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UE5 Environment Study - Lighting and Atmosphere Critique

SVT
SVT
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SVT

Hi everyone!

I’m pretty new to UE5 and real-time rendering, and I’d really appreciate some feedback on this scene. My main goal here is to achieve realistic, volumetric lighting and overall atmosphere — something close to the reference image that I’ve attached as well.

Right now the scene doesn’t feel quite there yet, especially in terms of depth, light interaction, and realism. I’m trying to understand what’s missing or what could be pushed further.

Any critique is welcome — lighting, composition, materials, post-processing, anything that stands out.
I’d also love any tips or workflows specific to UE5 that could help improve volumetric light and mood.

Thanks in advance for your time!

Reference


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  • sketchem
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    sketchem polycounter
    I think the biggest thing is the direction of the sun. On the reference it's coming from the left of the image plane and shining through through the foliage. That's what creates those nice rays and shadows across the mid and foreground. In your image, the sun is coming from the right and more shining on the foliage than through it. Therefore the rays can't form. 

    I think your contrast is pretty good. It looks like your shadows are close to the same value as the reference. It's just a matter of moving those shadows by moving the light. 

    The reference has a slightly different greenscape than your image. There is a higher ratio of moss which creates a less busy ground cover. That may have some influence on your shadows since they will be broken up by your "chunkier" foliage. The same goes for the ratio of foliage on the trees. The reference has taller trees so there is more trunk near the ground level. In your image there is more leaves and branches near the ground. This catches more light and makes it harder for light to penetrate. That means you get fewer slivers of light on the ground. 
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