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Sky Installation Guide (UE 5.6) — 16K GLB / HDR / EXR

Beginner‑friendly steps to install a 16K GLB skydome (visual background) and to import/use 16K HDR/EXR for realistic image‑based lighting in Unreal Engine 5.6.

What you’ll accomplish:

  • Add a GLB skydome for a beautiful 360° background.

  • Light your scene using HDR/EXR via HDRI Backdrop or a SkyLight.

  • Apply best‑practice import presets, fix common issues, and optimize performance.

 

A) Install a 16K .GLB skydome (visual background only)

Use this when you want a fast, high‑fidelity sky backdrop. Lighting will come from HDR/EXR (Sections B/C).

1.  Import the GLB

  • Open your project → Content Drawer → Add (+) → Import to…

  • Select your .glb file → Import All.

  • UE will create a Static Mesh and (if present inside the GLB) embedded Texture/Material assets automatically.

2.  Create (or verify) the Skydome Material

If the GLB brought in a material, open it and confirm:

  • Shading Model: Unlit

  • Two Sided: Enabled

  • Embedded texture feeds Emissive Color.

If you need to make a new one:

  • Right‑click → Material → name it M_Skydome_Unlit → Unlit + Two‑Sided On; add a Texture Sample (embedded sky) → Emissive Color → Apply.

3.  Assign the Material to the Skydome Mesh

  • Open the Static Mesh (Static Mesh Editor).

  • In Materials, set Element 0 = M_Skydome_Unlit (or the verified imported material).

  • Set Collision Presets = NoCollision → Save.

4.  Place and Scale the Dome

  • Drag the mesh into your level.

  • Details: Location X=0, Y=0, Z=0; Scale e.g., (1000, 1000, 1000) — increase for larger scenes.

  • Press Play to preview.

If the image looks soft or you see a seam

  • Open the imported Texture asset (from the GLB):

  • Mip Gen Settings: NoMipmaps or Sharpen

  • Address X/Y: Clamp

 

(Optional) Add a Multiply in the material before Emissive (e.g., 1.5–2.0) to brighten.

 

B) Light your scene with a 16K .HDR/.EXR using HDRI Backdrop (background + lighting)

 

Use this to get realistic lighting and a matching background from a single asset—ideal for look‑dev and product shots.

5.  Enable once: HDRI Backdrop plugin

  • Edit → Plugins → search “HDRI Backdrop” → Enable → restart if prompted.

6.  Import the HDR/EXR

  • Add (+) → Import to… → choose your .hdr or .exr.

  • Open the imported texture and set:

  • sRGB: Off (linear HDR)

  • Compression Settings: HDR (RGB, no alpha)

  • (Optional) Keep default Mip Gen unless you see banding.

7.  Add HDRI Backdrop to the level

  • Place Actors → search HDRI Backdrop → drag into the level.

Details:

  • Cubemap/HDRI: assign your imported HDR/EXR

  • Intensity: start 1.0–2.0

  • Size: 10,000–20,000 (enclose scene)

  • Rotation (Yaw): aim the key direction you want.

8.  Exposure sanity check

  • Add a Post Process Volume → Infinite Extent (Unbound).

  • In Exposure, set Manual and tune Exposure Compensation if too dark/bright.

9.  Reflections and lighting

  • For Lumen: updates are immediate.

  • For baked/legacy: add Reflection Capture (Sphere/Box) and Build lighting or Recapture as needed.

10.  Quality notes

  • Prefer .EXR for maximum dynamic range and cleaner speculars.

  • Keep 16K masters; create 8K/4K working copies for iteration if needed.

 

C) Light your scene with a SkyLight (HDR/EXR lighting only) + your own background

Use this when you want physical lighting from the HDR/EXR but keep a custom background (GLB dome, fog, matte painting).

11.  Import the HDR/EXR (as in B‑2)

  • Set sRGB Off and Compression = HDR.

12.  Add/Select a SkyLight

  • Place Actors → SkyLight (or select existing).

  • Details: Source Type = Specified Cubemap; assign your HDR/EXR (UE may create a TextureCube — accept).

  • Intensity: begin at 0.5–2.0 to taste.

13.  Refresh reflections / lighting

  • Toggle Real Time Capture (costly) or click Recapture.

  • With Lumen on, highlights respond immediately.

14.  Combine with your GLB

  • Keep the GLB skydome visible as background.

  • Let the SkyLight provide illumination and reflections.

 

UE 5.6 Import & Asset Presets (Recommended)

 

Apply these once, then use as a checklist:

  • GLB Static Mesh: Collision = NoCollision; Keep Normals; Import Materials = On; Two‑Sided in sky material.

  • Skydome Material: Shading Model = Unlit; Two Sided = On; Emissive = Texture (optional Multiply for brightness).

  • HDR/EXR Texture: sRGB = Off; Compression = HDR (RGB, no alpha); Mip Gen = Default (or test Sharpen if banding).

  • HDRI Backdrop: Intensity 1.0–2.0; Size 10,000–20,000; Yaw for sun direction.

  • SkyLight (Specified Cubemap): assign HDR/EXR; Intensity 0.5–2.0; Recapture after big changes.

  • Post Process Volume: Infinite Extent (Unbound); Exposure = Manual; adjust Exposure Compensation.

 

Which path should I use?

  • Fastest pretty background (no extra setup): GLB only (Section A).

  • Realistic lighting + matching background from one asset: HDRI Backdrop with HDR/EXR (Section B).

  • Custom background (GLB/atmosphere) + physical lighting: SkyLight with HDR/EXR (Section C).

FAQ

Q: Do I need JPG/PNG assets?

A: No. Your GLB, HDR, and EXR contain everything you need. The GLB’s embedded textures import directly into UE.

Q: Should I always use 16K at runtime?

A: Keep 16K masters for final rendering. For iteration or real‑time performance, create 8K/4K down‑res copies.

Q: EXR vs HDR — which is better?

A: EXR generally offers cleaner highlights and wider dynamic range. Use HDRI Backdrop or SkyLight with EXR for best results.

Q: My sun direction is wrong. How do I rotate it?

A: Rotate the HDRI Backdrop (Yaw) or rotate the SkyLight’s capture (using a rotated cube or by re‑authoring HDRI orientation).

Q: Can I mix GLB backdrop with HDRI lighting?

A: Yes. Keep the GLB for visuals (Section A) and drive lighting with a SkyLight or HDRI Backdrop (Sections B/C).

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