Lighting study — night canal and harbor gate in Unreal Engine
Personal project

Lighting Study 01

Real-time lighting and mood study in Unreal Engine — a night-lit coastal town where atmosphere is built with light, fog and a custom dust particle that reacts volumetrically to every light source.

Lighting VFX Materials UE4
Role
Lighting Artist / Tech Art
Focus
Mood lighting & volumetric FX
Engine
Unreal Engine 4
// Overview

A town built with light

A coastal town at night, lit entirely in real time: warm practicals guide the eye through streets and archways while cool ambient light keeps every silhouette readable. Fog and volumetrics tie the shots together.

Night canal and harbor gate in Unreal Engine Foggy courtyard and archway in Unreal Engine Ivy-covered seaside facade in Unreal Engine
// VFX

Light-reactive dust particle

The fog and steam in this scene aren't post-processing — they're a custom particle whose material reacts to light volumetrically. Each sprite samples its own position and radius to build a spherical mask in world space, so the billboard fades softly at its edges and reads as a volume instead of a flat card.

The material (M_Dust_Particle) combines that SphereMask with a noise texture for internal break-up and multiplies everything by Particle Color, keeping the system lit-translucent: every lamp, window and bounce light tints the dust naturally, with no fake glow. The result is cheap, art-directable atmosphere that anchors the mood of the whole level.

How the light-reactive particles behave in motion — every light source tints and shapes the dust in real time.
M_Dust_Particle material graph in Unreal Engine Dust particle reacting to warm light in a tunnel Volumetric mist in a courtyard lit through an archway
1 / 3