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Part 6: EXPOSURE

⏱️ ~16 min📑 2 sections

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:

  1. 18% Grey — Standard photographic middle grey (Base Color V = 0.18)
  2. Pure White — Maximum reflectance (Base Color V = 1.0)
  3. 90% White — Highlight reference (Base Color V = 0.9)
  4. 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:

  1. Add Post Process Volume to scene
  2. Enable Infinite Extent (Unbound) — affects entire level regardless of position
  3. 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
SettingValue
Metering ModeManual
Apply Physical Camera ExposureOff
Exposure CompensationAdjust to taste (0 = neutral)

If using physical camera model (like real-world photography):

SettingWhat It Does
Shutter SpeedExposure time (1/125, 1/250, etc.)
ISOSensor sensitivity
Aperturef-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:

ConditionEV
Moonless night-2 EV
Moonlit1 EV
Interior4 EV
Low sun (sunrise/sunset)7 EV
Cloudy10 EV
Sunlit14 EV

Note: EV is logarithmic — each +1 EV doubles the light, each -1 EV halves it.

Post Process Volumes also configure rendering features:

CategoryExample Settings
Lumen Global IlluminationQuality, Final Gather
Lumen ReflectionsQuality, Ray Lighting
Ray TracingReflections, Shadows, GI overrides
BloomIntensity, Threshold
Ambient OcclusionIntensity, 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:

SettingWhat It Does
Lumen Scene Lighting QualityOverall GI quality (1-4)
Final Gather QualityAccuracy of final bounce calculation
Final Gather Lighting Update SpeedHow 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