© Bertrand Benoit

Table of Contents

This page provides information on the Sky Light in Unreal.



Overview



The Sky Light captures the distant parts of your level and applies that to the scene as a light. That means the sky's appearance and its lighting/reflections will match, even if your sky is coming from atmosphere, or layered clouds on top of a skybox, or distant mountains. You can also manually specify a cubemap to use. For any additional information, see the Unreal Sky Light documentation.


UI Path


||Modes Tab|| > Lights > Sky Light


Sky Light Properties


When rendering with V-Ray, the following parameters are supported:

Light

Source Type – Whether to capture the distant scene and use it as the light source or to use the specified cubemap.

SLS Captured Scene – Construct the sky light from the captured scene.

SLS Specified Cubemap – Construct the sky light from the specified cubemap.

Cubemap – Specify the Cubemap to use for sky lighting if Source Type is set to SLS_SpecifiedCubemap.

Source Cubemap Angle – The angle to rotate the source cubemap when Source Type is set to SLS Specified Cubemap.

Intensity scale – The total energy that the light emits.

Light Color – The color that the light emits.

Affects World – When enabled (the default), the light contributes to the lighting in the level. Disabling it will stop the contribution of the light in the environment.

Cast Shadows – When enabled (the default), the light casts shadows. Turn this option off to disable shadow casting for the light.

Lower Hemisphere Is Solid Color – Whether all lighting from the lower hemisphere should be set to zero. This is useful to prevent leaking from the lower hemisphere.

Lower Hemisphere Color – The color that the lower hemisphere emits when Lower Hemisphere Is Solid Color  is enabled.