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:
- Sky Light — captures environment and provides diffuse fill
- Sky Atmosphere — simulates realistic atmospheric scattering (outdoor)
- 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:
- Ambient Lighting — Soft, directionless fill light that simulates light from the sky/atmosphere
- 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:
- Place Actors → Lights → Sky Light
- By default, it captures the scene around it
Source Type options:
| Type | Behavior |
|---|---|
| SLS Captured Scene | Captures what's around it (sky, HDRI backdrop, etc.) |
| SLS Specified Cubemap | Uses 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:
- Background — 360° environment surrounding your scene
- Ambient lighting — soft fill light from the environment (via Sky Light)
- Reflections — realistic environment reflections on shiny surfaces (via Sky Light)
Unreal provides the HDRI Backdrop plugin for easy HDRI setup.
Enabling the plugin:
- Edit → Plugins
- Search "HDRI Backdrop"
- Enable and restart if prompted
Adding HDRI Backdrop to your scene:
- Place Actors panel → Lights → HDRI Backdrop
- Drag into viewport
| Setting | Purpose | Recommended |
|---|---|---|
| Cubemap | Your HDRI texture | Assign your .hdr file |
| Intensity | Brightness multiplier | 1.0 default |
| Size | Dome radius — critical | 1000+ (scale to your scene) |
| Projection Center | Where the dome is centered | 0, 0, 3000 works for most scenes |
| Lighting Distance Factor | How far lighting extends | 0.5 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.
- ☐ Enable HDRI Backdrop plugin
- ☐ Place HDRI Backdrop actor
- ☐ Assign your HDRI cubemap
- ☐ Set Size to 1000+ (adjust to scene scale)
- ☐ Set Projection Center appropriately (0, 0, 3000 typical)
- ☐ Delete any other Sky Lights
- ☐ Adjust Intensity and Lighting Distance Factor as needed
When importing .hdr files:
- Drag .hdr file into Content Browser
- Open the texture in Texture Editor
- Set Mip Gen Settings: NoMipmaps
- 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):
- Directional Light — represents the sun, set as "Atmosphere Sun Light"
- Sky Atmosphere — generates realistic sky color based on sun position
- Sky Light — captures the sky and provides ambient fill
Adding Sky Atmosphere:
- Place Actors → Visual Effects → Sky Atmosphere
- Select your Directional Light → Details → Light → enable Atmosphere Sun Light
- Add a Sky Light (or let HDRI Backdrop handle it)
Key Settings:
| Setting | What It Does |
|---|---|
| Rayleigh Scattering | Blue color at midday, red/orange at sunset |
| Mie Scattering | Haze/haziness around the sun |
| Absorption | Atmospheric 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 Case | Best Choice |
|---|---|
| Outdoor environment with dynamic time of day | Sky Atmosphere |
| Controlled studio/product visualization | HDRI |
| Need consistent, repeatable lighting | HDRI |
| Realistic sky that reacts to sun position | Sky Atmosphere |
| Indoor scene with windows | HDRI or Sky Atmosphere (depends on visibility) |
| Quick environment prototyping | Sky 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
| Issue | Cause | Fix |
|---|---|---|
| Black reflections | Sky Light missing or wrong size | Add Sky Light, increase HDRI Backdrop Size |
| Horizon black bar | HDRI doesn't cover below horizon | Use full-sphere HDRI or disable Lower Hemisphere Solid Color |
| Multiple conflicting ambient | More than one Sky Light | Delete extras, keep only one |
| Exposure looks wrong | Ambient too bright/dark for exposure | Adjust Sky Light Intensity or Exposure settings |
| Flat, washed-out look | Ambient overpowering direct light | Reduce 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