Simplify your Lighting Workflow with Color Themes inside UE5
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- Опубліковано 8 лют 2025
- Todays quick tip is about one of the things that I use everyday as a Loghting Artist when I work with Unrela Engine scenes.
Color themes can speed up your lighting and look dev workflow and allow you to organise your colors across larger UE5 projects.
This is my first step into creating short tutorials about Lighting in real time game engines.
Lighting plays a crucial role in creating immersive and interesting environments, and it can really make or break the visual impact of a scene.
Using color themes inside Unreal Engine saves me a lot of time every day, and I think it can do the same for you!
Where do these colorthemes get stored and how can you move them between different projects?
The templates get saved inside the project config folder in a per Project user ini that can be found here:
Saved\Config\WindowsEditor\EditorPerProjectUserSettings.ini
Inside the ini you can search for [ColorThemes] and copy paste that section from one project ini to another. Additionally you could also edit the entries there, while doing so in editor is the far better option.
Used UE from UE4 and never noticed this, god damn. UE has so many hidden gems/quality of life stuff, shame nobody does a video about all of them in a single video.
Loving you videos man! Please continue putting them out!
Thanks a lot! And yes, I will! Having a blast making these.
@@Dominik_Hildner hell yeah I shared your videos with my dev team today 👍
Loving the content! Thank you
Wow your lighting looks immaculate 😍
Beautiful lighting! Truly inspiring. A tutorial on how you did the fog in the cyberpunk hallway would be incredible and help me with my scenes so much!
Thanks for your kind words!
I use a very similar workflow for my fog on most maps I work on. I am currently prepping a video about this, should be ready in the next days!
All your scenes are top notch. This is impressive way to present a tutorial. Thanks for the present.
Your Content is great my friend!😍
Terrific lesson. Quick, well-paced and super useful. Thanks for the tip! Sub'd 👍
Thank you for your kind words :)
great content please do tutorial on game lighting must needed content. where did you get this environent ? is it on marketplace so cool!
I would love a tutorial on the fog and how to achieve foggy looks like these in general :)
Working on it, should be ready in the next couple of days! :)
Erm… ive been using unreal since the UT99. And i didnt know this! So thanks man!
You are very welcome!
Facts! I didn't know you could save the palette. I'm going to test if there is a way to export them for future project use.
@@TheDeathbyPurple
you can.
The templates get saved inside the project config folder in a per Project user ini that can be found here:
Saved\Config\WindowsEditor\EditorPerProjectUserSettings.ini
Inside the ini you can search for [ColorThemes] and copy paste that section from one project ini to another. Additionally you could also edit the entries there, while doing so in editor is the far better option.
It usually gets added at the bottom of the file.
Hope that helps!
Thanks so much ❤
You are very welcome! ;)
This technique is so much faster when used with Lightmixer
is it possible on unreal 4 ?
Great Lighting:)
Where did the trees used in your scene come from in the marketplace?
Hi, glad you like it!
For the spruce forest I primarily used this pack by Dekogon that you can find here:
www.unrealengine.com/marketplace/en-US/product/foliage-vol-4-spruce-trees-nanite-and-low-poly/reviews
I have been on the lookout for good evergreen trees to use for a while now, and these are excellent for my needs.
Their Pine trees are also very nice imo.
www.unrealengine.com/marketplace/en-US/product/foliage-vol-2-pines-nanite-and-low-poly
Great Video. How did you made that the fluorescent tubes doesn´t flicker in Lumen? Did you use emissive materials on them or only placed point- and spot-lights?
Hi!
The tubes used here are one of my Emitter BPs I am working on. Basically a BP thats using Dynamic material instances that pick up the Brightness of the Light and calculate the correct Emissive brightness for the surface area of the emissive to match the light intensity.
So the emissives material is updated as soon as I change the color of the light, or its intensity etc.
But similarely this could be replicated by assigning a emissive material on the Tube.
But I also use actual lightsources as well, this helps reduce the flickering from emissives. . . emissives only dont behave so well with lumen as you might have experienced as well :)
@@Dominik_Hildner Thank you. What a smart idea to make a BP which is picking the lights attributes and feed them into to emissive material. Would you be open to share your code of this blueprint?
Hi, great tutorial!
In your lighting, in the exterior map, there are an excessive number of lights. We used to work like that, but we had to stop because performance dropped to zero, and it became unusable for a videogames intended for the end user.
Is this project for a cinematic or for a video game? If it's for a video game, how do you handle it?
Absolutely correct - there are indeed quite a lot of lights floating around, but not all of them are used for every camera shot.
I set up the scene with cinematics in mind, but to make this gameplay friendly I would then go ahead and set up aggressive Max distance culling, very selective shadowing etc etc.
And for gameplay levesl, you would not really be able to afford all the small rims and fill lights that I placed in this scene - as its intended to output a video cinematic.
Generally, the number of shadowcasting lights, the amount of overlap in the shadow areas and the general light complexity is what tanks performance . . .well at least before Megalights ;)
I still want to pick up the outdoor woods environment and transform it into a explorable gameplay space. . .
@@Dominik_Hildner Yes! We haven't had time to test it yet, but we hope Megalights will solve the problem! :)
what is the name of those military assets?
and the hazmat suit
I'm probably one of a million other users that have never really used the drag & drop panel in UE. ;)
Where are the color palettes saved to? And how easy is it to add them to other projects?
Hey!
The templates get saved inside the project config folder in a per Project user ini that can be found here:
Saved\Config\WindowsEditor\EditorPerProjectUserSettings.ini
Inside the ini you can search for [ColorThemes] and copy paste that section from one project ini to another. Additionally you could also edit the entries there, while doing so in editor is the far better option.
It usually gets added at the bottom of the file.
Hope that helps!
How did you do the fog? Please make a tutorial
Hi!
Are you interested in fog from the forest scene, or the cyberpunk hallway?
Or both :)
both🥰@@Dominik_Hildner
is this a better way instead of having level instances with lighting?
hm, not really. You can think of it like a database that stores color values that you can create and use in your project. . . instead of hand picking a color every time for every light, or having to past color from one light to another etc.
Hope that helps explain it a bit better
What kind of tree pack
Hi!
For the spruce forest I primarily used this pack by Dekogon that you can find here:
www.unrealengine.com/marketplace/en-US/product/foliage-vol-4-spruce-trees-nanite-and-low-poly/reviews
bidaha çalmayın, ayıb
Not sure what you mean?