UE5 – Light Studies











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.