Lighting

Car Render lighiting UE5.2



Add Post Processing Volume

Tick unbound
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Set Manual exposure
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Set Bloom method as Convolution
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Diable lens flares (set to 0)
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Add Rect Light (As a Ceiling light)


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Increase the size of light (give larger surface)
Decrease Barn Door angle (to reduce side spill)
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change light color to light blue

Turn Ray Tracing in PPV for translucent objects (e.g. Glass. to give proper Reflection on glass)


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Duplicate 2 more Rect light on ceiling, but set lower intensity (from 8 cd to 3 cd)
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Set a 4th Rect light to pretend as red tint from car back light:
Adjust its shape/size, color and intensity:
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Set a 5th Rect light as a world global light (to kinda illumniate surrouding)
With bigger size but lowest intensity:
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Create camera and see in the cinema view to check the light, adjust them accordingly
Avoid multiuple complex reflections like below:
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Set light channel in 3D

(ln an object and light, Details, there are a column channel, which divide into 3 channels, that can let it not affect certain objects by not dropping shadow)
Purpose: can create unreal light scenario but creative, to pop out special parts of object without affecting other parts
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Set a new light wanted to use light channel:
Select the object, turn on channel 0 and 1 (all object only set channel 0 on by default)
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Turn on/off channels 0 and/or 1 to of the light to see the effect:
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This case sets 3 extra light channels lights
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