Real world photography simulation

I’m working on a realistic lighting project that shows photography based lighting with both hot lights and flash based with and without modifiers (softboxes, scrims, gobos, etc.) and am coming across some severe limitations in how Epic implements lights.

I’ve tried creating 3 different lighting BPs, point, spot and rectlight with a simple softbox mesh but each have major weaknesses as outlined below. Note that this is dynamic movable lighting only so please no feedback on static as it won’t work in my project.

  1. Spots have decent shadow and throw simulation but don’t show catchlights in model eyes.
  2. Point is worthless as it has little useful control and shadows are harsh.
  3. Rectlight gives a realistic catchlight that is sized well in the eye reflection but is ■■■■ bag for soft shadows.
    And I’ve experimented for the last month with all the settings on each of the light types but can’t get anything that will follow real world metrics as to shadowing, diffusion and reflection in catchlights.

I’ve beat the UE4 docs to death and what a frikkin useless, randomized mess those things are! I’ve watched dozens of YT vids with mostly gamer kids who don’t have a clue what inverse square law or feathered shadows are and so they only work with game based static lighting. It seems Epic doesn’t understand real world dynamic lighting based on all the kludges they have. From what I can gather, they created these light sources primarily for open world games or static archviz reps and all their demos have numerous spots and points all over their maps and everything is baked based on a specific scene.

I’ve tried some of the so called lighting simulator assets but none of the kids knows how light works in the real world. So if there is anyone that understands what real world photography/cinema lighting entails, it would be greatly appreciated of any useful feedback for implementation in UE 4.26.
Regards,
MZ

Hey, what exactly do you want to achieve? Unreal gives you a lot of settings to play with. Do you use a CinematicCamera? Do you use Raytracing? Some example pictures below, just a fresh project without raytracing, without tweaked project settings / post process. I only changed some values of the lights. So there should be settings to make it more realistic. Do you have pictures of what you want to show within your project?

I found out partially what was causing the lighting issues. All 3 of the source functions were not working nor was the specular function in spot and point lights. I reinstalled UE4 but still no go so I started going back in time to previous backups and finally found one from 3 months ago that was working or as close to working as UE4 should get. All settings were identical to what I was using in the newer and current project so it made no sense other than a corrupted project file maybe…who knows.

I’m still not happy at all with the implementation of dynamic lighting and have hopes that UE5 address this with Lumen.

Thank you kindly for taking the time to post your reply.

Regards,
MZ