Lighting Bot/Ultimate Unreal Game Lighting Education - Early Bird Offer

  • £849 or 3 monthly payments of £300

Ultimate Unreal Game Lighting Education - Early Bird Offer

  • Course
  • 187 Lessons

Struggling to Get Hired as a Lighting Artist? Or even learn Lighting like a pro? This Masterclass Fixes That. Learn PBR, PBL, CPU, GPU, Lumen, SSGI & Production-Level Lighting for Unreal Engine — Used by Avalanche, Studio Gobo, Room 8, Fools Theory, other Keyword Studios and 20+ Studios Worldwide

Watch how this course takes artists from struggling to hired. From low income to higher income. From doing random actions to thoughtful and deliberate choices.

Stop playing safe

The Game Industry is Brutal Right Now

and it has been for last few years

Layoffs, remote jobs vanishing, flooded roles, and low salaries mean one thing: if your lighting isn't improving your portfolio doesn't scream ‘studio-ready,’ you’re invisible. If your lighting doesn't show game ready understanding, you are not a junior you are a student.

Wasting countless hours on free content isn't saving you time, money or preparing you right.

In 2024 alone there were over 15 000 layoffs, not including studio shut downs.

The ones surviving are already investing and growing.

No need to quit. No need to give up. This course will give you another edge.

Lighting is for everyone and it isn't easy without this course

This Course Puts You Back on the Map

It is time for you reset your situation and career. This is not the time to stop investing in yourself.

  • Upgrade your basic artistic lighting to real game ready artistic and technical lighting

  • Analyze broken lighting pipelines

  • Build Optimized scenes for pc, mobile and vr

  • Get past portfolio mindset

  • Confidently work with Lumen, CPU/CPU and communicate with other departments on why their vfx or materials are not working.

Before Lighting Bot

Wojtek is a concept artist looking to learn unreal engine lighting.

After Lighting Bot

Wojtek now knows Unreal CPU Baked Lightmass and Unreal Lumens.

Curriculum preview and pillars

General Course Content

  • Real-World Lighting Workflows (PBR, PBL, EV100, realistic intensities)

  • Engine Mastery (CPU/GPU Lightmass, Lumen, SSGI, fog, exposure)

  • Artistic Thinking + Optimization

  • Lighting for Every Platform (PC, Console, VR, Mobile)

  • Portfolio Game Ready Scenes + Moods

  • Lighting Fundamentals, Colour Theory, Level Lighting Process

  • Community Forum

  • Ask me to make some new videos

Polar Facility - CPU Lightmass

Start your journey with CPU Lightmass, Emissive calculations, hdri, sky sphere, atmosphere and all basics using physically correct lighting for multiple time of day.

Firing Range - GPU Light Mass

Learn how to light mixing multiple colours in same environment for game ready cinematic mindset and approach while checking some differences between CPU and GPU. Learn some tips on rapid prototyping, and color gel lighting techniques.

Jungle Bio - Open World Lumens

Learn some of the challenges of lighting realistically for open world using lumens, dig deep into atmosphere lighting and get introduced to the complexity of optimization.

And more

And more settings, mood, environment, concepts and workflow will be taught to you. And the price will increase accordingly.

Is this you?

Who is this course for?

It is not just for people looking to become lighting artist.

  • You work in the game industry in any role.

  • You are pivoting from animation and movies into games.

  • You think learning for free online is better.

  • You’ve been trying to get lighting jobs but not getting replies.

  • You're a game artist and don't realize your lighting is ruining your portfolio.

  • You don’t know when to use Light mass vs Lumen vs Path Tracing vs SSAO

  • You feel stuck with the same lighting setup in every scene and tend to light scenes similar to it was.

  • You don't understand the technical parts of Unreal Engine Rendering

  • If I asked you why something is happening, you wouldn't know what to answer or how to fix it.

  • You eye ball most of your work.

  • You want to learn real lighting, not fluff tutorials. You want to surpass the teacher.

  • You want to work in game studios or freelance with confidence

  • You already paid for courses, feel disappointed and wish there was more to it.

  • You wish you could occasionally message the course creator for clarification or request more videos.

Trusted by many

Trusted by Artist and Teams at

Not only do individual artist trust us but studios too

If major studios trust this training for their artists — imagine what it can do for your career.

Testimonials section

Global Testimonials

Batu Ö

"Amit helped me learn on baked lighting, real time lighting and PBL principles while improving me on artistic side."

