the same setup I use. The directional light is not linked to the sky, in this example the sky is a static emissive material. If your are talking about how I setup the skylight, you can find that at 3:36. Hope that helps! Anything else, let me know.
As with all things materials and overlapping, the simpler the shader and lower the number of actors, the cheaper the perf cost will be. Hard to make a general statement here, but the volumetric system itself comes from an already existing actor thats probably in your scene already (exp. height fog), we are simply adding data to the existing grid using the shader. Will scale with volumetric grid resolution also, but as a rule of thumb regarding performance: Try to keep the amount of overlapping shapes to a minimum. Also, if you have multiple shapes behinde each other in the line of sight, this will add aditional complexity to the individual pixels. It can be cheap or expensive depending on how its used. To know you need to do a profiling comparison to see the impact on your specific scene.
Hi! So there are multiple ways to do this. You can follow the mentioned tutorial and create your own custom volume material (also used in parts of this video) or yes, there are also excellent BPs you can get on the Marketplace. Both options work and you can find links to them in the video description.
Hi! I am sorry about this, should have mentioned it in the video. To get access to the "Editor" Actors in Unreal, you need to enable it in the Content Browser Settings. Head to settings (inside the content Browser window on the right top side) - Show Engine Content. This way you get visibility on ALL the Engine contents. Hope that helps.
Really useful info and thanks for the link to the other tutorial. Is there any chance you could go more into detail about how the volumetric material is made? I've tried just adding an basic/empty material instance but the fog is not reacting at all :/
To get access to the "Editor" Actors including the Editor Sky Sphere used in this video, you need to enable Show Engine Content it in the Content Browser Settings.
Head to settings (inside the content Browser window on the right top side) - Show Engine Content.
This way you get visibility on ALL the Engine contents.
Hi Dominik, do you happen to know how to light top down games? both moody dark scenes and bright scenes?
I have been looking for this video for two solid years. THANK YOU -
at 2:39 ,just in case some won't find their way to the skySphere shader : in the Engine settings, find EngineSky folder ; start with a copy M_SimpleSkyDome material ; delete emissive nodes and branch (from end to start) : your HDRI texture sample ; a reflection Vector (reflectionvectorWS) inside HDRI UVs ; create a 3 constant vector (0,0,0) (black color) and plug it to the customWorldNormal in of the Reflection Vector . These steps will create world coordinates for the HDRI texture ; in your shader M_SimpleSkyDome_1, make it unlit, and tick "is sky". From there, you can adapt and get back to the author's material with parameters---- Great tutorial Dominik, thanks for sharing this knowledge.
I "stumpled" over your channel a few days ago and i'm excited about the quality of your content. I like this misty atmosphere and this amazing lighting of your sceneries. You definitely know, what you're talking about. Rarely seen such a believable fog made inside UE. Thank you for sharing your workflow and the links to the volumetric fog tutorial and plugins.
Would be interesting, if you could share your workflow of the lighting of this scene.
I hope to see more great tutorials and insights from you in the future.
Thanks for the kind words!
I really enjoy making them so yeah, there will be more coming in the future :)
This looks really awesome! Thanks for sharing your knowledge!
You are very welcome!
Please do a tutorial on making environments… you’re clearly very good at it
I love that you give tips about other videos, tutorials and packs to buy in the ue market! As much as I would also love to learn how to make this myself (I will, I will), it's also really nice to support ppl that have already been working hard and put these shaders and such together. And also for, what I feel, a good price!
first good lighting tutorial iv see hahahah super insightful and your process was so good to see!
Thanks for your kind words! I plan to make many more videos like this with a focus on the actual lighting process rather than just showing step by step what to do. More like a WHY I do things rather than just WHAT I do, if that makes sense?
awesome content man! really in depth technical lighting workflow stuff that is pretty rare to see, but super useful. keep at it and the channel will blow up!
I’ve always wanted to create good looking fog, I’ll try this out. Thank you!
Hope it helps!
but yeah, I also struggled a lot with this, and still am. Especially these fully overcast foggy days are quite the challenge to portrait
That was a nice vid, thx for it!
Great content! Thank you!
You are very welcome!
can you achieve similar result inside ultra dynamic sky??
