Better Support for Lighting When Lumen Is Off?

I’ve noticed a pretty big visual difference in my project depending on whether Lumen is on or off. When Lumen is enabled, the lighting looks rich and dynamic as expected. But when it’s off (whether from user settings or platform limitations) the scene takes a noticeable hit. Some lights don’t even look like they’re turned on, or they appear very dim.

I get that Lumen isn’t available on all platforms, but I’m wondering:

Is there a clean way to adjust lighting based on whether Lumen is active?

  • Could I have a fallback lighting setup that only activates when Lumen is off?
  • for example, I’ve got a point light that would look more in parity if I could crank its intensity up 5x when Lumen isn’t available.
  • Or is there a way to detect the Lumen state at runtime and toggle certain lights or post-process volumes accordingly?

Anyone else run into this? Is there a known workaround or anything in development that might help?

Thanks!

Not sure if we can do that or have both going at once and switch between kind of thing but I find a balance between the two as they are very different by using the Enviro Light Rig and modifying it’s basic exposure and lumen exposure while also switching global illumination in the viewport from Medium to High, Med being basic illumination while High is lumen illumination.

1 Like

Thats helpful. I didn’t actually know about that. Still tricky for inside/outside tuning, but a big step forward. Do you make more of these disabling unlimited bounds and making more than one (Also disabling the other elements inside of it)? Or just try your best to globally tune it?

Thanks!

I am not sure if you can unbound enviro light rig like post process volume but you can make a Post Process Volume by itself and then unbound that while also changing lighting channels of individual objects and making a new light rig with directional light, skylight, post process etc

Issue is given it’s a client side sort of choice between two different forms of illumination I find you kinda have to support both so you have to find the balance so I don’t normally stray away from day sequence and I tend to just fix time atm because I also find a lot of inconsistencies with things like headlights of vehicles for instance causing all sorts of issues on consoles because lumen is just so much higher intensity than standard illumination its like a shock to the system or something who knows but I want to avoid flash bangs lol

1 Like

Hello,

Have you looked into Lumen Exposure Manager. It will allow you to control overall exposure based on 2 post process volumes, A NonLumenPostProcess and LumenPostProcess.

You can find more information about the system here:

Here is a great video by Gregory Yepes going over advancing lighting in UEFN using Lumen Exposure Manager.

Lumen Exposure Manager, tends to be the best solution for most creators and developers but there are times where users are still struggling to get the visuals they want. In those cases Lighting Scalability Manager can be an option but does require having 2 lighting setups and more overhead.

Zim

2 Likes

:fire: Thank you!