Batu Ö

Batu Ö - Lighting Artist

Xavier P

"It had a great combination of artistic and technical knowledge that boost my art even further."

Xavier P

Xavier P

Jocelyn Jannin

"I've been trying to figure out how to get professional lighting results for video games for a long time and never managed to figure it out on my own with the tutorials on the internet"

Jocelyn Jannin

Jocelyn J

Fateh S

"He has in depth lighting knowledge and brings forward many examples to back his claims."

Fateh S

Fateh S

David V

"The course completely changed my way of understanding how light works, from calibrating the skies to adjusting the exposure and lights with physically correct values."

David V

David V

"I was able to build a portfolio, thanks to which I stepped more easily and confidently into the position of Junior Lighting Artist."

Dawid W

Edwin V

"He is super knowledgeable about lighting, composition, and game development in general. He is also very organized and has a great attitude towards helping others"

Edwin V

Edwin V

"As a lighting Designer, someone who physically works with light in real environments, it was surprising to see how well Amit translates real world principles into a digital platform."

James

"Thank you sir. I already re-purchased the course. I have been doing CG for 20 years and I love your content."

Chandler

Previous student work

Example of Student Work from previous course

If people can learn from old course than imagine what you can learn from the biggest course yet.

Shiyeon B - Student Lighting Work

First time learning Unreal

Shiyeon B - Korea

Lighting Artist

Xavier P - Ecuador

After some lessons

Xavier P - Ecuador

Senior Lighting Artist

Sasikkumar B Lighting

After some lessons

Sasikkumar B - India

Real Time Artist

Cesar R

After a few weeks

Cesar R - Peru

Technical Artist

Dawid W - Lighting Student

Final Delivery

Dawid W - Poland

Lighting Artist

Merwyn L - Student Lighting

For our Lighting Challenge

Merwyn L - Australia

Senior Technical Artist

Thomas H

Lighting Practice

Thomas H - USA

Lighting Artist

Tin N Student Lighting Work

First attempt

Tin N - USA

Lighting Artist

Edwin V - Lighting Student

Final Week

Edwin V - Panama

Senior Lighting Artist

Mentorship Testimonials

Students who upgrade into mentorship and feedback to support themselves during the course benefits the most. These are from selected students who chose to upgrade. When you purchase the course you will be asked to upgrade if you want to.

Fateh S

This program is different in the way that they invest not just in your art but in you too; they’ll put you in situations where you might not be that comfortable (but in a good way) so you don’t just grow as an artist but also as an individual.

Edwin V

"He has always offered great advice, feedback, and guidance on technical, aesthetic, and career in general, which has helped me a lot personally."

David V

I never thought I would be so supported during a course since normally in other courses you see your classes and that’s all, here you have sessions with video game professionals and conversations with other types of people from the world of lighting

Dawid W

"For a long time I was looking for various training courses, tutorials, etc. that would allow me to enter the world of Lighting Artist in the game development studio. After many weeks of searching and conversations, I came across Lighting Bot Academy. I knew then that I was in the right place. I received a good dose of information and a strong foundation to start my adventure as a Lighting Artist."

Xavier P

"I had the chance to be mentored by Amit for a while, and I can say that without a doubt it has been one of the best decisions I've made for my career.

I've been learning lighting throughout my career, and Amit's mentorship was the angular stone to put all the pieces together."

Thomas A

"Amit and the lessons he taught me in my mentorship were key to landing my first job in the industry. He helped me build upon my composition and color skills while also introducing a lot of the technical aspects of the career.."

Jocelyn J

"He is very talented and I immediately felt his expertise during the first feedback sessions of the Live Mentorship, he was able to help me improve on Unreal Engine and DaVinci Resolve."

Naseem

"What really stands out about Amit is his character. I don’t just consider him a mentor, but also a friend. He’s always been patient, supportive, and genuinely invested in helping me succeed. Whether I needed technical guidance or just someone to talk to, Amit was always there to help. I’m truly grateful for everything he’s taught me and for the encouragement he provided throughout my learning journey. I can’t recommend his mentorship enough.."

Batu

"Before starting his mentorship I was unemployed, during this 3 and a half months he helped me get employed, and then helped me get employed AGAIN in a better job! I think that alone describes how experienced and talented he is in lighting art."

Over 9000 students trained since 2007

Stay ahead of others during this time.

