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Part 4: AMBIENT LIGHTING

⏱️ ~15 min📑 1 section

What you'll learn:

  • The difference between ambient and direct lighting
  • Sky Light, HDRI, and Sky Atmosphere — when to use each
  • Common ambient lighting problems and how to fix them

Section 12: Ambient Lighting Fundamentals (15 min)

Direct lighting comes from a specific source in a specific direction — a lamp, the sun, a spotlight. It creates defined highlights and casts shadows.

Ambient lighting is the fill that comes from everywhere — the sky, bounced light from walls, the general "atmosphere" of a scene. It:

  • Fills shadows so they're not pure black
  • Provides base illumination from all directions
  • Sets the overall mood and color temperature of a scene

In Unreal, ambient lighting comes from three primary sources:

  1. Sky Light — captures environment and provides diffuse fill
  2. Sky Atmosphere — simulates realistic atmospheric scattering (outdoor)
  3. HDRI — uses a 360° image for controlled studio-like lighting

TODO: Add Sky Light setup image

A Sky Light captures the environment around it and provides two key contributions to your scene:

  1. Ambient Lighting — Soft, directionless fill light that simulates light from the sky/atmosphere
  2. Reflections — Environment reflections on shiny/metallic surfaces

What Sky Light does:

  • Fills shadows with ambient color (so they're not pure black)
  • Provides base illumination from all directions
  • Supplies environment data for reflections on surfaces
  • Simulates the overall "atmosphere" of a scene

Key difference from other lights: Sky Light doesn't come from a specific direction — it surrounds your scene and contributes from all angles equally.

See Part 7: Reflections for more on how reflections work.

Adding a Sky Light:

  1. Place Actors → Lights → Sky Light
  2. By default, it captures the scene around it

Source Type options:

TypeBehavior
SLS Captured SceneCaptures what's around it (sky, HDRI backdrop, etc.)
SLS Specified CubemapUses a specific HDRI/cubemap you assign

For most workflows, you'll use Sky Light indirectly through the HDRI Backdrop plugin, which includes its own Sky Light component.


HDRI (High Dynamic Range Image) is a 360° panoramic image that contains a full range of light values — from dark shadows to bright light sources.

HDRIs provide three things:

  1. Background — 360° environment surrounding your scene
  2. Ambient lighting — soft fill light from the environment (via Sky Light)
  3. Reflections — realistic environment reflections on shiny surfaces (via Sky Light)

Unreal provides the HDRI Backdrop plugin for easy HDRI setup.

Enabling the plugin:

  1. Edit → Plugins
  2. Search "HDRI Backdrop"
  3. Enable and restart if prompted

Adding HDRI Backdrop to your scene:

  1. Place Actors panel → Lights → HDRI Backdrop
  2. Drag into viewport
SettingPurposeRecommended
CubemapYour HDRI textureAssign your .hdr file
IntensityBrightness multiplier1.0 default
SizeDome radius — critical1000+ (scale to your scene)
Projection CenterWhere the dome is centered0, 0, 3000 works for most scenes
Lighting Distance FactorHow far lighting extends0.5 typical

Size is the key parameter: If your HDRI isn't affecting the scene, increase Size significantly. If your reflections show up as black, the Size is probably too small.

The HDRI Backdrop Blueprint contains:

  • Sky Light component — provides the ambient lighting and reflection environment
  • Geometry component — the dome mesh displaying the HDRI as your background
  • Automatic cubemap handling

Important: Delete any other Sky Lights in your scene — HDRI Backdrop has its own. Multiple Sky Lights will cause conflicts and unexpected results.

Select the HDRI Backdrop → expand the Skylight component in the Details panel to access Sky Light settings.

Lower Hemisphere is Solid Color:

  • When enabled (default): Below the horizon is a flat color
  • Prevents ground from "leaking" unrealistic light upward
  • Can cause a visible black bar at the horizon if your HDRI doesn't extend below

If you see a black bar at the horizon:

  • Your HDRI may not have below-horizon data
  • Try a different HDRI with full sphere coverage
  • Or disable "Lower Hemisphere is Solid Color" (may cause light leaking)

HDRI contributes to your scene through its internal Sky Light component:

What HDRI provides:

  • ✓ Soft, directionless ambient fill light
  • ✓ Environment reflections on shiny/metallic surfaces
  • ✓ 360° background for your scene

What HDRI does NOT provide:

  • ✗ Directional shadows — the "sun" in an HDRI won't cast shadows
  • ✗ Sharp, focused lighting — it's all diffuse ambient

For directional lighting and shadows, you still need actual light actors (Directional, Rect, etc.).

