Focused reference · Unreal Engine 5.8
Lighting recipes
Physically based clear daylight
- Add Directional Light, Sky Atmosphere, Sky Light, and optional Volumetric Clouds.
- Enable Atmosphere Sun Light on the Directional Light.
- Set Directional Light in Lux; use approximately 120,000 lux for a documented zenith sun starting point.
- Enable Sky Light Real Time Capture for dynamic time of day.
- Start with Manual exposure; inspect HDR Eye Adaptation values.
- Rotate the Directional Light for time of day before altering intensity/color.
- Enable bounded auto exposure only after the noon reference is stable.
- Verify shadow, atmosphere, cloud, Lumen, and target-platform cost.
Golden hour
- Lower the Directional Light angle near the horizon.
- Let Sky Atmosphere produce longer optical paths and warm scattering first.
- Increase Mie contribution/anisotropy only when the desired haze is missing; inspect silhouettes and aerial perspective.
- Preserve a cooler Sky Light/environment contrast unless the art target is uniformly warm.
- Use restrained exposure compensation; do not turn sunset into daylight brightness.
- Add local practicals only to guide focal hierarchy.
Night exterior that still reads as night
- Use a second atmospheric Directional Light for moon if required; set Atmosphere Sun Light Index appropriately.
- Reduce broad environment contribution rather than crushing blacks with post color.
- Clamp auto exposure so the camera cannot adapt the night back to daytime.
- Place local lights in purposeful pools; minimize attenuation overlap.
- Keep navigable silhouettes and landmark contrast.
- Check emissives at gameplay distance; use real lights when they must illuminate.
- Verify local-light noise/ghosting with MegaLights enabled.
Interior lit by windows
- Establish exterior Directional/Sky lighting and exposure.
- Use Lumen for indirect bounce.
- Add Rect Lights at important apertures only when the dynamic solution needs an art- directed key or stronger directionality.
- Match Rect Light dimensions/orientation to the opening.
- Keep attenuation bounds inside the useful room volume.
- Inspect Lumen Surface Cache and mesh modularity when interiors stay black.
- Compare interior-to-exterior exposure transition and set Speed Up/Down intentionally.
Practical-lit interior
- Give emissive materials plausible luminance for visible fixture surfaces.
- Pair important fixtures with Point/Spot/Rect Lights for controlled illumination.
- Match source size and shape to the fixture.
- Use IES profiles for real fixture distributions where available.
- Limit attenuation to the room/area of influence.
- With MegaLights, merge clusters that produce stochastic blur or ghosting at the same pixels.
- Test with fog/translucency because MegaLights includes those paths.
Horror or high-contrast scene
- Lock or tightly bound exposure; uncontrolled eye adaptation destroys authored darkness.
- Preserve readable navigation and interactable silhouettes.
- Use small areas of motivated light rather than globally lowering every value.
- Control source radius: smaller sources create harder, more threatening shadows; larger sources create softer ambiguity.
- Use volumetric scattering only where it supports composition.
- Test black-level visibility on the target display and scalability tiers.
Stylized scene
- Start from stable exposure and functional key/fill separation.
- Use temperature/color and indirect intensity as deliberate nonphysical controls.
- Keep values consistent by light role, not per-object improvisation.
- Validate material roughness and albedo before fixing every problem with lights.
- Preserve performance rules: bounded lights, intentional shadows, target profiling.