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Interface

Open the Spectral panel using its editor toolbar button. The documentation follows the same tab order as the panel.

TabMain controls
BakerBake Lighting, Bake Reflections, bake quality, and denoising
FeaturesProbes, GTAO, Shadows, Tonemappers, Lightmaps, Fog, and Capsule Shadows
VisualizeDiagnostic buttons, optional viewport shortcuts, and project-wide volume visualization preferences
MemoryLighting asset lists and memory estimates
SettingsShader hooks, project requirements, importing level settings, and saving level defaults

Settings in the panel and in the level​

The panel contains shared settings and actions. Individual scene objects have their own controls in the Details panel.

For example, Features > Probes chooses interpolation, while each Spectral Probe Volume has its own voxel size, fade distance, priority, and bounds.

Use the panel's search field to find a setting in the current details view. The Lightmaps tab uses selection-based tools instead.

Read the Per level, Per project, and Per engine installation labels before changing a group. Tonemappers, for example, are saved with the map, while Fog Quality and visualization preferences are shared by the project. See Saving settings and Level settings and defaults.

Scene objects​

Open Placeables for the full control reference and operation of every actor and component below.

ObjectPurpose
Spectral Probe VolumeDefines a region of baked probe lighting
Spectral Fog VolumeDefines a local box of volumetric fog
Spectral Box CaptureBox reflection capture with Spectral's editing handles
Spectral Lightmapped Prefab componentCaptures baked lighting for a Blueprint
Spectral Prefab Volume componentAuthors probe regions inside a lightmapped prefab

Probe and fog volumes have editable bounds. Their colored editor fills are placement aids, not the final lighting or fog color.

tipTip

If a lighting region looks wrong, switch on the relevant view in Visualize before increasing sample counts. Missing coverage is not a sampling-quality problem.