See Part 7: Reflections for how to control reflection quality and methods.

  1. ☐ Enable HDRI Backdrop plugin
  2. ☐ Place HDRI Backdrop actor
  3. ☐ Assign your HDRI cubemap
  4. ☐ Set Size to 1000+ (adjust to scene scale)
  5. ☐ Set Projection Center appropriately (0, 0, 3000 typical)
  6. ☐ Delete any other Sky Lights
  7. ☐ Adjust Intensity and Lighting Distance Factor as needed

When importing .hdr files:

  1. Drag .hdr file into Content Browser
  2. Open the texture in Texture Editor
  3. Set Mip Gen Settings: NoMipmaps
  4. Set Maximum Texture Size: Match your HDRI resolution (e.g., 4096, 8192)

Without these settings, your HDRI may appear low-resolution or muddy.

Built into Unreal:

  • Engine Content — Enable "Show Engine Content" in Content Browser settings
  • Engine Plugin Content — Some plugins include HDRIs (enable "Show Plugin Content")

Free online resources:

  • Poly Haven (polyhaven.com/hdris) — high quality, CC0 license
  • HDRI Haven — merged into Poly Haven
  • sIBL Archive — various environments

Sky Atmosphere is Unreal's physically-based atmospheric scattering system. It simulates how sunlight scatters through Earth's atmosphere, creating realistic sky colors and ambient lighting.

Why it matters for ambient lighting: The color and intensity of your sky directly affects what your Sky Light captures. Sky Atmosphere + Directional Light + Sky Light creates a cohesive outdoor lighting baseline.

The Core Setup (Outdoor Realism):

  1. Directional Light — represents the sun, set as "Atmosphere Sun Light"
  2. Sky Atmosphere — generates realistic sky color based on sun position
  3. Sky Light — captures the sky and provides ambient fill

Adding Sky Atmosphere:

  1. Place Actors → Visual Effects → Sky Atmosphere
  2. Select your Directional Light → Details → Light → enable Atmosphere Sun Light
  3. Add a Sky Light (or let HDRI Backdrop handle it)

Key Settings:

SettingWhat It Does
Rayleigh ScatteringBlue color at midday, red/orange at sunset
Mie ScatteringHaze/haziness around the sun
AbsorptionAtmospheric thickness (how much light is absorbed)

Tip: For most outdoor scenes, the defaults work well. Rotate your Directional Light to change time of day — Sky Atmosphere responds automatically.

Sky Atmosphere vs HDRI — When to Use Which:

Use CaseBest Choice
Outdoor environment with dynamic time of daySky Atmosphere
Controlled studio/product visualizationHDRI
Need consistent, repeatable lightingHDRI
Realistic sky that reacts to sun positionSky Atmosphere
Indoor scene with windowsHDRI or Sky Atmosphere (depends on visibility)
Quick environment prototypingSky Atmosphere (simpler setup)

HDRI Pros:

  • Consistent, art-directed look
  • Works well for product shots and controlled environments
  • Provides detailed environment reflections from real photographs

Sky Atmosphere Pros:

  • Dynamic time of day (rotate sun, sky updates)
  • Physically accurate scattering
  • No HDRI file management
  • Better for large outdoor scenes
IssueCauseFix
Black reflectionsSky Light missing or wrong sizeAdd Sky Light, increase HDRI Backdrop Size
Horizon black barHDRI doesn't cover below horizonUse full-sphere HDRI or disable Lower Hemisphere Solid Color
Multiple conflicting ambientMore than one Sky LightDelete extras, keep only one
Exposure looks wrongAmbient too bright/dark for exposureAdjust Sky Light Intensity or Exposure settings
Flat, washed-out lookAmbient overpowering direct lightReduce Sky Light Intensity

Note: Height Fog and Volumetric Clouds are covered in Part 8: Atmosphere — these are separate from ambient lighting and have their own performance considerations.

Key Points:

  • Sky Light captures the environment and provides ambient fill + reflections
  • HDRI gives consistent, art-directed lighting — great for product shots
  • Sky Atmosphere reacts to sun position — great for dynamic outdoor scenes
  • Only have ONE Sky Light in your scene (HDRI Backdrop includes one)
  • If reflections are black, increase HDRI Backdrop Size