G—P / FMX 430 / Semester / Week 04

Week 04 · Phase 1 — World Building

Materials & lighting: Megalights era

Your blockout becomes a place today. Physically based materials give surfaces their truth; light gives the room its hour and its mood. And UE 5.8 changes the lighting conversation: Megalights is production-ready, which means the old ration — a handful of shadowed lights, spent carefully — is over. Taste is the new constraint.

Session Fri Sep 25 · 10:00 am – 1:50 pm · CCB-134 Bring your Project 1 blockout, current and committed
By the end of this session you can

2:00 · Brief Surfaces tell the truth, light tells the time

A material isn't a color — it's a claim about physics. PBR (physically based rendering) means the renderer treats your surface parameters as measurements: how rough, how metallic, how the microsurface scatters light. Get the physics honest and the same material works at noon and midnight. Paint the lighting into the texture, and it works exactly once.

The PBR inputs that do the work

UE 5.8's Substrate is the engine's newer material authoring model — built for layered, physically complex surfaces like car paint or frosted glass. We'll touch it where it helps, but the master-material-plus-instances discipline below is the workhorse either way: one parent graph, many instances, parameters instead of copies.

Choosing your light engine

The honest answer to "which one" is always the same: the one whose cost you've measured in your scene. Which is this week's discussion.

State of the Art · Megalights & the 60fps claim

Megalights is now Production-Ready (hundreds of dynamic shadow-casting lights, Epic's stated 60fps target on current-gen consoles) and Lumen Lite delivers GI twice as fast as Lumen High Quality — fast enough for Switch 2. Discussion: "Production-Ready" and "60fps" are vendor labels, not independent benchmarks. How would you verify them in your own scene this week?

UE 5.8 release notes

2:45 · Guided lab Dress and light the blockout

You work on your own Project 1 blockout today. By 4:00 it should have honest surfaces and one deliberate lighting scenario — built by hand, so you can judge what the agent proposes afterward.

  1. Build one master material

    In your project's Content/Materials folder, create a material M_Master_Surface. In the material editor, wire texture parameters for base color and normal, and scalar parameters for roughness and a color tint. Parameters — not constants — are the whole point.

  2. Derive instances

    Right-click the master → Create Material Instance. Make MI_ instances for your room's three or four dominant surfaces — floor, walls, one accent — using textures from your Fab assets or Fab's surface library. Tune each instance in its editor; note that nothing recompiles.

  3. Apply and judge at eye height

    Assign the instances to your blockout geometry, then judge them in PIE at eye height, not from the editor's god view. Tiling scale reads completely differently at 170 cm.

  4. Base light rig

    Give the level its world lighting if it lacks it: Directional Light, Sky Atmosphere, Skylight, and Exponential Height Fog (all from the Place Actors panel or the level's environment setup). Rotate the directional light and watch Lumen carry bounce light into the room in real time.

  5. Turn on Megalights and go practical

    Enable Megalights for the project (in Project Settings under Rendering, or per-scene as the release notes direct — check the docs open on the projector). Then light the room the way the real one is lit: a fixture per real fixture, at plausible intensities and color temperatures. Add more than you think you're allowed to. That's the era change.

  6. Measure, don't vibe

    Console: stat unit and stat gpu. Record your frame time with Megalights on, then disable your practical lights and record it again. This is the verification the State of the Art discussion asked for — vendor claim, meet local evidence.

  7. Commit the lit scene

    git commit -am "Week 4: materials + first lighting scenario", push, and screenshot your favorite view for the crit.

4:00 · AI lab Prompt-driven look development

Lighting is where agents look most impressive and deserve the least trust — a render can be pretty and wrong. Today the agent proposes three lighting scenarios for your blockout; you art-direct the best one by hand, like a director working with a fast gaffer.

Prompt 1 · Three scenarios
Using the MCP tools, create three lighting scenarios for this room as three variations I can compare: (1) overcast noon, daylight only through the openings; (2) golden-hour dusk, low sun with warm bounce; (3) night, lit only by practical fixtures. Keep each scenario's lights in its own outliner folder and tell me how to switch between them.

Evaluate each at eye height in PIE, not in thumbnails. Check the physics of the claims: does "dusk" actually come from a low sun angle, or did it just tint everything orange? Open the light actors and read their values.

Prompt 2 · Art-direct the winner
Scenario 3 is the keeper. The mood should be [your three adjectives — e.g. "quiet, warm, slightly institutional"]. Adjust intensities and color temperatures toward that, and explain each change in one line.

Then take the wheel: pick the two lights that matter most and refine them yourself in the Details panel. Note in your log where the agent's taste ended and yours began — that boundary is what crit will ask about.

Prompt 3 · The performance interrogation
How many lights are in each scenario, which are casting shadows, and what would you remove first if this scene had to run at 90 fps in a headset?

Verify the count against the outliner and the frame cost with stat gpu. Agents assert; profilers measure. Log any claim the numbers contradicted.

Before you call it done

5:15 · Crit / share One view, one hour

Everyone shows a single view of their room in the chosen lighting scenario and names the hour of day it claims to be. The room votes on whether it's telling the truth. Two weeks to Project 1 crit — from here on, everything is refinement.

Homework — due before Week 5

TaskDeliverable
Complete the material pass on your Project 1 space — every surface a considered instance, tiling checked at eye height.Committed material pass; no default grey remaining except by choice.
Finalize one lighting scenario and document its cost.Screenshots plus frame-time numbers in the repo.
Install Twinmotion if you haven't, and bring it working — Project 2 launches next week.Twinmotion launches on your machine (or lab access confirmed).

Resources