Categories
1.1 UE

UE_Dynamic Lighting

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.

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