Static lighting
Baker
Bake lightmaps and probe volumes directly in Unreal.
- Separate Fast and Full modes
- Spectral, Intel OIDN, or firefly denoising
- Uncompressed, BC7, or compact output

Artist-controlled static global illumination for Unreal Engine 5.
Built for baked lighting
Shape the light. Bake it into your world.
Prepare lightmaps, place probe fields, and build your lighting in one Unreal workflow. Spectral gives you control over where the detail goes, how the bake is filtered, and how much lighting data your scene uses.
Explore the baking workflowGenerate lightmap UVs and set consistent surface detail.
Choose resolution, sampling, and denoising for the result you need.
Use baked probe fields for moving objects, with fog and capsule lighting on supported renderers.
Trailer
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Spectral systems
Spectral covers the path from preparing meshes and placing lighting fields to baking, shading, atmosphere, and final inspection.
Static lighting
Bake lightmaps and probe volumes directly in Unreal.
Global illumination
Place lighting detail only where the scene needs it.
UVs and density
Generate UVs and keep lightmap detail consistent.
Soft static shadowing
Bake directional shadows with controlled softness.
Atmosphere and grounding
Light local volumes and volumetric Exponential Height Fog from probes.
Look development
Inspect lighting in the editor or at runtime.
Scene systems
Reuse baked lighting and reflection setups.
Movable character shadows
Use baked probes to ground movable characters in the scene.
Real editor workflow
Baking, rendering features, diagnostics, memory, and setup all live in one editor panel. Select a view to inspect the real interface.
Take the next step