Whats inside?

Here is an idea of whats inside

This course is alive and progressing still so the sooner you invest the more you save and the more you learn in the coming months.

187+ Lessons

A few months ago it was just 10 lessons and it is growing as we speak covering all kinds of content related to Unreal Lighting, Sky Atmosphere, Physically Based Lighting, Ev100 techniques, physically correct emissive calculation, multiple methods of approach, cpu, gpu and lumens so far.

Follow on multiple environment

You will watch me work on multiple environment, scenarios and approaches to ensure you understand the challenges that comes from poor materials, difficult assets and game play lighting.

Written docs and walkthroughs

When things are difficult to explain or replicate I provide you best practice and advice in written format for you to look up and try out.

Top Secret Forum

You will be invited into a top secret forum with limited people allowed into for shared exercise, insight, advice and workshops.

Not just a portfolio but game lighting mindset

Forget doing pretty portfolio pieces, everyone do that now. Learn the real truth about top tier lighting techniques used all the way up to Principal and Lead Lighting Level.

Permanent Access and more Updates

The course expands upon the 4.27 course into a completely new course starting from 5.4 and now also covering 5.5, and soon covering more for 5.6

Discounted Mentorship Offer

You get a chance to join the mentorship at a discounted price if you decide to speed up or require further support. Regardless, I am available in the messenger and also forums.

Indirect Lighting Bounce Explained

Fundamental of Real Life Lighting

Fundamental Lighting

The key to great lighting starts with the science

We explain how light works in real life and inside unreal engine. You get visual examples, presentation, quiz and in engine showcase.

PBR Materials - Correct

Fundamentals of detecting poor materials

Understanding Materials

Poor material can destroy great lighting

The reality is most projects and assets are setup incorrectly for lighting. We will teach you the fundamentals of physically based materials and why it is super important for lighting artist to understand it.

Photoshop Material Fix

Fundamentals of Physical Based Materials

Fixing poor materials

Don't be the bottleneck anymore, be the solution.

There is always incorrect physical based material in a project. Don't depend on others and learn see why your lighting is poor, and be the one who teaches others.

exposure curve

Fundamentals of Exposure Compensation and Photography

Exposure Compensation

It isn't enough to just guess anymore.

This time explain not 1, not 2 but at least 3 methods of dealing with EV100 and Exposure Compensation for gameplay to deal with various real scenarios you will stumble upon in your career.

Blade Runner Unreal Lighting

Fundamentals of Volumetric Features

Mastering Volumetric

Just because it looks good, doesn't mean it runs good.

Expanding upon our free content we explain how spheres affect resolution and that there is a scientific approach to Volumetric Lighting Workflow.

Local Exposure Unreal Engine

Fundamentals of Post Process

Mastering Post Process

Even Post Process affects frame rate.

Stop randomly sliding post process and learn how it impacts your workflow, SDR, HDR and Lighting. Dig deep into understanding exposure features and new lighting features of Unreal Engine 5.

Emissive Eye Adaption

Fundamentals of Emissive Lighting

Dynamic Emissive

Emissive is not always your friend.

Just because you learned eye adaption for emissive doesn't mean you solved the problems that emissive brings. Learn when to use it and how to use it. Make it come alive.

Day Time Unreal Engine

Fundamentals of Time of Days

Lighting Time of Days

Don't always use similar values

When lighting different time of day we utilize different settings, values, exposure and solutions. When do you use HDRI vs Atmosphere? When you do break the rules?

Fundamentals of Creative Lighting

Dynamic Exposure Curves

Sometimes science isn't enough

After setting up physical correct values the art direction might still require you to make adjustment that are more artistic. Learn how to control it more.

Creative Unreal Lighting

Fundamentals of Leading Player

Gameplay Lighting

Pretty isn't enough anymore

We unlearn your bad habits when doing cinematic and portfolio lighting because they do not help realistic professional game lighting work you will do.

GPU Stats in Unreal Engine

Fundamentals of Profiling

Game Optimization

If it doesn't play well on target hardware, you failed.

Learn how to use GPU and CPU Profiler, get introduced to professional profile and debugging so you can nail that promotion or job interview.

Buffer Visualization

Fundamentals of Debug Views

Understand buffer views

The basic buffer view is not enough anymore

Learn how to read, interpret and debug using various debug and buffer views for the various lighting pipeline. Sometimes you need to create your own.

