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Immersion

Week: 8 Dynamic Lighting UE

This week we focused on dynamic lighting in Unreal Engine and how lighting choices can completely change the mood and feeling of a scene. We explored different light types and experimented with how light, materials, and atmosphere work together in a 3D environment.

I learned about Lumen, Unreal Engine 5’s dynamic global illumination system. At first, I found it quite challenging to use properly. I ran into some noise issues in my renders, which turned out to be caused by pushing the global illumination settings too far. After some trial and error and dialing things back, the results became much cleaner and more manageable.

I enjoyed experimenting with different light types. Directional lights felt intuitive for sunlight, while spotlights and point lights were great for more controlled and focused lighting. Rectangular lights were especially useful for soft lighting and filling in shadows without flattening the scene too much.

Lighting and materials turned out to be closely connected. Adjusting material values before adding lights made a noticeable difference in how the scene reacted to illumination. I also experimented with post-processing volumes, which I found surprisingly powerful. Being able to tweak colour, exposure, and mood either globally or in specific areas opened up a lot of creative possibilities.

Overall, this week helped me understand that good lighting is not just about making a scene look nice, but about balance—between realism, mood, and performance. It made me more aware of how thoughtful lighting decisions can elevate both visuals and storytelling.

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