Which tree and vegetation pack is this? looks amazing.
nice content. Lets gooo!
Amazing......
Thank you for the video! How you get the lens flare on the car spotlights tho?
Hi!
for this scene, as its intended output is a cinematic, I went with convolution bloom setup inside the Postprocess Volume.
beautiful
Which tree and vegetation pack is this?
Hi!
its multiple sources, mostly megascans.
But for the trees I got to really like the foliage packs from Dekogon, like the Spruce treese here
www.fab.com/listings/6bf669a7-bd1e-4e16-9c5a-7e1602dbe208
hello there, i did all steps correctly, but when i put some object inside my skysphere it doesnt affect the reflections, the object is dark. Can you help me?
What comes to mind. . . Did you scale the sky sphere to 15000, and is the skylight realtime capture mode on?
I am not 100% sure what you mena. . . What is dark? A object you place inside the scene is not lit by the skylight? Or it has black reflections?
What object are you placing, what material is in it.
This could be so many different things causing issues like that
@@Dominik_Hildner the sky sphere solved this problem thanks :) i mean that for example the chrome balls inside my skysphere didnt reflect the hdri, they were dark
I am using the exact same settings as you but it looks completely different
Hm . . .
a couple of things come to mind, but its hard to say exactly without taking a look at your scene:
- skylight working correctly? is there a sky sphere it can sample, or are you using a HDRI? is it set to realtime capture?
- is the exponential height fog actor present - and is volumetric fog enabled?
- can you see fog from local lights?
This looks super cool. I have a similar material like this, but usually, when it start to break up in with some noise, it will look a bit pixelated. Your's looks super sharp, smooth. Did you change the Cvar for the pixelgrid resolution? or all settings are out the shelf?
Thanks in advance!
He finally gets to the fog part at 4:30
man youre tuto have a lot of dark spots i think its not beginners friendly, for example please where to find the MM_sky HDRI overcast window where you set brightness and hdri? i m stuck in that, downloaded the same hdri but didnt find where to put it, also how to link the directional light to the sky ...
Hi! You can find the simple sky material that I use inside the video at 2:34, replicate that shader graph or a similar one and make a material instance out of it and you got the same setup I use.
The directional light is not linked to the sky, in this example the sky is a static emissive material.
If your are talking about how I setup the skylight, you can find that at 3:36.
Hope that helps! Anything else, let me know.
@@Dominik_Hildner thank you for you kind answer man . Sure ill let you know in case i need a help 🙏
How heavy is this for performance? I'm making an open world game.
As with all things materials and overlapping, the simpler the shader and lower the number of actors, the cheaper the perf cost will be.
Hard to make a general statement here, but the volumetric system itself comes from an already existing actor thats probably in your scene already (exp. height fog), we are simply adding data to the existing grid using the shader.
Will scale with volumetric grid resolution also, but as a rule of thumb regarding performance:
Try to keep the amount of overlapping shapes to a minimum. Also, if you have multiple shapes behinde each other in the line of sight, this will add aditional complexity to the individual pixels.
It can be cheap or expensive depending on how its used.
To know you need to do a profiling comparison to see the impact on your specific scene.
how were you able to create the volumetrics in your scene? was it something from UE MP ?
Hi!
So there are multiple ways to do this.
You can follow the mentioned tutorial and create your own custom volume material (also used in parts of this video) or yes, there are also excellent BPs you can get on the Marketplace. Both options work and you can find links to them in the video description.
@@Dominik_Hildner thank you, subed :)
There's no such asset or blueprint as as "editorskysphere" so already lost at 2.5 minutes in.
Hi!
I am sorry about this, should have mentioned it in the video.
To get access to the "Editor" Actors in Unreal, you need to enable it in the Content Browser Settings.
Head to settings (inside the content Browser window on the right top side) - Show Engine Content.
This way you get visibility on ALL the Engine contents.
Hope that helps.
Any particular reason to use SkySphere and Skylight separately instead of HDRIBackdrop? @@Dominik_Hildner
Could have been found with a simple google search :)
I hate volumetric fog.
Really useful info and thanks for the link to the other tutorial. Is there any chance you could go more into detail about how the volumetric material is made? I've tried just adding an basic/empty material instance but the fog is not reacting at all :/