What you'll learn:
- Why exposure matters for consistent lighting results
- The Environment Light Mixer for quick adjustments
- Post Process Volume settings for exposure and Lumen quality
Section 15: Exposure Reference & Environment Light Mixer (6 min)
Before working with exposure, let's create reference materials to gauge our exposure settings:
BP_LHT_RefExposure Blueprint: Create a Blueprint with spheres at different exposure-relevant values:
- 18% Grey — Standard photographic middle grey (Base Color V = 0.18)
- Pure White — Maximum reflectance (Base Color V = 1.0)
- 90% White — Highlight reference (Base Color V = 0.9)
- 5% Black — Shadow reference (Base Color V = 0.05)
Why these values?
- 18% Grey is the reference point for correct exposure
- If 18% grey looks correct, your exposure is properly set
- White should be bright but not clipped
- Black should have detail, not crushed
Quick access to manage all environmental lighting:
Window → Env Light Mixer
🖼️Image placeholder: Environment Light Mixer Panel
From here you can create and adjust:
- Sky Light
- Atmospheric Light (sun)
- Sky Atmosphere
- Volumetric Clouds
- Height Fog
Creates realistic atmospheric scattering:
- Blue sky during day
- Orange/red at sunset
- Works with Directional Light as "sun"
Set Atmospheric Light (sun) = 0 for indoor scenes or controlled lighting.
Adds 3D cloud rendering:
- Affected by Directional Light
- Casts shadows on ground
- Performance cost
For indoor/studio scenes: Usually disabled.
Adds atmospheric depth:
- Distant objects fade into fog
- Can be volumetric (interacts with lights)
Note: We enabled Force No Precomputed Lighting in Section 2 — this ensures all lighting is dynamic via Lumen.
Section 16: Post Process — Exposure & Lumen Settings (10 min)
Post Process is a collection of image effects and rendering configuration applied after the scene is rendered. It controls two major categories:
1. Feature Configuration
- Enabling/disabling rendering features (ray tracing, Lumen, etc.)
- Quality settings for various systems
- Bloom, motion blur, depth of field
2. Exposure & Color
- Auto exposure behavior
- Manual exposure settings
- Color grading, tone mapping
In Unreal Editor, you apply post process via a Post Process Volume:
- Add Post Process Volume to scene
- Enable Infinite Extent (Unbound) — affects entire level regardless of position
- Override specific settings as needed
Cameras also have post process settings built in:
- Each Cine Camera Actor has its own post process overrides
- Camera settings override volume settings when active
- Useful for per-shot adjustments
This means post process can come from:
- Post Process Volumes (scene-wide)
- Camera actors (per-camera)
- Or both (layered)
By default, Unreal adjusts exposure automatically:
- Look at bright area → exposure darkens
- Look at dark area → exposure brightens
- Like how your eyes adapt
When this is a problem:
- Inconsistent brightness between frames
- Same scene looks different from different angles
- Cinematics, product shots, or ML training data need consistency
When auto exposure is fine:
- Games where adaptive exposure feels natural
- Dynamic environments with large brightness ranges
| Setting | Value |
|---|---|
| Metering Mode | Manual |
| Apply Physical Camera Exposure | Off |
| Exposure Compensation | Adjust to taste (0 = neutral) |
If using physical camera model (like real-world photography):
| Setting | What It Does |
|---|---|
| Shutter Speed | Exposure time (1/125, 1/250, etc.) |
| ISO | Sensor sensitivity |
| Aperture | f-stop, affects DoF and exposure |
When to use physical camera: Cinematics where you want realistic camera behavior and depth of field.
When to skip it: Use manual exposure compensation instead for simpler, more predictable control.
After disabling auto exposure:
- Positive values = brighter
- Negative values = darker
- Adjust until your middle grey reference looks correct
Use these as starting points for different lighting conditions:
| Condition | EV |
|---|---|
| Moonless night | -2 EV |
| Moonlit | 1 EV |
| Interior | 4 EV |
| Low sun (sunrise/sunset) | 7 EV |
| Cloudy | 10 EV |
| Sunlit | 14 EV |
Note: EV is logarithmic — each +1 EV doubles the light, each -1 EV halves it.
Post Process Volumes also configure rendering features:
| Category | Example Settings |
|---|---|
| Lumen Global Illumination | Quality, Final Gather |
| Lumen Reflections | Quality, Ray Lighting |
| Ray Tracing | Reflections, Shadows, GI overrides |
| Bloom | Intensity, Threshold |
| Ambient Occlusion | Intensity, Radius |
Now that we understand Post Process Volumes, here are the detailed Lumen controls:
Toggling Lumen per-area or per-level:
- Post Process Volume → Global Illumination → Method: Lumen / None
Lumen GI Quality Settings:
| Setting | What It Does |
|---|---|
| Lumen Scene Lighting Quality | Overall GI quality (1-4) |
| Final Gather Quality | Accuracy of final bounce calculation |
| Final Gather Lighting Update Speed | How fast GI responds to changes |
Console Variables (scripting/runtime):
r.Lumen.DiffuseIndirect.Allow 1 (on)
r.Lumen.DiffuseIndirect.Allow 0 (off)
Lumen can introduce:
- Frame-to-frame noise variation
- Denoising that can soften edges
- Temporal artifacts
- Unpredictable results between camera angles
Use Lumen when:
- Dynamic environments need realistic bounce light
- Games with moving lights/objects
- Architectural visualization with natural lighting
Consider disabling Lumen when:
- Consistency matters more than realism
- Cinematics with locked cameras
- Product visualization
- ML training data generation