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

This week, I tackle on Landscape and material in Unreal Engine 5. In terms of 3D I have always been focusing more on character design, yet creating real-time landscape with great details has been something that I always wanted to implemented in my work as I believe it would be a great storytelling enhancement.

Resources:
Unreal Engine 5 Beginner Tutorial for Film: Landscape and Materials
How I Quickly Create 3D Environments in Unreal Engine 5 | FULL WORKFLOW
Landscape Basics Tutorial for Beginners in Unreal Engine 5.2

Creating landscape
1. Stablishing Scale: this is to make sure your landscape is scaled correctly by adding a mannequin
– Content browser → add → add feature or content pack → third person
– Mannequin → Character → Mesh → SK_Mannequin

2. Landscape mode: Here you can create landscape by manually paint/sculpt on the plane OR use height maps
– Settings: Section per component = to subdivide square/section for higher res landscape
– Drag downloaded surface material into Landscape material

** Be aware of tiling: you can compensate it by modify tiling X & Y in Shader Editor

Before
After


After trying out different surface textures from Quixel Bridge, the landscape still doesn’t look exactly realistic to me if I just use 1 texture for the whole landscape. I have eventually learned how to create different material layers in order for me to paint onto my own landscape, using these tutorials.

From 2:10:00

How to create different landscape material layers:

  • In Content browser, create a material folder. Right click > New Material, name it as Landscape
  • Open up the material, add LandscapeLayerBlend node (This will tell UE5 that this is a landscape material)
  • On left panel, click + to add new landscape layers. Name them accordingly
  • Import Textures into UE5
  • Add MakeMaterialAttribute node, connect Base color (RGB), Normal (RGB) and Roughness (G) to it.
  • Add Texture Coordinate, Multiply and ScalarParameter (for tile), connect to textures’ UVs
  • Right click on material > Make Material Instance, drag this into Landscape Material. If you open this up now you can modify the tile that has been added beforehand.
  • Repeat accordingly to create more material layers.
Tip: Hold alt + click on lines to break connection
Ctrl + W = Duplicate a node

Example of how to create and organize material layers.
I tried to mock up my scene in Blender, obviously was not going as well as UE5 since I used hair particle system to create the grass and it was VERY heavy
experimenting with painting and sculpting Landscape in UE5