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Unreal Engine Lighting and Post-Processing




🟡In this tutorial, the instructor explains the process of creating cameras, setting up lighting, and applying post-processing effects in Unreal Engine.

These three elements combine to enhance and finalize any environment or scene in the game.


🟡The tutorial starts by duplicating a demo asset and then systematically removes existing lighting and post-processing components. The instructor introduces various adjustments to create an outdoor lighting scene, focusing on the Environment Light Mixer for precise control.


🟡They explain camera settings, focal length, depth of field, and composition techniques. They also fine-tune the exposure, bloom, chromatic aberration, lens flares, and vignette in the post-processing phase.





- Workflow

  • For this tutorial, we’ll be using an environment provided by the Epic Games Marketplace.

  • Start by making a Duplicate of the level in the Maps folder from the project.

  • Delete all the light sources.

  • Create a new level and name it Windmill_Lighting.

  • Add that level in the Levels tab.

  • In the Windows tab, add the Environment Light Mixer, and dock it on your workspace.

  • Set it to Normal+Advanced, and click all the Create options.

  • The scene will be filled with light once more, and we can control the environmental light from 0.

  • Add a new PostProcessVolume, and tick the Infinite Extend button in the Details panel so that the Post Process affects the entire scene and we’ll have constant light everywhere.

  • In the PostProcessVolume Details, active Metering Mode, Exposure Compensation, Min and Max EV100, and set them to 0.

  • Next up is adding a Cinematic Camera Actor.

  • After adding the new camera, right-click and pilot the camera, and set the angle from where you want to take a rendered picture when the lights are set up.

  • In the Filmback, set the Sensor Width and Height.

  • Still inside the Camera options, set up the Crop Settings, Lens Settings, and Focus Settings.

  • In the Focus settings, we can use the Aperture to blur out the background while everything in the front is clearly visible.

  • By rotating the Directional Light, we can set what time of day we want it to be in the world.

  • If you can’t find the pivot when you select the Directional Light, hold down Alt and press anywhere in the scene with the Middle Mouse Button, and the pivot will appear where you’ve clicked.

  • Add the Composition Grid on the camera so that we can take a more accurate render image of the scene.

  • Anything in the middle of the grid should be filled while the top of the grid should be mostly empty.

  • From the Environment Light Mixer window, we can change the Intensity of the Directional Light, change the temperature that will make the colors more yellow or blue depending if you want it to be hotter or cooler, enable the Real-Time Capture in the Skylight, and adjust the clouds to our liking.

  • From here we can also control the Fog, its density, volume, and scale.

  • From the PostProcessVolume, we can add a Bloom effect to the scene, and enable the Vignette.

  • From here we can also control the temperature as well.

  • There are options to control the Global colors like contrast, saturation, gamma, etc.

  • These changes are also available inside the Cinematic Camera.

  • The difference between adding these changes to the environmental lighting, and the ProcessVolume will impact the entire world no matter if there is a cinematic camera in there or not, while the changes made on the camera only stay on the camera.

  • When we’re not piloting said camera, the world will not have the changes.

  • Lastly, we want to enable the cloth animation on the table so it doesn’t stay flat.

  • Select the SK_TableCloth and inside the Details, enable the Update Animation in Editor, and the Update Cloth in Editor.

  • Finally, we can take our High-Resolution Screenshot.

  • Set your Screenshot Size Multiplier value then press Create.

  • In the Unreal project folder, there will be a Screenshot folder where the image has been stored.







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