Your videos are THE crème de la crème of tutorials on UA-cam Karim, you and LynkoMentor, everyone named Karim in the field is guaranteed to be one of the BEST. Good job and keep the videos coming, much love
Thank you Karim! Just watched 3x in a row… these sort of short yet comprehensive environmental lighting blueprints are hard to come by. Im currently in Rodrigo de Deus’s course where you were a speaker. Thank you for the invaluable lessons!
Just watched it while having dinner, wonderful tutorial brother! I love your lights placement. very well done. looking forward to see more of your work
Impressive video, Karim Yasser. Looking forward to your next upload. I smashed the thumbs up button on your content. Keep up the fantastic work! Your insights on using ambient lighting and volumetric fog were truly enlightening. Have you considered exploring the impact of color grading in post-process to enhance the overall mood even further?
@@KeyserTheRedBeard thank you so much buddy, I will post more videos soon about post processing and the color grading process I usually use in my projects
@@creatorguy8391 I would say setup a good ambient light at first, try to get a good balanced lighting with only sky light and skydome (HDRI) and then add your directional light in
@@Glowbox3D as a lighting artist, I don’t use it at all. It’s good for people who aren’t experienced with lighting and want to test quickly different light setups in a few minutes
These two emissive lights at the entrance, whenever I add something like that, lights have this weird flickering noise on the meshes, especially in darker parts. What could that be? Also emissive lights turn off at the moment they go out of camera shot... Great tutorial, as usual, thank you
Lumen still has some limitations about small emissive objects, whether consider increasing their size a bit or add a supportive light actor with them to eliminate the noise
@@stevezyzlol6771 thank you! I keep the min and max ev100 to 1 and I may slightly adjust the exposure compensation after setting all the lights’ intensities (usually I keep the exposure compensation to 1)
@@y2kmady yeah still there are some limitations because of amount of overlapping lights in the same pixel. It may get better in next versions but performance wise, it’s really good for now
@@mindped of course I take care of having a full playable environment when working on a game but for the portfolio, it’s a bit different because I do what is good for my preference and based on personal art direction and there is no conflict in that
nice breakdown man :) cool to see other peoples workflows, this would be great for cinematic work for sure. really nicely balanced image
Thank you so much, I really appreciate your comment. I personally learned a lot from your content ❤️
Your videos are THE crème de la crème of tutorials on UA-cam Karim, you and LynkoMentor, everyone named Karim in the field is guaranteed to be one of the BEST.
Good job and keep the videos coming, much love
@@SalahHesham thank you so much mate, I really appreciate your kind words and I hope the upcoming videos to be better
Thank you Karim! Just watched 3x in a row… these sort of short yet comprehensive environmental lighting blueprints are hard to come by. Im currently in Rodrigo de Deus’s course where you were a speaker. Thank you for the invaluable lessons!
@@AkintayoAdewole thank you so much mate, I appreciate your kind words!
Make tea , pause all work, start Karim's video. Life is good ♥
Enjoooy ❤️
It was really nice watching your tutorial Karim, I learned I few things, Thanks!
Thank you so much Mostafa, glad you enjoyed it!
Legend! I didn’t watch this yet but I’m really looking forward to learning from your techniques. Congratulations on a new video! 🎉🎉🎉
@@VRDivision Thank you so much Yahiya, I hope it’s useful for such an expert artist as you ❤️
Just watched it while having dinner, wonderful tutorial brother! I love your lights placement. very well done. looking forward to see more of your work
@@VRDivision thank you so much Buddy, I’m really glad you enjoyed it ❤️
Amazing as always Machaa allah, بارك الله فيك يا كريم.
Thank you so much mate ❤️
Impressive video, Karim Yasser. Looking forward to your next upload. I smashed the thumbs up button on your content. Keep up the fantastic work! Your insights on using ambient lighting and volumetric fog were truly enlightening. Have you considered exploring the impact of color grading in post-process to enhance the overall mood even further?
@@KeyserTheRedBeard thank you so much buddy, I will post more videos soon about post processing and the color grading process I usually use in my projects
WoW!!! Awesome work and thanks so much for sharing....
@@philsadler6665 thank you!
Gorgeous man, great video!
Thanks, glad you liked it!
Awesome! How would you go about lighting an interior daylight scene? I struggle with it as it is mostly indirect lighting
@@creatorguy8391 I would say setup a good ambient light at first, try to get a good balanced lighting with only sky light and skydome (HDRI) and then add your directional light in
@@KarimYasser love it thanks! will try
@@creatorguy8391 wish you best of luck 😉
Great video!
I'd love to know more about setting up a skybox. Mine right now isnt playing well with my fog and im having trouble figuring it out
@@MrHollt I will do a video specifically for it very soon
Congrats man!
@@itsMBWAAA thank you so much!
Very nice. What do you think of Ultra Dynamic Sky? Do you use it?
@@Glowbox3D as a lighting artist, I don’t use it at all. It’s good for people who aren’t experienced with lighting and want to test quickly different light setups in a few minutes
hello, would this be good looking also in motion? lets say in game? or is this just for this specific angle?
For games, it will need more optimization and taking care of it from different angles
Superb breakdown. New Subscriber.
@@AadilSharifDotNetDeveloper thank you so much, welcome to the channel 😉
These two emissive lights at the entrance, whenever I add something like that, lights have this weird flickering noise on the meshes, especially in darker parts. What could that be? Also emissive lights turn off at the moment they go out of camera shot...
Great tutorial, as usual, thank you
Lumen still has some limitations about small emissive objects, whether consider increasing their size a bit or add a supportive light actor with them to eliminate the noise
flawless
Thank you ❤
amazing amazing kareem! ❤
Thank ya Omar ❤️
Nice video, can we know your exposure setting in post process volume? Because exposure is very important it affect the intensity of lights.
@@stevezyzlol6771 thank you! I keep the min and max ev100 to 1 and I may slightly adjust the exposure compensation after setting all the lights’ intensities (usually I keep the exposure compensation to 1)
how did you make the ground has water? thanks
A simple water decal material
Huge huge help🎉
Thank you so much!
Awesome ya Karim
@@teefa121 thanks a lot ya Mostafa
How it performance costs ? That's so much lighting and thats important. thx
It’s not optimized for this specific scene, it could be remade for games of course with very similar results
Are gpu 7900 xtx 24 gb vram good enough for this kind of stuff?
I have no idea about this GPU tbh but 24 gb is good
Hey dude, the link in the description isn't working for me!
Yeah sorry we are working on transferring it to our new domain so it will be back very soon
Awesome
Thank you!
LOOOOZ YA BASHA CRISP OUTAGE
Thank you ❤️
mega light & normal light there is some difference in quality do check that
@@y2kmady yeah still there are some limitations because of amount of overlapping lights in the same pixel. It may get better in next versions but performance wise, it’s really good for now
super tutorial bro, Thank you , can you please share the source file bro PLZ ?
Thank you so much, most of the assets I showcased them on Fab so I don't have a lot of source files to share
@@KarimYasser Thank you bro for your reply, can you please share me the fog cube shader which is in the end of the video
@@somuroom have a look into the local fog material that was created by Ben Cloward, it's a very good starting point
lot of your lighting seems to be from camera perspective. Wouldnt this be bad for a game where you are walking around?
@@mindped of course I take care of having a full playable environment when working on a game but for the portfolio, it’s a bit different because I do what is good for my preference and based on personal art direction and there is no conflict in that
Lighting Hack
Buy good skybox
@@GeorgeKarala that’s 100% correct