Unreal Level Streaming

Fundamentals of streaming

Level Streaming

Prepare your workflow for future projects

Don't be part of the wrong level streaming club. Learn to set it up correctly and organized so it is functional for your chosen lighting pipeline. Know when to use world partion.

Unreal Pixel Inspector

Fundamentals of Tools

Tools - Pixel Inspector

Don't limit your skills to what people say is for X role

Learn the tips and tricks of professional trade in analyzing projects, debugging issues and teach colleagues what is wrong using tools such as pixel inspector.

Color graded fog Unreal Engine

Fundamentals of Fog

The Art of Fog and Sky Atmosphere

Your image is flat for a reason and often it is the fog.

Understand how fog functions to better utilize it, and get good quality out of it while understanding performance cost. Learn how fog flattens your images or desaturates it.

Color graded fog Unreal Engine

Fundamentals of Sky Atmosphere

Other techniques

There is more to the engine than you think

And lots fo cool feature and techniques that I bet you never even touched or understood.

And lots lots lots more

This course will contain much more from CPU, GPU, Lumens and more to become the real Ultimate Lighting Course.

Consider getting mentorship

Sign up for newsletter to get chance to be mentored

Get product updates, discount, exclusive insight, launch announcements and more by joining my newsletter.

You're signing up to receive emails from Lighting Bot

Transform your career

Your Mentor - Amit Patpatia

Lead Lighting Artist

Amit has already taught over 9000 students world wide in various topics such as lighting. He has worked for outsourcing companies such as Iron Belly Studios as Technical Lighting Artist. Junior Lighting Artist for start up companies such as Bluebox. Lighting Artist at Ubisoft for Tom Clancy – Ghost Recon Breakpoint Senior Lighting Artist at Interior Nights. Lead Lighting Artist at many companies such as Gunzilla Games for Off The Grid. And currently Lighting Director at Mad Head Games as consultant. His speciality is unique for game lighting pipeline that balances optimization and gorgeous renders using physical correct values. Are you ready to change your life with his help?

Artstation

FAQ section

Frequently asked questions

You've got questions. We've got answers.

Why is it "expensive"?

I understand that it might feel like a significant investment, and it is. But this course is designed to fast-track your skills, portfolio, and career as a lighting artist in ways that free tutorials and cheaper courses simply can’t.

Many of our students have gone from struggling to get noticed to landing real studio work, increasing their income, or even starting freelance careers. It’s not just about learning lighting, it’s about becoming the kind of artist studios want to hire.

Free content is great for surface- level learning, but this course is structured (and will be restructured again), guided, and project-based with real community, feedback to ask more videos, and professional case studies that mirror studio conditions. That’s the difference between watching and actually becoming job ready.

Cheaper courses often teach generic workflows or skip the nuanced lighting decisions that separate junior work from pro level.

My course is designed by someone who's worked on AAA and stylized games and built to simulate real world scenarios so you can stand out in a saturated market. That's why studios mentioned before use it to train their own teams

But I totally understand. That’s exactly why I include long term access and updates whole year. You’re not just buying a course, you’re joining a professional growth system.

However, we are an industry led and industry verified course by many top lighting artist.

In terms of return, think about this:

• A artist job can pay €40,000–€80,000/year.

• This course helps you build the portfolio to get there.

• You could spend years trying to figure it out alone or get there faster with expert systems.

If this course even helps you land 1 project or job you wouldn’t have before, it pays for itself many times over.

If you’re serious about becoming a better artist or lighting artist, I’d be happy to hop on a quick call to see if this is the right fit for you. I don’t want you to pay for something that won’t help, but I also don’t want you to miss an opportunity that could change your career.

How long is the course?

The course will take you several weeks to complete on your own at this stage as multiple videos and content has been added now.

Is it beginner friendly?

Yes, we go through the fundamentals before we speed up into more intermediate topics. In the future more advanced topics will come, as well as deep dive. Either, you are part of a forum and can message me.

Can I access it forever?

Yes, as long as the platform exist it will be available. If something were to happen a download link will be provided instead.

What is the refund policy?

Will this be updated to 5.6?

The current content itself probably will not but there will be specific new content to teach you using 5.6 as soon as good environments are available. And if 5.7 happens to be out before we are done than that too probably.

Are you covering Lumens?

Yes, not only CPU and GPU Lightmass.

