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No. 0763 DE DesignEQLabs Pro

Light Painter

UE 5.4–5.85/52.0.5

Module: Design · Category: LevelDesign · Tool ID: LightPainter

Light Painter is an editor mode for placing lights by pointing at the surface they belong on. Choose a light type and its settings in the panel, then click in the viewport: the light lands on the surface under the cursor, offset along its normal. The same panel lays out lights in bulk (mirrored pairs, evenly spaced rows, lines, grids and spline paths) and edits them afterwards as a group.

Light Painter in a furnished room: the panel on the right and painted lights over the table.
Light Painter in a furnished room: the panel on the right and painted lights over the table.
Placing point, spot and rect lights, then a mirrored pair, a painted row, a line and a grid.

The same set before and after a Light Painter pass:

The set before any lights were painted.
The set before any lights were painted.
The same set with warm and cool lights painted in.
The same set with warm and cool lights painted in.
  • Iterative lighting passes, where you place and move many lights quickly
  • Practical and fill lights: lamps, sconces, strip lights and bounce fills
  • Repeated fixtures such as corridor sconces, ceiling grids and path bollards
  • Rough lighting on a whitebox before the art pass
  • Key lighting for the whole level. Place and tune the sun, sky and hero key lights by hand.
  • Baking. Light Painter places light actors; building lighting is still a separate step.
  1. Open the EQLabs Hub and search for Light Painter, or browse to Design → LevelDesign.
  2. Click the tool card, then click Activate.
  3. The Light Painter panel opens beside the viewport. The mode stays active until you click Deactivate or press Esc.

Choose Point, Spot or Rect under Light Type, then click a surface in the viewport. The brush preview shows the light’s radius before you commit.

A point light placed by clicking the floor, with its radius drawn around the cursor and the lit result in the inset.
A point light placed by clicking the floor, with its radius drawn around the cursor and the lit result in the inset.
A spot light placed on a cube, with its cone shaped by the Inner and Outer Angle fields.
A spot light placed on a cube, with its cone shaped by the Inner and Outer Angle fields.
A rect light with its width and height set in the panel and its facing aligned to the camera.
A rect light with its width and height set in the panel and its facing aligned to the camera.
SettingWhat it does
Intensity and UnitsBrightness in Unitless, cd (candelas), lm (lumens) or EV
RadiusThe light’s attenuation radius
Cast ShadowsWhether the placed light casts shadows
Inner Angle, Outer AngleSpot lights only: the cone
Width, HeightRect lights only: the emitting area
Light ColorA swatch, one of nine presets, or a temperature in kelvin with Use Temperature
MobilityStatic, Stationary or Movable
Normal OffsetHow far (cm) the light sits off the surface, along its normal
AlignWhich way the light faces: Surface, World Up, Camera or Custom pitch and yaw

Hold Shift while clicking to place a spot light regardless of the selected type.

Each mode below places several lights from one gesture. Line, Paint Drag and Grid are mutually exclusive; turn one on and the others switch off.

Places a second light reflected across a world plane through the origin. Pick the Mirror Axis (X, Y or Z) to flip east–west, north–south or floor–ceiling. Useful for symmetric set lighting and paired sconces.

Mirror on: one click places a symmetric pair of point lights.
Mirror on: one click places a symmetric pair of point lights.

Hold the left mouse button and sweep across surfaces. A new light drops every Spacing centimetres of cursor travel; release to finish the stroke.

A row of blue point lights painted in one stroke, evenly spaced along the floor.
A row of blue point lights painted in one stroke, evenly spaced along the floor.

Click a start point and an end point. Line Count lights are placed along the segment, both ends included. Position and normal are interpolated between the two clicks, so Line works best on flat surfaces.

Line mode previewing a span, then placing five lights along it.
Line mode previewing a span, then placing five lights along it.

Click one corner and then the opposite corner. Rows × Cols lights are placed in the plane of the first surface you clicked; the panel shows the total before you commit. Use it for ceiling grids, wall panels and floor pads.

Grid mode previewing and placing a 2 × 3 array of purple point lights.
Grid mode previewing and placing a 2 × 3 array of purple point lights.

Pick any actor with a spline component and set Samples. Generate Lights Along Spline places that many lights, evenly spaced by arc length so tight and loose curves get the same spacing. Align to Tangent points each light along the curve.

