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Lighting

Tab: Lighting — Lights & mood · Plugin: Cinematic Lab

Light the shot without leaving the cockpit. Every light in the level in one tree, every property of the selected light in one column, and rigs that place a whole setup around a subject in a click.

The Lighting tab: light tree on the left, rig buttons, and the selected light's properties on the right.
The Lighting tab: light tree on the left, rig buttons, and the selected light's properties on the right.

+ Point, + Spot, + Rect, + Dir spawn lights; + Folder organises them; Refresh re-scans the level.

Right-click a light for Move to Folder, (Ungroup), Focus in Viewport, and Convert to… — Point, Spot, Rect or Directional. Folders support New Subfolder, Rename and Delete Folder.

Three-Point Lighting on Selected Actor spawns Key, Fill and Rim spotlights around the currently-selected non-light actor.

It uses skeletal-mesh bounds when the subject has them, so a character is framed on the mesh rather than on an actor bounding box that includes whatever is attached to it — the panel calls this “MetaHuman-aware framing”.

◀ Flip and Flip ▶ move the selected three-point light to the subject’s left or right side, so you can swap key and fill without re-placing anything.

A three-point rig spawned around a selected actor.
A three-point rig spawned around a selected actor.
Building a three-point rig around the selected character: key, fill and rim spot lights.
Building a three-point rig around the selected character: key, fill and rim spot lights.
The same portrait under the new rig.
The same portrait under the new rig.

Stamps a rig around the selected actor, or in front of the camera when nothing is selected, aimed at the current view.

A cinematic rig stamped into the level.
A cinematic rig stamped into the level.

Select a light in the tree and its full property set appears, grouped. The header reads Selected: <name> [<type>]; with nothing selected it says so rather than showing a dead panel.

PropertyNotes
Intensity—
Color—
Use Temperature (Kelvin) + Temp KColour temperature instead of an RGB colour
PresetA temperature preset picker

Vol Scattering (volumetric scattering intensity) and Specular Scale.

Attenuation Radius and Source Radius.

Inner Cone ° and Outer Cone °.

Width, Height, Barn Door ° and Barn Door Length.

Per-light property sliders for the selected light.
Per-light property sliders for the selected light.

A preset picker that applies to the first directional light in the level. The panel states that scope on the control itself, so there is no ambiguity about which light moves when you pick “golden hour”.

Assign a UTextureLightProfile asset to give the light a real photometric falloff. The X clears it.

Save the selected light’s full settings under a name and apply them later to any light.

ControlWhat it does
Save SelectedSnapshot the selected light’s properties to a named preset
ApplyApply a preset to the selected light
DeleteRemove a preset

Presets are JSON-persisted across editor sessions — they are not per-level and not lost on restart.

The lighting preset library with a saved preset.
The lighting preset library with a saved preset.

Open Light Painter launches the full interactive painter in its own panel: paint / line / grid / spline placement, an IES gallery, batch edit, and an overlap heatmap.

Press Esc or close the panel to exit.

The Shot Manager tab’s Capture Look to Shot stores the scene’s local lights — Point, Spot and Rect — into a shot, with their full authored state: transform, intensity and intensity units, colour, temperature flag and value, attenuation radius, cone angles, source width and height, mobility, and shadow casting.

Directional and Sky lights are deliberately skipped. That asymmetry is the design: restoring a shot’s look never destroys the level’s base lighting rig. Restore runs inside a single transaction, so an entire look swap is one Ctrl+Z.

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