Contents

Preparing project settings Part 1 - UE5.4.4 *Updated for 2025*

In this section we go through some new issues with the updated asset environment after it was updated for Unreal Engine 5 and Lumens, so these videos are meant to make you aware on what you need to do for a better quality and less baking issues.

Video Quality Note
Downloading Epic Games Launcher and Unreal Engine 5.4.4
Downloading Polar Facility Project Fab/Library/Download here - UE 5.4.4
[DOWNLOAD] Polar Facility Project File - UE 5.4.4 (If you don't have it in your library or fab)
Opening Map/Quick Navigation Intro & Free UE5 course - UE 5.4.4
FREE Intro to UE5.4.4 course (In case you need to learn it first)
Part01_Projectsettings.mp4
Part02_Meshesforlightmaps.mp4
Part03_LightmapColor.mp4
Part04_SkySpheres.mp4
Part05_Postprocess.mp4
Part06_ReflectionCaptures.mp4
Part07_ImportanceVolume.mp4
Part08_Getting_lightmaps.mp4
Part09_1_LightmapOverrides.mp4
Part09_2_LightmapOverrides.mp4
Lightmap Tip.mp4
Cast Shadow Tip.mp4

Fixing Scene Materials and Asset to improve lighting - UE 5.4.4 - Part 2

In this section we dig a bit deeper to fix or change some of the materials and assets so you understand what you can do to further improve, adjust or otherwise need to deal with as lighting artist in the game industry.

Demo - Before and After Material Updates - Mini Lesson.mp4
Part10_ExportingtoDCC.mp4
Part11_1_DCCUVUpdates.mp4
Part11_2_DCCUVUpdates.mp4
Part12_1_Buffers_PixelInspec.mp4
Part12_2_PBRbreakdown_WithAudio.mp4
Part13_Floor_Roughness_Improvements.mp4
Part14_1_Floor_Metalmask_Creation.mp4
Part14_2_Floor_Recreating_PackedMasks.mp4
Part15_Wall_MapExport.mp4
Part16_Wall_AlbedoEdit.mp4
Part17_Wall_NormalEdit.mp4
Part18_Wall_Recreating_PackedMasks.mp4
Part19_MasterMat_Shader_Cleanup.mp4
Part20_1_Wall_ShaderReplace.mp4
Part20_2_Wall_Mat_AssignAndAdjust.mp4
Part21_Wall_Tint_Fix.mp4
Part22_Floor_Tint_Fix.mp4
1b Emissive Material Fix.mp4
1. Quick Start - Assigning Material to Fresh project.mp4
2. Quick Start - Double checking fixing issues.mp4

Module 1: Fundamentals of Lighting

What is PBR_PBR.mp4
When to use what lighting method? Based on unreal doc
What is global illumination.mp4
Part_1_-_Essential_Lighting_Theory_for_doing_Digital_Lighting (1).mp4
Part_2_-_Essential_Color_Theory_for_Digital_Lighting_Artist (1).mp4
Part_2b_-_History_of_Color_to_improve_your_visual_storytelling (1).mp4
Understanding_Value_in_Paintings (1).mp4
Understanding_Lighting_in_Painting (1).mp4

Module 2: Light Baking Overview

3.1 Definition of Light Baking

  • Explanation: Define what light baking is and why it's used.

  • Visual Aids: Use diagrams to show the process of light baking.

3.2 How Light Baking Works

  • Process: Walk through the steps of the light baking process.

  • Tools: Introduce the tools in Unreal Engine 5 used for light baking.

3.3 Differences Between Baked and Dynamic Lighting

  • Quality: Compare the visual quality of baked vs. dynamic lighting.

  • Performance: Discuss the performance implications of both types.

  • Flexibility: Explain the flexibility and limitations of each approach.

Understanding Lightmapping in Unreal Engine 5 based on unreal doc
Intro to Light baking
Basic Lightmass intro based on unreal doc
1. What is lightbaking
2. How does lightbaking work
3. Difference between static and dynamic lighting
4. Intro to Spotlight Settings
5. Intro to point light settings
6. Intro to area light
7. Demonstration Example of basic lights
8. Intro Directional Light and Skylight
9. Intro to Sky Atmosphere and getting Overcast lighting
10. Setting up World Settings, PPV/EV and Reflection
Lightmap UVs in Unreal Engine 5 documentation based on unreal doc
Common Problems in GI and Their Causes

Basic Exposure Values and Triangle Theory

2.1 Introduction to Exposure Values (EV)

  • Definition: Explain what Exposure Values (EV) are and their significance in lighting.

