May 27

Lighting


Lighting mindset

Source:

Notes:

  • Light direction
  • Light size:

The bigger it it, the softer shadows it casts.

  • Color and intensity


Lumen Settings & Light Sources

Source:

UE Version: 5.5

Lumen Settings:

World Settings:
  • Force No Precomputed Lighting -> true
Project Settings:
  • Default RHI -> DirectX 12
  • Dynamic Global Illumination Method -> Lumen
  • Reflection Method -> Lumen
  • Use Hardware Ray Tracing when available -> true
    • Keep in mind that you need NVIDIA RTX graphic card for hardware ray tracing
    • If you don't have one, you can still use software ray tracing
  • Software Ray Tracing Mode -> Detail Tracing
  • Ray Lighting Mode -> Surface Cache
  • MegaLights -> true
  • Shadow Map Method -> Virtual Shadow Maps
  • Support Hardware Ray Tracing -> true
  • Texture LOD -> true
  • Path Tracing -> true
  • Generate Mesh Distance Fields -> true

Light Sources:

Set Mobility to Movable for all light sources to use Lumen computations.

Directional Light

It acts like a sun in the scene.

Settings:

    • Source Angle makes the shadows softer
    • Source Soft Angle influences only the metalic surfaces
    • Indirect Lighting Intensity with value 0 disables Lumen

Point Light

It emits light in all directions from a single point. Great for adding localized lighting.


Lighting Interiors

Source:

UE Version: 5.3


Lighting and shadow course

  • Directional light:
    • Do not use the high values for intensity for non-PBR lighting scenarios.
  • Light sources:
    • Disable megalights (UE5.5+)
    • Volumetric Scattering Intensity
  • PostProcessVolume:
    • Skylight Leaking is used for indoor non-PBR lighting.
    • Screen Traces -> false (Global Illumination settings)
    • Screen Traces -> true + Final Gather Quality -> high values (Global Illumination settings)
    • Exposure metering mode -> Manual
    • Exposure Compensation -> 0.0
    • Auto Exposure Apply Physical Camera Exposure -> false
    • Camera Settings in case of PBR
    • Infinite Extent (Unbound) -> true
  • Project Settings:
    • Support Hardware Ray Tracing -> true
    • Shadow Map Method -> VirtualShadowMaps
    • Use Hardware Ray Tracing when available -> true
    • Ray Lighting Mode -> HitLighting for Reflections
    • Reflection method -> Lumen
    • Dynamic Global Illumination Method -> Lumen
  • Fog:
    • Exponential Height Fog can be used for both exponential and volumetric fogs.
    • Local Fog Volume enables the local fog only under the light source influence and is controlled by main Exponential Height Fog at the same time.
  • Console commands:
    • r.VolumetricFog.InjectRaytracedLights -> 0/1 (default 0)
    • r.VolumetricFog.GridSizeZ -> 1-1024 (default 512)
    • r.VolumetricFog.GridPixelSize -> 1-1024 (default 8)
  • Key points:
    • Layers for depth
    • Eye lighting for character lighting
    • Color grading, color palette preset and color script on preproduction
    • Key frames and references on preproduction
    • Detailed lighting scenarious
    • Interactive lighting for reflection of the actions what are going on the scene
    • PBR vs non-PBR lighting
    • Render passes for layers postproduction in Nuke

Bugs:


Bug no. 1

Description: Doubled reflection layers

UE5.4
UE5.4

Fix 1:

Light Source settings: Source Radius -> 0.0

(Works for SpotLight)

Fix 2:

Light Source settings: Cast Ray Traced Shadows -> Disabled

(Works for any source of light)

Final result:


Bug no. 2

Description: Flickering pulsing light

Statue's eyes lights are flickering instead of projecting the static light.
UE5.4

Fix 1:

PostProcessVolume settings: Screen Traces -> false