UE5 – Light Studies

Important project settings for Lumen
Point light
spot light
rect light

Env. Light Mixer – Create lighting from scratch:

  • Create:
    • Sky Light
    • Atmospheric Light
    • Sky Atmosphere
    • Volumetric Cloud
    • Height Fog

Other elements to add to create realistic sky/world/lighting:

  • Volumetric Cloud: Uses a material-driven method to create lifelike clouds, offering versatility in cloud types and enhancing the sky’s realism.
  • Exponential Height Fog: Adds atmospheric fog that varies in density with altitude, providing a smooth transition and allowing for two different fog colors for environmental tuning.
  • HDRI Map: Uses an environmental texture to provide accurate background scenery, natural reflections, and contributes to the overall illumination of the scene.

Things to keep in mind when dealing with indirect lighting:

  • Base/albedo color: the material or color of your objects matter as they reflect light bouncing off them. If lighting in your scene seems too dark/light, considering tweaking color of your material.
  • In real world nothing is 100% black or white. Most black: 0.04, most white: 0.9, middle ground: 0.18
  • Use chrome ball to visualize lighting & reflection

To turn off Auto Exposure:

  • Add PostProcessVolume to scene
  • Infinite Extent (Unbound) ✅
  • Metering Mode: Manual
  • Apply Physical Camera Exposure ✅
  • Exposure Compensation: USE THIS to control light (without having to manipulate light in your scene)

Experimentation

After several attempts in creating beautiful skies and environment lighting in UE5, I started to get a hang of how to work with Lumen. There are still a lot of settings which confuses me sometimes, yet I believe lighting is such an essential aspect responsible in deciding the quality and mood of your scene.

References

Leave a Reply

Your email address will not be published. Required fields are marked *

*