After watching multiple tutorials, I decided to avoid baked lighting and chose to use raytracing instead. This method works well with Unreal Engine 5. At first, the lighting seemed lacking, but I was able to enhance it by incorporating Global Illumination and authentic Ambient Occlusion.
In addition, I made sure that all the Project Settings are fine (DirectX 12 is on, Dynamic Global Illumination Method is set to Lumen, Ray Lighting Mode is set to Surface Cache, Software Ray Tracing Method is on Detail Tracing, Shadow Map Method is using Virtual Shadow Maps, Support Hardware Ray Tracing is on and Use Hardware Ray Tracing is enabled).
Next, I worked on the textures to make sure that the materials aren’t too dark and that they reflect enough light. Additionally, I converted all assets that could be converted to Nanite, as they perform better in that format with Lumen.

To improve the quality of my visuals, I made some adjustments in the settings of the Post Process Volume. Firstly, I set the infinite extent to unbound and disable auto exposure by changing the Metering Mode to Manual and turning off Apply Physical Camera Exposure. Then, I manually adjusted the exposure compensation through the Post Process Volume. Finally, I worked on enhancing the Volumetric Fog and Volumetric Scattering Intensity.


One of my primary concerns was how to achieve soft shadows by paying attention to shadow penumbra. I learned that larger light sources create softer shadows, so I created a large sun and diffused the light through clouds. To enhance the cinematic effect, I added Godrays and adjusted the scattering distribution in the volumetric fog, giving me more control over the scene’s art direction.

Using Lumen with automatic bounce lights made my work easier. Dynamic Lighting allowed me to work with what I saw on the screen, which was a reflection of rendered light, and it was straightforward to use. Additionally, I created four lighting spheres to check the lighting.
After revisiting the scene, I adjusted the lighting in more detail by modifying each individual component and then testing them all together.
- Adjusting the Colour Temperature in the PostProcessVolume (Colour Grading), Chromatic aberration, and Vignette.
- Changing Fog Density and the Extinction scale.
- Generate Mesh Distance Fields set on in the Project Settings.
To improve the overall aesthetic of the scene, I considered using colour lights to create a more cinematic look through enhanced colour bleeding. However, I ultimately decided to keep things simple for now. Instead, I focused on creating soft, indirect shadows and adding depth to the scene through the use of out-of-focus foreground and midground elements.

I installed Rect Light fixtures around the mansion to produce a gentle, diffused light. By casting Ray Traced shadows and adjusting the indirect lighting intensity, I was able to create the desired effect. Additionally, I modified the Volumetric Scattering Intensity to produce a subtle haze.

Towards the end of the project, I realized that I wouldn’t be able to fully achieve my vision. As a result, instead of making custom prop lights, I decided to go for a simple sphere with a flare material that I had previously used for the Niagara system. I also incorporated the same type of foliage that was used outside, and inside the mansion, and this helped to unify all three environments.
To create a more cinematic/animated look, I followed some general rules such as rendering in 24fps and using the shooting from shadow theory. I also added directional light colour. I chose not to use fill lights and rim lights to keep the scene simple, but upon reflection, I believe that the interior scene may benefit from additional lighting. In particular, I should have placed lighting actors behind the statue in Sequence 3 and inside the Modular Palace. Without these lights, the scene appears a bit flat, but I think that adding fog settings and post-production in Nuke could help improve the overall look. Additionally, I set up the Bloom (PostProcessVolume) method to convolution, which adds a nice glow effect, but it doesn’t show up on the render as strongly as I would like. My ultimate goal is to create a dream-like scenery, but I am concerned that without compositing, I won’t be able to render the scene as seen in Unreal Engine.