Seven lights placed along a curved spline path.
Seven lights placed along a curved spline path.

Press Esc during a line, grid or drag to cancel the pending placement without leaving the mode.

IES Profile takes any TextureLightProfile asset. The gallery below it lists every IES profile in the project; click Refresh after importing new .ies files.

A photometric IES profile applied to a spot light, visible as the patterned pool on the curtain.
A photometric IES profile applied to a spot light, visible as the patterned pool on the curtain.

Advanced (Lumen / Volumetric) sets three per-light values:

SettingWhat it does
Soft Source RadiusSoftens shadows and highlights, as if the source were larger. 0 is a point source.
Indirect IntensityScales the light’s bounce contribution. 1.0 is physically correct.
Volumetric ScatteringScales the light’s contribution to volumetric fog. 0 means no light shafts.
Advanced settings raising the bounce and scattering on a set of green fill lights.
Advanced settings raising the bounce and scattering on a set of green fill lights.
  • Alt+click a light in the viewport to copy its settings into the panel.
  • Alt+Shift+click a surface to take its material’s base color as the light color. This works for materials and material instances that expose a BaseColor parameter.
  • Presets save every setting (color, temperature, IES and placement) under a name, as JSON in Saved/EQLabs/LightPainterPresets. Load and Delete work on the preset picked in the list.
Alt+click on an existing light copies its settings into the panel.
Alt+click on an existing light copies its settings into the panel.
The eyedropper sampling a surface's material color for the next light.
The eyedropper sampling a surface's material color for the next light.
Saving the current settings as a preset, then loading it back.
Saving the current settings as a preset, then loading it back.

Batch Edit Placed Lights lists every light placed this session. Select some or all of them, then drag Intensity or Temp (K), or click Pick Color…; the change applies to the selection only. Each drag is a single undo step.

Batch Edit changing the intensity, color and temperature of five selected lights at once.
Batch Edit changing the intensity, color and temperature of five selected lights at once.

Every placement is one undo transaction, so Edit → Undo removes a whole line, grid, stroke or spline set in one step. Inside the mode, Undo Last (or Ctrl+Z in the viewport) removes only the most recent light, and Clear All removes every light placed this session.

Undo removing an entire grid placement in one step.
Undo removing an entire grid placement in one step.
Undo Last clearing the session light by light.
Undo Last clearing the session light by light.

Unreal allows at most four overlapping Stationary lights in one area. Beyond that, the extras fall back to fully dynamic lighting and lose their baked shadows. With Mobility set to Stationary, turn on Show Stationary Overlap Heatmap to draw a sphere at every Stationary light in the level: green where the limit holds, red where four or more overlap.

The stationary overlap heatmap: green spheres where the limit holds, red markers where too many lights overlap.
The stationary overlap heatmap: green spheres where the limit holds, red markers where too many lights overlap.
Fourteen point lights placed by clicking the floor, with the overlap rings drawn in green and red.
Fourteen point lights placed by clicking the floor, with the overlap rings drawn in green and red.
InputResult
ClickPlace a light (or the first point of a line or grid)
Shift+clickPlace a spot light
Click and dragPaint a row of lights (with Paint Drag on)
Alt+click a lightCopy its settings into the panel
Alt+Shift+click a surfaceTake the surface’s base color
Ctrl+ZRemove the most recent light
EscCancel a pending line, grid or stroke; press again to leave the mode

Light Painter creates ordinary APointLight, ASpotLight and ARectLight actors in the current level. They stay after you deactivate the mode, and nothing in the level depends on the plugin.

The finished pass: the painted lights in the viewport and the clean lit result in the inset.
The finished pass: the painted lights in the viewport and the clean lit result in the inset.
  • Choose mobility before you paint. Static and Stationary lights take part in the lighting build; Movable lights don’t. Changing it later means editing every light.
  • Watch the Stationary limit. Painting quickly makes it easy to put five Stationary lights in one room. Keep the heatmap on while you work.
  • Use a small Normal Offset for floor lamps and a larger one for pendants. The offset is along the surface normal, so on a ceiling it moves the light down.
  • The eyedropper needs a BaseColor parameter. Materials without one leave the color unchanged.
  • Painted lights add to your dynamic lighting cost. Audit them with the Lighting Scenario Auditor.
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