- Distinguish Lumen dynamic GI from Lightmass baked lighting and choose one per scene with intent.
- Enable and tune Lumen global illumination and reflections in Project Settings and the Post Process Volume.
- Place Reflection Capture actors and a Sky Light so surfaces reflect the actual scene.
- Add a Post Process Volume with exposure, tone mapping, bloom, and color grading.
- Build a readable three-point mood with 2–3 lights — pushing many with Megalights when you need them — and present it at crit.
Mon 2:00 · Brief Faking the bounce
Real light bounces infinitely and for free in the physical world. In a game running at 60fps, every bounce costs — so you learn when to let Unreal solve the bounce live and when to precompute it.
Lumen: dynamic global illumination
Direct light is easy: a lamp hits a surface. The expensive part is indirect light — the way a red wall throws pink onto the white floor beside it. Unreal's Lumen solves that bounce in real time, so lights, geometry, and materials can all change and the GI follows instantly — no bake, no lightmap UVs to wait on. It also drives real-time Lumen Reflections, so shiny surfaces reflect the actual scene as it moves. This is the default in a new UE 5.8 project, and for most game scenes it's where you start.
Lightmass: baked lighting when you want it
Sometimes you want lighting precomputed and locked — a mobile target, a fixed hero shot, a scene where every last millisecond of GPU matters. Lightmass bakes indirect light into lightmaps for static geometry: it costs nothing at runtime but can't move. Most projects pick one path per level — fully dynamic with Lumen, or baked with Lightmass — rather than fighting both at once. Know both so you can choose with intent.
Reflections, sky, and lots of lights
Even with Lumen, Reflection Capture actors give you cheap, cached reflections in enclosed spaces, and a Sky Light feeds ambient color from your sky or cubemap so nothing sits in dead black. And when a scene wants dozens or hundreds of shadow-casting lights — a neon alley, a control room of glowing panels — Megalights, production-ready in UE 5.8, makes many dynamic lights affordable that used to be a hard budget wall.
Post-processing is the final grade
Raw engine output is linear and flat. A Post Process Volume applies effects across the whole camera: exposure sets how bright the scene reads; tone mapping maps the wide range of scene values into what the screen can show without blowing out; bloom bleeds light from bright sources; color grading sets your final mood — cool and clinical, or warm and worn. This is the difference between "correct" and "cinematic."
Unreal's Lumen delivers fully dynamic global illumination and reflections with no bake, and Megalights — production-ready in UE 5.8 — makes hundreds of shadow-casting lights affordable in real time. Cinematic light is now a live decision, not a precomputed one. Discussion: what does a lighting artist control when the engine handles the bounce and the light count is no longer the wall?
Mon 2:45 · Guided lab Light one scene, well
Key light to reflections to post — the full lighting pass on your assembled kit.
- Set the key
Add a
Directional Lightas your sun/key. Angle it low and off-axis — never flat-on. Set a Rect or Spot Light for fill and a rim from behind. This is three-point lighting, borrowed from film and just as true in a game. - Confirm Lumen is on
In
Project Settings → Rendering, verify Dynamic Global Illumination and Reflections are set to Lumen. Now your bounce is live — move the key light and watch the indirect color follow instantly across the kit. - Add a Sky Light
Drop a
Sky Lightso ambient light and sky color fill the shadows. Set it to real-time capture so it updates with your scene. Nothing should sit in dead black unless you meant it to. - Place Reflection Captures
Add a
Sphere Reflection Capture(or Box, for a room) centered in the space and pressBuild → Build Reflection Captures. Your metallic and glossy surfaces now get accurate cached reflections layered under Lumen's live ones. - Push the light count with Megalights
If your mood wants many small shadow-casting lights — panel glows, string lights, a neon strip — enable
Megalightsand place them freely. Watchstat unitas you add: Megalights keeps the cost sane where a naïve pile of dynamic lights would tank the frame. - Build the Post Process Volume
Add a
Post Process Volume, set it to Infinite Extent (Unbound), and enable overrides: Exposure, Bloom, and Color Grading. Unreal tone-maps by default; now grade for mood. - Shape the mood
Pull the lighting toward one clear feeling with 2–3 primary lights — dawn, interrogation room, neon alley. Kill any light that isn't earning its place. Contrast reads; even brightness reads as nothing.
- Final pass and frame
If you chose the baked path, run
Build → Build Lighting Onlywith Lightmass at final quality; if you're fully dynamic, just set a hero Cine Camera angle. Check performance withstat unitandstat gpu. Lighting that looks great but tanks the frame rate isn't done.
Wed 2:00 · Workbench Practice, unhurried
No new material. You work on your own file while I circulate — this is the hour where the technique from the guided lab stops being something you watched and becomes something you can do.
- Finish the lab on your own work
The guided lab was built on the class example. Now do it on the piece you are actually submitting. That second pass is where it sticks.
- If you fell behind, catch up here
This is what the hour is for. Say so and I will come to you — do not spend it quietly stuck.
- If you are ahead, go deeper
Take the optional extensions from the lab, or push the piece further than the brief asks. Nothing graded depends on them.
- Ask Gary, the AI TA, anything
The tutor on the course site is open all term for questions about how and why. It explains; you build. No agents in the work until Week 9.
- Lumen GI and reflections are enabled and the indirect bounce updates as you move the key light.
- The Sky Light fills ambient color and no surface sits in unintended dead black.
- Reflective surfaces reflect the room via Reflection Capture + Lumen, not a flat default.
- A Post Process Volume is unbound on the level with exposure, tone mapping, and grading active.
Wed 3:10 · Crit / share Project 1 — Game-Ready Asset Kit
Project 1 is due. Present your kit assembled and lit in one level: we look at silhouette and topology, UV and texture honesty, and now the lighting that ties it together. Have your budget sheet open — triangle counts, texture resolutions, material count — because we check whether the kit is actually game-ready, not just pretty in one frozen frame. Come ready to name one decision you'd change and one you'd defend.
Homework — due before Week 06
| Task | Deliverable |
|---|---|
| Address crit notes on your kit | Revised, re-lit level saved and backed up in your project |
| Find a character or use the provided base mesh | A humanoid in a clean T/A-pose, ready to rig next week |
Resources
- Lumen global illumination & reflections — Unreal's fully dynamic GI and reflection system.
- UE 5.8 release notes — Megalights production-ready, and what's new in the renderer.
- Unreal Engine documentation — Post Process Volumes, Reflection Capture, Sky Light, and Lightmass baking.
- Unreal Engine — the engine, feature overviews, and free learning paths for lighting in real time.