The 3D Handbook
Part 11 — Practice ProjectsPage 241 of 248 on the reading route
Exercise

Exercise: lighting one scene four ways

A full project brief for lighting one finished scene in four different ways without changing a mesh, with exposure targets, light limits, profiling, checkpoints and a side-by-side presentation.

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Lighting one scene four ways means taking a single finished environment and relighting it into four different moods, times or functions, while every mesh and material stays the same. It isolates lighting as a skill: if a version looks wrong, the lights, sky, fog or exposure are the only things that can be at fault.

Lighting has a large effect on how an environment piece reads. Naughty Dog lighting artist Gabe Betancourt puts the first rule simply: "The key light is master" (80 Level: Learning Lighting for Video Games). This brief makes you practise that rule four times.

#The brief

Goal. Light one small scene in four versions and present them side by side from the same cameras:

  • A. Midday sun: a high directional sun plus sky.
  • B. Overcast: no direct sun; the sky is the key.
  • C. Night with practical lights: lamps, screens or fire that exist in the scene, plus faint moonlight.
  • D. Low evening sun: a low, warm key with long shadows.

The scene. Use the room from exercise: a modular room, or any interior of roughly that size with at least one window, one doorway and a few props. A space with both inside and outside visible is ideal, because it forces you to handle exposure.

Four section views of the same room, each with a window in the left wall, a box prop on the floor and orange arrows for the key light. A: steep sunlight through the window makes a small bright patch on the floor. B: soft short arrows from the window with no patch. C: a lamp on the ceiling radiates arrows downward, with a faint dashed moonlight arrow through the window. D: low sunlight through the window makes a long bright patch reaching the prop.
The four versions in section. Only the lights, sky, fog and exposure change; the geometry and materials stay identical so that every difference you see is a lighting decision.Diagram by the handbook author

#Constraints

Constraint This brief Why
Meshes and materials Identical in all four versions The exercise isolates lighting
Cameras Three fixed cameras, the same in every version So the versions can be compared frame for frame
Lights per version A handful: at most six, of which at most two cast shadows Betancourt: "The ideal light rig accomplishes with a handful of lights what would feel like dozens" (80 Level); see real-time lighting for why shadows cost most
Fill lights Only if bounce light cannot do the job; specular turned off Robert Yang advises faint fills with their specular contribution turned off (Radiator Design Blog)
Walls At least 10 cm thick Epic's guidance to avoid light leaking under Lumen (Unreal Engine Documentation)
Exposure Manual while lighting; auto exposure clamped with Min and Max EV100 for the final version Unreal's auto exposure is clamped by Min and Max EV100 (Unreal Engine Documentation)
Units Physical light units if your engine has them See physical light units
Frame time Recorded for each version See performance and profiling

#Stages

#1. Scene preparation

Check the albedo before you touch a light. The Level Design Book notes that shadows which look too dark after a bake are often caused by dark albedo textures, not weak lights (The Level Design Book: Lighting). Robert Yang's GDC 2018 workshop advises you to "err on the side of brighter albedos near the upper midtone range of a histogram" (Radiator Design Blog: GDC 2018: How To Light A Level, slides and…). Fix any very dark base colours now (base colour (albedo) map, physically based rendering), or every version will fight them.

Set up the three cameras with sensible lenses and lock exposure to a manual value.

#2. Reference and a one-light test

For each version, find one reference photo or film frame. Betancourt's method is to match it with a single light before adding anything else (80 Level: Learning Lighting for Video Games). Write one sentence per version describing the mood and the focal point it should push.

#3. Key light

Build the key: its angle, colour, intensity and shadow shape. Betancourt says that if you keep at the key "until it has what you're looking for, 80% of the work is laid-out"; if a scene goes muddy, delete the lights and restart from the key (80 Level: Learning Lighting for Video Games). Let global illumination provide the bounce. See light and shadow and value.

#4. Fill, practicals and gameplay

Add only what the key cannot do. The Level Design Book works in passes: global lights first, then wayfinding and the critical path, then gameplay, then detail and mood (The Level Design Book: Lighting). Its wayfinding rule fits every version: "Big important exits should have more important looking lighting" (The Level Design Book: Lighting). Yang's version is to keep a hierarchy: "Don't light everything the same, but rather, create some differentiation" (Radiator Design Blog: GDC 2018: How To Light A Level, slides and…).

For version C, every light should be motivated: The Level Design Book defines a motivated light as "a light source with a plausible fixture", and notes that one visible fixture may drive several invisible engine lights (The Level Design Book: Lighting). See wayfinding and emissive materials.

#5. Atmosphere and grade

Add fog, sky and post-processing last, and keep them subtle. Turn auto exposure on with a Min and Max EV100 range that fits the version, and set up local exposure if you use Lumen: Epic says it "should always be set up when using Lumen Global Illumination" (Unreal Engine Documentation: Auto Exposure). See tonemapping and colour grading and LUTs.

#6. Profiling

Record GPU frame time and the number of shadowed lights for every version. Fortnite's Chapter 4 targeted 60 fps on consoles and gave dynamic global illumination and reflections "four milliseconds" combined (Unreal Engine tech blog: Lumen brings real-time global illumination to…). You do not need to hit a console budget, but you should know which version is most expensive and why.

#Presentation

Show the same camera in all four versions in a grid, then each version alone. Add a short note per version (key light, fill, mood) and the profiling table. A lighting artist's breakdown is about decisions, so the notes matter as much as the pictures. See making (and reading) an art breakdown and demo reels and flythroughs for a short camera move through the best version.

#Shipped lighting work to study

Compare this with the opening shot on the artist's page: the same place, changed mostly through sky, atmosphere, light and grade.Brian Mullen, via ArtStation

#Further reading and watching

References

  1. Gabe Betancourt (interviewed by Kirill Tokarev) · Learning Lighting for Video Games · 80 Level, 2017 · article · accessed 2026-10-21
  2. Robert Yang · GDC 2018: How To Light A Level, slides and transcript · Radiator Design Blog, 2018 · talk · accessed 2026-10-21
  3. Epic Games · Lumen Technical Details · Unreal Engine Documentation, 2026 · docs · accessed 2026-10-21
  4. Epic Games · Auto Exposure · Unreal Engine Documentation, 2026 · docs · accessed 2026-10-21
  5. Wikipedia contributors · Exposure value · Wikipedia, 2026 · web · accessed 2026-10-21
  6. Epic Games · Using Physical Lighting Units · Unreal Engine Documentation, 2026 · docs · accessed 2026-10-21
  7. The Level Design Book · Lighting · The Level Design Book · web · accessed 2026-10-21
  8. Epic Games · Lumen brings real-time global illumination to Fortnite Battle Royale Chapter 4 · Unreal Engine tech blog, 2022 · article · accessed 2026-10-21
  9. Brian Mullen · Ratchet and Clank: Rift Apart - Lighting - Sargasso · ArtStation, 2021 · web · accessed 2026-10-21

Last updated 2026-10-22