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1. Basic Lighting Concepts
- Direct Lighting
Light that reaches a surface directly without any interference, providing clear and accurate illumination.
- Indirect (Bounced) Lighting
Light that reflects off surrounding surfaces, contributing to mood, realism, and overall light intensity.
- Shadows
Created by projecting geometry from the light’s point of view, helping define depth and spatial hierarchy.
2. Static vs Dynamic Lighting
- Static (Baked) Lighting
Precomputed using Lightmass, offering high-quality lighting with minimal performance cost, but cannot be changed at runtime.
- Dynamic (Real-Time) Lighting
Updated every frame, fully adjustable and animatable, but more performance-intensive.
- Ray Tracing
Provides real-time global illumination and reflections, but requires high-end GPU hardware.
- Unreal Engine supports a hybrid workflow, with Lumen as the default lighting solution in UE5.
3. Light Types and Mobility
Light Types
- Directional Light
- Point Light
- Spot Light
- Rect Light
- Sky Light / HDRI
- Sun & Sky Blueprint
Light Mobility
- Static – Fully baked lighting, lowest performance cost
- Stationary – Baked indirect lighting with high-quality direct lighting (limited overlapping lights)
- Movable – Fully dynamic lighting and shadows, highest performance cost
4. Artificial Lighting – Practical Use
- Point Lights
Physically accurate but expensive; shadow softness must be carefully controlled to avoid noise.
- Spot Lights
Cost-effective and directional, suitable for theatrical and interior lighting.
- Rect Lights
Very realistic but expensive; ideal for simulating screens, windows, and soft fill lights.
- Emissive Materials
Can emit light in Lumen, but small emissive surfaces often produce noisy results and should not replace real light sources.
5. Reflection System
- Unreal Engine 5 uses Lumen Reflections by default.
- Reflection types include:
- Screen Space Reflections (legacy)
- Sphere and Box Reflection Captures (baked)
- Planar Reflections
- Post Process Volume controls reflection intensity, quality, and roughness.
- Reflection captures mainly serve as baked solutions or fallback enhancements.
6. Lumen Overview
- Lumen is Unreal Engine 5’s fully dynamic global illumination and reflection system.
- Supports:
- Infinite diffuse light bounces
- Indirect specular reflections
- Large-scale environments
- Deeply integrated with Nanite, enabling efficient high-detail lighting.
- Replaces older solutions such as SSGI, RTGI, and Skylight AO.
7. Lumen Setup and Quality Control
- Project Settings
- Dynamic Global Illumination: Lumen
- Reflection Method: Lumen
- Enable Mesh Distance Fields
- Post Process Volume
- Lumen Scene Quality
- Lumen Scene Detail
- Lumen View Distance
- Final Gather Quality
- With supported hardware, Hardware Ray Tracing + Hit Lighting provides the highest-quality reflections.