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UE Lighting and Raytracing

Realistic Dynamic Lighting
Main Parameters: Directional Light, Atmospheric Fog, Expoentital Height Fog, Post Process Volume, Skylight
-Directional light Details:
Light Shafts: Bloom, Distance Field Shadows, (5:20-7:00)
-Speical cloud effect: At Marketplace, download "Dead Hill Landscape 2.0", apply at "Light Function Material">MI_Clouds

Ray Tracing
At "Output Log", type "r.raytracing.enablematerials 0"
Add/design light in scene
19:00 to 30:12
1.World Setting, Tick "Force No Precomputed Lighting"
2.Drag light (e.g. "Rect Light", Directional Light) on windows in scene:
Detail: Tick "Cast Ray Tracing Shadows", Set "Movable" at Mobility
3.Drag "Post Process Volume" in scene: for Clean Lighting State and control Ray Tracing performance
Detail: Bloom, Lens Flares, Image Effect : intensity 0, Exposure (min & max EV: 1), Rendering Features (Ray Tracing Ambient Occlusion, Ray Tracing Reflections)
Tick "Infinite Extent (Unbound)", so the effect applies whole set, not just the square area
At "Screen Space Reflection"->Misc , set screen percentage (for better anti-alising if higher %, but heavier on graphic card). So if it's 4k or above image, don't set higher than 150%.

Translucency
30:12 to 33:35
1. Set in "Hirearchy node": "Material", "Transluency-Lightingh Mode" of the props w want to have translucency effect, then leave the Node, drage the "Designed Material" on the props
2. In "Post Process Volume", Detail: Transluency- Tick Type and change to "Ray Tracing"
Render
42:30 to 43:30
If not for realtime raytracing, e.g. movie, set "Post Process Volume" Detail-"Path Tracing" cam control max bounces. And set high quality in movie render queue

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