How do I achieve a "viewport" lighting/rendering in Unreal Scene?

Hello! I am building out an Unreal Engine application where I display high-resolution meshes. I want to be able to display the meshes without textures and allow a player to see all of the details of the mesh. More specifically, I want to replicate the “Default” views you have in other 3D tools like Blender, or a 3D modeling tool like Zbrush.

I’ve tried using the “unlit” mode with various materials, but it still appears very flat and I lose details of the mesh. Any interesting solutions to achieve this sort of rendering within my game? Thanks!

Just as “Unlit” sounds, it means that there are no light in the scene, meaning that everything will look flat/dull and details will have minimal visibility. When you have a “default” material in Blender, there is still light emitting from somewhere to show the details. I am thinking of those 3D softwares as a photo box (where light comes from all walls + ceiling and floor).

Maybe create some sort of light box where you place the meshes inside with a grey-ish material or something.

You could try implementing matcap in post-process materials to achieve similar results?

1 Like

Yeah, likely what you’ll want is just a plain material (50% grey, .5 roughness, 0 metallic) and a grey background.

For lighting, I would suggest checking out the Automotive, Product Design, and Manufacturing project presets- in particular the Product Configurator project. It’s a great example of how to get a nice grey background without flattening your lights. In this project, they use an inverted grey sphere for the background and a Skylight with a cubemap for lighting.


1 Like

Thank you both very much! I was able to get some good results with a plain material as suggested. I also added some normal/edge-lighting in the material which made it even closer to the desired result. thanks