Using static lighting in our projects
The arrival of Unreal Engine 5 has seen the introduction of very important and groundbreaking technologies into the real-time visualization realm. Nanite, Lumen, and Virtual Shadow Maps… these are all new features that move the industry forward, and they ultimately give us higher-fidelity results when it comes to rendering our scenes.
Perhaps accidentally, we’ve already looked at one of those new features – Lumen. As the new default dynamic global illumination and reflections system, we’ve seen its effects when we worked on the previous recipe. We only had to worry about placing a light and adjusting some of its attributes for the scene to look right; we didn’t have to create reflection captures, bake lightmaps, or use other techniques that might sound completely alien to you if you are starting your real-time journey with this version of the engine.
Despite that, we are going to take a quick look at the...