This tutorial is really underrated. Even though it takes more than 1 hour, every minute is worth it. It won't be long before this video explodes in views.
Thank you so much for putting together such a detailed and comprehensive tutorial! I had been searching for something like this for so long, and your effort really stands out. The clarity, structure, and depth of the content made everything so much easier to grasp. You’ve truly outdone yourself. Please keep the fantastic work coming-it's incredibly helpful and much appreciated by those of us looking to learn and implement these ideas. Keep the show running! 🌟
Can’t thank you enough. Stopping to explain what you’ve done/a related feature but you do it in a concise and easy to understand manner. Learned so much. Thanks again!!!
Thank you so much! Unfortunately I can't because of the copyright on the assets being used in the scene....HOWEVER I will be preparing some scenes that people can download/buy in the near future that will have no copyright strings! Sorry I really wish I could share this scene...😭
Don't worry it's on the list! I need to do some more rigorous testing for translucent materials. The plan is to make a proper video on how to render glass depending on the lighting scenario or use case - it will most likely be a combination of Lumen and path tracing 🤞🏽
@@ali.3d thank you, actually for now changed the material of my protect for the start first I will use your this tutorial for proper lighting then second step will move on with the glass. eventually I was too creative in my design like double glasses in and out and in different colors, i also could not made a good render in blender. lol, so I need to learn the slow steps. thank you for the reply
Just a few minutes into this inspired me to ask the question: Do you have/would you consider making a video about building a rig for Unreal Lumen/Raytrace rendering? (I’m personally going from Rhino to Unreal, but I know a lot of people are modeling in Blender.) And thanks once again for a great tutorial 🎉
@@karmafilm ohhhh of course hahahah I feel so dumb.....I would recommend maybe checking out smoosh workstations! They have a bunch of different PC rigs at different price levels which can give you an idea of what could be good for you. They specialise in providing PCs to people that work in 3D!
Informative and awesome tutorials. Question I work on a Mac mini m1. So for best lighting results an NVIDIA card for Hardware Ray Tracing is needed? My current lighting in UE 5 is half as good.
Hi, I'm enjoying your video but have a question. Every time I change the Post Process Volume Exposure to (0) the light goes dark. Is there a reason for this as yours do not. :)
Great Work, Really nice job on the edit... props and appreciation! Just curious, you wrote '+ example scenes' in the title. Did you mean a resource scene was available? No worries if not. Just wasn't sure.
Thanks so much! And sorry that was maybe the wrong wording to use, I meant I go through a bunch of examples in the video but I tooootally see where the confusion is coming from - changing the title now! 🙏🏽
Thank you! Very deep dive into UE! What is the scale of the bottle model? Not centimeters? I exported a 14 cm bottle from Max, in a centimeter system, and it is very small, the model is cut off if the camera is close.
Doesn't it seem that such a pipeline is more suitable for regular renders where images are rendered for a long time? In Unreal everything is fast, for each type of lighting a new level without sublevels is faster maybe? Or when a lot of shots then maybe this approach is faster? Finally watched everything)
When I use reflective material (chrome) as lumen, the dark areas don't get expressed cleanly and look sizzling. I use skylight but not hdri, I use it in real time. Is there a solution?
Yeah in the tutorial I mentioned that if you're ONLY using a skylight it can cause a lot of noise in metallic materials - I recommend using rectangular lights to light it in conjunction with a skylight if you can! Or a directional light etc.
TNX. I'm confident that the imported mesh, whether in OBJ or FBX format, has a quad topology! YEAH?🤔 but despite years of advancements in render engines, achieving realistic Refraction & Reflection remains a challenge as these engines struggle to handle Non-Quad meshes effectively.
I am facing a problem where, close camera is seen from the center camera. And its blocking the main camera view, how can we hide the close camera from main one??