Back to Lighting

Part 2: PROJECT SETUP

~13 min2 sections

What you'll learn:

  • The relationship between Project Settings and Post Process Volumes
  • Configure project settings for Lumen and ray tracing
  • Why we disable default effects to learn lighting fundamentals

Section 5: Project Settings vs Post Process (5 min)

Unreal has two primary locations for controlling rendering behavior:

LocationScopeWhen It Applies
Project SettingsGlobal defaultsEntire project, all levels
Post Process VolumesScene/area overridesSpecific levels or regions

Think of it as a hierarchy:

  • Project Settings = "This is how lighting works by default in my project"
  • Post Process Volume = "But in this scene (or area), override these specific settings"

Not everything exists in both places. Some settings are Project Settings only, some are PPV only, and some exist in both.

Setting TypeProject SettingsPost Process Volume
Hardware Ray Tracing
Shadow Map Method
Global Illumination Method✓ (override)
Reflection Method✓ (override)
Lumen Quality Settings
Bloom✓ (on/off default)✓ (detailed control)
Exposure✓ (on/off default)✓ (detailed control)
Ambient Occlusion✓ (on/off default)✓ (detailed control)
  1. Configure Project Settings — Set your global defaults (what we're doing now)
  2. Add Post Process Volumes later — Override specific settings per-scene when needed

We'll return to Post Process Volumes in Part 11: Indirect Lighting Systems when we need scene-specific Lumen controls.


Section 6: Project Settings for Lighting (8 min)

Now let's configure the actual settings. We'll disable Unreal's helpful defaults — the things that make new projects look decent out of the box — so you can see exactly what each system contributes. We'll re-enable features as we learn them.

Navigate to: Edit → Project Settings → Engine → Rendering

Edit menuProject Settings navigation
Edit menu - Project SettingsEdit menu - Project SettingsProject Settings navigationProject Settings navigation

Engine Rendering settingsEngine Rendering settings


SettingValue
Working Color SpacesRGB / Rec709

Note: This is a complex topic. Changing this requires different workflows and affects values for lighting, materials, and cameras. We won't cover this in detail in this course.


SettingValue
Dynamic Global Illumination MethodNone

Note: This controls bounced lighting systems. We'll cover this in depth in Part 10: Indirect Lighting.


SettingValue
Reflection MethodNone

Note: We'll enable Lumen later when discussing reflections in Part 12: Reflections.


SettingValue
Use Hardware Ray Tracing when available✓ On
Ray Lighting ModeSurface Cache

Info: Surface Cache is faster (caches lighting data on surfaces); Hit Lighting is more accurate but slower (evaluates lighting at each ray hit). Surface Cache is the default and Unreal's recommended setting for most workflows.

Note: We'll cover Ray Lighting Mode in Part 13: Reflection Systems.


SettingValue
Mega LightsOff
Ray Traced ShadowsOff
Shadow Map MethodShadow Maps

Note: We'll cover shadow systems in depth in Part 4: Direct Lighting Systems.


SettingValue
Support Hardware Ray Tracing✓ On

Hardware Ray Tracing Requirements:

  • NVIDIA: RTX 2000 series or newer
  • AMD: RX 6000 series or newer
  • Windows: Windows 10 Build 1809+ with DirectX 12
  • Linux: Supported via Vulkan (experimental) — requires Vulkan-capable GPU drivers
  • Consoles: PS5, Xbox Series S/X have native support

If your GPU doesn't support hardware ray tracing, Lumen falls back to software ray tracing (slower but still functional). Keep GPU drivers up to date for best performance.

Troubleshooting: Option Missing or Greyed Out?

If the Hardware Ray Tracing option is missing or greyed out, check:

  • Not running DirectX 12 — Ensure your project uses D3D12 as the RHI (see Platform Settings below)
  • GPU doesn't support DXR — Your graphics card may not support DirectX Raytracing
  • Outdated drivers — Update to the latest GPU drivers from NVIDIA/AMD
  • Windows version — Requires Windows 10 Build 1809+ with DirectX 12 support

SettingValue
Generate Mesh Distance Fields✓ On

Info: Distance Fields are pre-computed mesh data used by multiple lighting systems throughout this course:

  • Part 4: Direct Lighting Systems — Distance Field Shadows for soft area shadows
  • Part 9: Ambient Occlusion Systems — DFAO (Distance Field Ambient Occlusion)
  • Part 11: Indirect Lighting Systems — Lumen's software ray tracing fallback

Enable this even if you have RT hardware — it provides fallback support and additional features. Distance Fields are a recurring thread that connects shadows, AO, and indirect lighting.


SettingValue
Light UnitsLumens
BloomOff
Ambient OcclusionOff
Ambient Occlusion Static FractionOff
Auto ExposureOff
Motion BlurOff
Lens FlareOff
Anti-Aliasing MethodNone

Why disable these? We disable these post-processing effects initially so we can see the pure lighting contribution without any enhancements. This helps you understand what each lighting element does on its own. We'll re-enable them as we cover each topic.


Hardware Ray Tracing and many Lumen features require DirectX 12 and Shader Model 6. Configure these in Platform Settings:

Edit → Project Settings → Platforms → Windows

Platforms navigationPlatforms navigation

Windows Platform SettingsWindows Platform Settings

D3D12 Targeted Shader Formats

SettingValueWhy
SM6✓ OnRequired for hardware ray tracing and modern Lumen features
SM5OffLegacy shader model — lacks ray tracing intrinsics and wave operations

SM5 vs SM6: Shader Model 5 (SM5) was designed for DirectX 11 and doesn't support hardware ray tracing. Shader Model 6 (SM6) adds DXR ray tracing intrinsics, wave operations for better GPU parallelism, and other features Lumen relies on. If you're using Lumen with hardware ray tracing, SM6 is required.

Targeted RHIs

SettingValueWhy
Default RHIDirectX 12RHI (Render Hardware Interface) is Unreal's abstraction layer. DirectX 12 provides the low-level GPU access needed for hardware ray tracing and optimal Lumen performance

Note: After changing RHI settings, restart the editor for changes to take effect.


Key Points:

  • Project Settings = global defaults; Post Process Volumes = scene overrides
  • Not all settings exist in both places — some are Project Settings only, some are PPV only
  • Enable Hardware Ray Tracing and SM6 for modern Lumen features
  • Enable Generate Mesh Distance Fields for software ray tracing fallback
  • Disable post-processing effects initially to see pure lighting contribution
  • We'll configure Project Settings now and return to Post Process Volumes later

Your project is now configured for dynamic lighting with Lumen support. In Part 3: Direct Lighting, we'll create a blank level, set up test geometry, and add our first lights — learning light types, properties, and the one principle that explains shadow softness.