Back to Physically Based Lighting

Part 1: LIGHT PHYSICS

~45 min5 sections

What you'll learn:

  • Radiometry vs photometry — measuring light for physics vs for human perception
  • Units of light — lumens, lux, candelas, and when to use each
  • Inverse square law — why distance matters so much
  • Physical units in UE5 — enabling accurate light values
  • Real-world reference values — what lights actually output

Section 1: Radiometry vs Photometry (10 min)

Light can be measured two ways:

ApproachWhat It MeasuresUnitsUsed By
RadiometryTotal electromagnetic energyWatts (W)Physics, sensors, ML
PhotometryLight as perceived by humansLumens (lm)Lighting design, photography

Radiometry measures all electromagnetic radiation — UV, visible, infrared. It's physics-accurate but doesn't account for human perception.

Photometry weights light by human eye sensitivity. We're most sensitive to green (~555nm) and less sensitive to red and blue. Photometry accounts for this.

In Unreal Engine, lights use photometric units by default:

  • Directional Light: Lux
  • Point/Spot Light: Lumens or Candelas
  • Rect Light: Lumens

When you set a light to 800 lumens, you're specifying how bright it appears to human vision — not its raw energy output.

The conversion between radiometry and photometry uses the luminosity function V(λ):

Luminous Flux (lumens) = 683 × ∫ Radiant Flux(λ) × V(λ) dλ

The 683 factor converts watts to lumens at peak sensitivity (555nm green).

Key insight: Two lights with equal wattage can have very different lumen outputs depending on their color spectrum.


Section 2: Units of Light (10 min)

UnitSymbolWhat It MeasuresAnalogy
Luminous FluxLumens (lm)Total light outputWater flow (gallons/min)
Luminous IntensityCandelas (cd)Light in a directionHose pressure
IlluminanceLux (lx)Light hitting a surfaceWater on the ground
Luminancecd/m² (nits)Light leaving a surfacePuddle brightness
Lumens → Total output from source
   ↓
Candelas → Output per solid angle (steradian)
   ↓
Lux → Candelas spread over distance (lux = cd/m²)
   ↓
Luminance → Lux reflected from surface

Point source at distance:

Lux = Candelas / Distance²

A 1000 cd light at 2m:
Lux = 1000 / 4 = 250 lux

Lumens to Candelas (uniform sphere):

Candelas = Lumens / (4π)
Candelas = Lumens / 12.57

An 800 lm bulb:
Candelas = 800 / 12.57 = 64 cd (average)
ScenarioUse This Unit
Specifying a bulbLumens
Measuring at a surfaceLux
Directional outputCandelas
Display brightnessNits (cd/m²)

Section 3: Inverse Square Law (10 min)

Light intensity decreases with the square of distance:

Intensity ∝ 1 / Distance²

Double the distance → 1/4 the light Triple the distance → 1/9 the light

Light spreads in all directions. The surface area of a sphere is 4πr². As distance doubles, the same light covers 4× the area — so each point receives 1/4 the light.

Distance:  1m    2m    4m    8m
Relative:  100%  25%   6.25% 1.56%
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Close lights are critical. Moving a light from 1m to 2m away cuts its effect by 75%.

Fill lights need power. A fill light at 3m needs 9× the power of a key light at 1m to provide equal illumination.

The sun is special. At 150 million km, an extra few meters makes no difference — sunlight is effectively parallel and constant intensity across a scene.

UE5's lights follow inverse square falloff by default with Use Inverse Squared Falloff enabled. This is physically accurate.

Legacy behavior (disabled): Linear falloff — not physically accurate but sometimes useful for artistic control.


Section 4: Light in UE5 — Physical Units Mode (8 min)

By default, UE5 uses physical units for lighting. Verify in Project Settings:

Project Settings > Engine > Rendering > Default Settings:
    [x] Use Physical Lights

With this enabled:

  • Point/Spot lights use Lumens or Candelas
  • Rect lights use Lumens
  • Directional lights use Lux
Light TypeAvailable Units
DirectionalLux (always)
PointLumens, Candelas
SpotLumens, Candelas
RectLumens

Point Light example:

Details > Light:
    Intensity Units: Lumens
    Intensity: 800

This creates a point light equivalent to a typical household LED bulb.

When using physical units, Source Radius affects soft shadows but NOT intensity. The light outputs the same lumens regardless of radius.

This matches reality — a bigger bulb with the same lumens is the same brightness, just with softer shadows.


Section 5: Common Light Values Reference (7 min)

EnvironmentIlluminance
Direct sunlight100,000 lux
Overcast day1,000 - 10,000 lux
Sunrise/sunset400 lux
Office lighting300 - 500 lux
Living room50 - 150 lux
Street lighting10 - 20 lux
Full moon0.1 - 0.3 lux
Starlight0.001 lux
SourceLumens
Candle12 lm
40W incandescent equiv450 lm
60W incandescent equiv800 lm
100W incandescent equiv1600 lm
Fluorescent tube (4ft)2500-3500 lm
Car headlight (low beam)700-1200 lm
Car headlight (high beam)1200-2000 lm
Stadium light20,000-50,000 lm

For outdoor scenes, the Directional Light (sun) uses Lux:

Time of DaySuggested Lux
Noon, clear100,000 - 120,000
Noon, overcast10,000 - 20,000
Golden hour10,000 - 40,000
Sunset/sunrise1,000 - 10,000
Twilight10 - 100
Moonlight0.05 - 0.3

Create a reference document for your projects:

  1. Note the lighting conditions you commonly recreate
  2. Record real-world measurements or reference values
  3. Document your UE5 settings that achieve those looks
  4. Use consistent calibration (18% grey reference) to verify

Key Points:

  • Radiometry measures physical energy; Photometry measures human-perceived brightness
  • Lumens = total output, Lux = light at surface, Candelas = directional intensity
  • Inverse square law — double distance = 1/4 light
  • Enable Physical Light Units in Project Settings for accurate values
  • Use real-world reference values for physically plausible lighting

In Part 2: Camera Science, we'll explore how cameras capture light — sensor sizes, the exposure triangle, and why depth of field depends on actual sensor dimensions, not full-frame equivalents.