  • Calculation: Show how EVs are calculated and adjusted.

2.2 Exposure Triangle Theory

  • Components: Introduce the exposure triangle (aperture, shutter speed, ISO).

  • Relationship: Explain how these three components interact to affect exposure.

  • Application in Unreal Engine: Demonstrate how to apply the exposure triangle theory to game lighting.

Intro Lux, Lumens, Candela and Exposure Values
Intro to EV using Camera
Into to Exposure Curve
Intro Eye Adaption Range EV

Introduction to CPU Lightmass - Daytime

In this section we quickly get started by double checking you have setup the project correctly, especially if you downloaded the project. Then we setup basic exterior day light without adding any complex fundamental or rules to ensure gradual introduction to the complex precomputed lighting workflow.

Quick CPU Lightmass guide based on Unreal Doc
1. Checking for Issues - IMPORTANT if your downloaded project.mp4
2. Cleaning outline from scratch.mp4
3. Fixing generator and mountain reflection.mp4
Lighting Scenario Guide based on unreal doc
4. Setting up Quick Level Scenarios.mp4
5. Setting up Directional Light.mp4
6. Setting up Post Process Volume/Exposure
6a. Daylight and Exposure - UE4 - It can help to watch this to understand concept more, no need to follow it.
6b. Understanding Exposure and Lux - UE 4 - It can help to watch this to understand concept more, no need to follow it.
6c. Reflection and Exposure Curve - UE4 - It can help to watch this to understand concept more, no need to follow it.
7. Setting up Reflections.mp4
8. Setting up World Settings.mp4
9. Basic Intro to Lightmap and Shadow Quality.mp4
10. Adjusting Exposure to Dynamic Range - no subtitle yet
10b. Final Post Process Tweaks.mp4
10c. Blocking the skylight and final adjustments.mp4
10d. Quick suggestions on inner dark room.mp4
Step-by-Step Guide to HDR and Exposure Visualization in Unreal Engine 5
Recommended Settings to avoid Conflicts and Visual Artifacts
Common Issues with Volume Samples (Character/Moveable)
Unreal Engine 5 Lighting Guide: Fixing Overbright Interiors (Baked GI) - Deep Dive Explanation and Challenge

Exposure Setting explained a bit more (Just listen and watch mostly)

In these videos we dig a bit deeper in understanding exposure settings more so you can make educated changes and decision for your own scene.

What is Exposure and Key Exposure Settings.mp4
Manual Exposure vs Auto Exposure.mp4
Some best practices for exposure if needed.mp4
Known Issues and Quirks for Exposure (and How to Handle Them)

Intro CPU Light mass Sunset and Emissive lighting

12. Adjusting Sunset Exposure and Local Exposure - no subtitle yet
13. Setting Up Sunset Time and Light Blockers - no subtitle yet
14. Emissive Material Lighting and Eye Adaption Challenges - no subtitle yet
15. Updating Static Mesh for both time of day - no subtitle yet
16. How to troubleshoot and think for some issues.mp4
16A. How to calculate emissive nit correctly.mp4
16B. Demonstration and correct Emissive Rect Calculation.mp4
16C. Demonstration - Grading final work.mp4

Explaining HDR Histogram and Key Exposure Concepts deeper

B1. Overview of HDR Histogram and Eye Adaption in bit more detail.mp4
B2. Using and understanding the histogram meter.mp4
B3. Key Exposure Concepts.mp4
CPU vs GPU vs Lumen - Lighting and Exposure

Intro CPU Light mass Overcast HDRI Skysphere and Backdrop Lighting

17. Download to Import HDRI for Overcast HDRI Lighting.mp4
18. Adding new skysphere, copying floor and new level.mp4
19. Creating basic HDRI material for skysphere.mp4
20. Add light and volumes.mp4
21. Basic reminder about EV measurement for overcast.mp4
22. Getting refleciton back for overcast.mp4
23. Setting up basic exposure curve.mp4
24. Understanding how to simplify setup for correct EV.mp4
25. Explaining challenges with gameplay local lights and EV.mp4
26. Confused? Lets try another approach..mp4
27. Changing Overcast with HDRI Backdrop plugin.mp4
28. Meausring based on avg EV of sky, then ground..mp4
29. Setting up expected EV for interiors for overcast.mp4
30. What if the engine math is broken.mp4
30A. Simplifying emissive nit spot light math and correcting mask.mp4
30B. Moving lights to the correct level.mp4
31. Preparing for night lighting and explaining candle principle
31a. Example of another overcast setup.mp4

