Exporting "Lighting Pass" possible like in other render engines?

Hi guys,

I am currently facing a little problem. I built up a scene in Unreal and wanted to do some compositing in Fusion or Photoshop afterwards. So, in the path tracer set-up, I added additional render passes just as “Specular”, “Roughness”, “SceneDepth” etc. However, I cannot find any render pass that would allow me to extract the lighting information from Unreal. This would be crucial as I need to rebuild the beauty pass in Fusion later on in order to do the compositing step. Is there any workaround on this?

Hi, did you find any solution to this?

Your best bet might be to do a multi render pass with Lumen and Path Tracing. Eg, select the static meshes you absolutely need to be rendered with path tracing, say the immediate foreground items, table, etc as a stencil layer. There’s a bug in UE 5.3 for Stencil Layers by the way for path traced rendering so you’ll need to add “R.Nanite” with the value set to 0 if the static meshes selected contain Nanite. Then render the rest of the scene with the added render passes (quite a few more addiitonal ones) via lumen and then composite both layer together in post via Fusion, etc. In terms of specific console variables for light,I’m not sure, but there is a really good plugin for assisting with getting the best possible lighting extracted from the scene, called 'Light Forge". Here’s a YT video on it https://youtu.be/dZmnDDSNUEY?si=ZI7kGSQaTWw_y2j5