How to make emissive light with lumen?

Hello. I’m trying to make light with material but seems like it doesn’t affect my scene at all:


When I’m trying to increase emissive multiplier the light becomes more bright but just for camera and it doesn’t affect on floor or flower. I’m using lumen and I don’t use emissive for static lighting because I disable static lighting in engine and working only with dynamic light.
Here’s my material:

How can I fix that?

The map in the first screenshot looks like it doesn’t have Lumen enabled.

Are you sure Lumen is enabled?
How did you enable it?
How did you check if it’s enabled?
Are the Normals of the emissive meshes correct?

I thought lumen is using for all project - not for maps, so I’ve enable it in project settings:
image
Normals is okay (as I think, it’s just two planes):

You can enable/disable Lumen per map using a Post Process Volume. Enabling it in the Project Settings enables it on all Maps.

The settings are greyed out, which means it’s not enabled. Was this project upgraded from UE4 to UE5?
Are you using Forward Shading? If so you need to disable it to enable the Lumen Settings.
And Generate Mesh Distance Fields should be enabled too in Project Settings → Rendering

Check out the Platform support section on the below page to see if your system/project meets all the requirements.

Lumen Platform Support

Lumen Platform Support

  • Lumen does not support previous-generation consoles, such as PlayStation 4 and Xbox One.
  • Projects that rely on dynamic lighting can use a combination of Distance Field Ambient Occlusion and Screen Space Global Illumination on those platforms and legacy PC hardware.
  • Lumen is developed for next-generation consoles (PlayStation 5 and Xbox Series S / X) and high-end PCs. Lumen has two ray tracing modes, each with different requirements.
  • Software Ray Tracing Requirements:
  • Video cards using DirectX 11 with support for Shader Model 5 (SM5)

Requires an NVIDIA GeForce GTX-1070 or higher card.

  • Hardware Ray Tracing Requirements:
    • Windows 10 with DirectX 12
    • Video cards must be NVIDIA RTX-2000 series or higher, or AMD RX-6000 series or higher.
  • Lumen does not support mobile platforms. There are no plans to develop a dynamic global illumination system for the mobile renderer. Games using dynamic lighting need to use unshadowed Sky Light on mobile.
  • Lumen does not currently support Virtual Reality (VR) systems. While VR can be supported, the high frame rates and resolutions required by VR make dynamic global illumination a poor fit.

The project was created in UE5.
I’m using Forward Shading and can’t switch to Deffered Shading.
Generate Mesh Distance Fields is enabled.

So, I suppose, I can’t use it with forward shading in any way?

Yeah, as far as I know, Lumen is not supported on Forward Shading.

Do you know something about future plans for it? I’ve found threads with this problem in 2021, so maybe we’ve got more info since then?

The only thing I could find was this twitter post about lumen working in VR, but not using Forward Shading, just comparing the performance to Forward Shading.

Alright, I think, I shouldn’t hope to get it in at least next 2 years… Thank you for answers.

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