Intro to Night HDRI CPU Lightmass

32. Cleaning up our night scene for fresh start.mp4
33. Importing and setting up night hdri.mp4
34. Exposing for night but what part.mp4
34a. Exposure Curve Adjustments - UE4 - Should watch it just to understand concept more, no need to follow this.
35. Cleaning up mesh and emissive for local lighting.mp4
36. Figuring out corridor local lighting.mp4
37. Adjusting exposure and explaining ev concept more.mp4
38. Double check stuff and organize now.mp4
Final Guide for all times of day CPU Lightmass and detailed Summary

Upgrading Project to UE 5.5.4 for Intro to GPU Lightmass

GPU Lightmass Quick Guide Based on Unreal Doc
39. Converting project to UE 5.5 and setting up GPU Lightmass.mp4
40. Setting up new levels and cleaning it up.mp4
41. GPU Lightmass - full bake vs you see what you get.mp4
42. GPU Lightmass - Testing the settings.mp4
43. Explaining gray balance and gamma that works now.mp4
44. Setting up basic day time.mp4
45. Trying different approach for inner room.mp4
47. Sample before moving to next environment.mp4
48. Tip and Trick for GI Lightbounce Albedo we use.mp4
GPU Lightmass Guide and Summary if you want to keep doing it

Final CPU/GPU Lightmass Game Lighting in UE 5.5.4

Download project
A1. Lightmass, Lightmap and UV.mp4
A2. Statistics, Lightmass logic and swarm agent.mp4
A3. Diffuse Interreflection, color bleeding and indirect shadows.mp4
A4. Import Third Person Char and lighting volume explained.mp4
A5. Ambient Occlusion Methods.mp4
A6. How some shadow works.mp4
A7. Lighting Quality, Base Color, Luminance, Photoshop.mp4
A8. Optimizing Build Time and Performance.mp4
A9. Turn on Extend Luminance.mp4
A10. Lightmass Settings Global and Per Light - Beginner
A11. Mesh, Material and Emissive Lightmass Settings - Beginner.mp4
A12. Workflow Interior Physically Based Lighting.mp4
A13. Workflow Adjustment Interior PBL.mp4
A14. Understanding Color and Values more.mp4
A15. Breakdown of my lighting setup for you to try your own.mp4
A16. Pointing out Lightmap UV importance and how complicated it can get.mp4
A17 / Chapter 11: GPU Lightmass (GPULM) Written guide and summary
A18 / Chapter 12: Advanced Scenarios and Use Cases (Written guide and summary)
Chapter 13: Troubleshooting and Debugging (Written guide and summary)
Common Problems in GI and Their Causes
Common Problems with Volume Samples

Lumen - Outdoor Lighting – Forest Environment? 5.5

Download the project
EV, Directional and Height Fog.mp4
Intro to Sky Atmosphere - Rayleigh Scattering Setting.mp4
Intro to Sky Atmosphere - Mie Scatttering Setting.mp4
Sky Atmosphere Summary so far and Absorption.mp4
Experimentation and Exercise.mp4
Sky Atmosphere Debug and Sunset Testing.mp4
Adjusting Settings for Sunset and setting up another mood.mp4
Stat Unit Command explained
Frame Rate vs Millisecond - What to aim for?
Checking Optimization Choices 1
Checking Optimization Choices 2
Checking Optimization Choices 3
Some more Optimization 4.mp4
Making a Cooked Build to test and analyse correctly.mp4
Checking performance in game.mp4
How to add cvar into build challenge.mp4
UE5_GPU_Bottlenecks_and_Optimization_Guide.csv
Console Variable Sites to use and learn
Some of the cvar we used in game test

Edited Source Files for "Setting up Static Lighting UE5"

In this section you will find some files to allow you to troubleshoot your work or speed up your work, in case you don't want to learn the important skills of editing, changing or updating source files to improve your lighting.

Read me before downloading materials
Src_V2.7z

Other Tips and Videos

2 Fake Lighting Tips to Explore for Optimization subtitle lightingbot.mp4

Stop wasting time and money

Join others and 20+ game studios now