Tutorial — Kiosk Lighting for a Life-Size MetaHuman
Augmented Traveler local tutorial. Back to Unreal — Tutorials · kiosk: Kiosk — Process · display: Hardware — Looking Glass Displays · set: Tutorial — Place Kits for Historic Interiors
How to light a figure shown at life size on the kiosk so they look like a person standing in the room: believable skin, living eyes, and period-true light. It must hold a steady frame rate on the kiosk PC.
Draft. No published benchmarks exist for MetaHumans on RTX 5080/5090 at 4K. Benchmark on our kiosk PC and screen, then lock the settings here.
1. The look we want
- Period light. The 1840s–1880s were lit by daylight, oil lamps, candles and firelight. At night Mitchell observed by starlight with a shaded lamp.
- Warm, low, soft key light, and deep but not black shadows.
- No modern overhead white light.
- Believable at 1–2 m. Visitors stand close to a life-size figure, so skin, eyes and hair are scrutinised as if in person.
- Match the real room where possible: a warmer image in a warm gallery, and a figure that seems to share the room's light direction.
2. Engine settings (kiosk, Windows, RTX-class GPU)
| Setting | Choice | Notes |
|---|---|---|
| Renderer | Deferred, Shader Model 6, hardware ray tracing on | Needed for MegaLights and hardware Lumen |
| Global illumination | Lumen, hardware ray tracing | Try the new Lumen Lite (medium quality, about twice as fast; Beta/Experimental in 5.8) if the budget is tight |
| Lights | MegaLights (production-ready in 5.8) | Many shadowed lights (lamps, candles) cheaply. Needs hardware ray tracing; not for headsets |
| Materials | Substrate (production-ready since 5.7) | Use MetaHuman's supplied skin, eye and hair materials. Don't rebuild them |
| Anti-aliasing / upscaling | TSR | At 4K, a 58–66% screen percentage is the balanced range; test 50% (1080p internal) if needed |
| Character | Cine assembly, LOD0, strand hair | Tutorial — MetaHumans in Unreal |
| Target | Steady 60 fps (or 30 fps locked if the display and content allow) | Decide with the kiosk integrator |
3. A three-part lighting set-up (start here)
Start from Epic's character lighting presets (six presets by cinematographer Greig Fraser: Portrait, Split, Fireside, Moonlight, Tungsten, Red Lantern). Then adapt:
- Key light: a warm rect light (about 2,700–3,200 K for lamplight, 5,000–6,000 K for daylight through a window), 30–45° to one side, slightly above eye level, soft (large source size).
- Fill: a low-intensity, cooler bounce from the opposite side, or let Lumen's bounce from the set do it.
- Rim / separation: a subtle back light so hair and shoulders separate from a dark background, especially important for dark period clothing.
- Practicals: the oil lamp or candle in the set is a real light (MegaLights), with gentle flicker from a Light Function or animated intensity (±3–5%, slow).
- Eyes:
- make sure the key light produces a catchlight (a small reflection) in each eye;
- if it doesn't, add a small, dim light near the camera direction that affects only the figure (lighting channel).
- Eyes without catchlights read as dead at life size.
- Skin: check subsurface scattering at the ears and nostrils against the key, and check that no area looks waxy. Don't raise the specular to "add life".
Use MetaHuman Creator's custom lighting scenarios (5.8) to preview the figure in our kiosk lighting while working on the character. A lighting scenario is a level that references L_BaseEnvironment and keeps its required actors. It is preview only; the shipped lighting lives in the program level.
4. Match the display
- Calibrate the kiosk screen (brightness, white point) in the venue lighting, then judge lighting on that screen, not a desk monitor.
- Life-size check: the figure's head on screen should measure the figure's real head height (about 22–24 cm).
- Glass and glare: if the kiosk has a protective glass front, check reflections of the room lights and adjust the kiosk position or the room lights with the venue.
- Looking Glass or other special displays have their own view constraints; see Hardware — Looking Glass Displays.
5. Performance
- Profile with
stat unit,stat gpuand ProfileGPU (Tutorial — Performance Profiling). - Most expensive, in order: strand hair, Lumen, number of shadowed lights, screen percentage.
- Cut before lowering character quality: first reduce set lights, then Lumen quality, then screen percentage.
6. Check before opening
Sources
- Epic, Unreal Engine 5.8 is now available (MegaLights production-ready): https://www.unrealengine.com/news/unreal-engine-5-8-is-now-available
- Epic, MegaLights: https://dev.epicgames.com/documentation/en-us/unreal-engine/megalights-in-unreal-engine
- Epic, Lumen technical details: https://dev.epicgames.com/documentation/unreal-engine/lumen-technical-details-in-unreal-engine
- Epic, Temporal Super Resolution: https://dev.epicgames.com/documentation/en-us/unreal-engine/temporal-super-resolution-in-unreal-engine
- Epic, Unreal Engine 5.7 (Substrate production-ready): https://www.unrealengine.com/news/unreal-engine-5-7-is-now-available
- Epic, Six character lighting presets: https://www.unrealengine.com/en-US/blog/six-new-character-lighting-presets-for-unreal-engine-available-now
- Epic, MetaHuman custom lighting scenarios and render settings: https://dev.epicgames.com/documentation/metahuman/metahuman-custom-lighting-scenarios-and-render-settings-in-unreal-engine
- Tom Looman, UE 5.8 performance highlights: https://tomlooman.com/unreal-engine-5-8-performance-highlights/
- Full list: Sources — 2026-09-20