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UE Plugin Content / Documentation

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Interface

Assets, presets, quick functions, easy render settings and a 1-click render button.
Below on the left is a representation of Atlux λ's interface inside Unreal Engine.
Scroll down to go through all the sections.
Studio
Light
Prop
Action
Post-P
Capture
Sequence
Render
Atlux λ Interface Studio for Unreal Engine

1. Studio Presets

The Studio Presets section lets you instantly reconfigure the current studio using predefined setups.

Create New Studio Level

Creates a new dedicated studio level with a default Atlux Studio actor and required dependencies.

Use this when starting a new scene, resetting a heavily modified studio, or creating variations across multiple levels.

Preset Grid

Each preset updates the current studio based on the selected Elements to Update (see Section 2).

Preset Description
Photo Studio Neutral studio with balanced key, fill, and rim lighting. Ideal for product rendering.
Lambda Signature Atlux lighting aesthetic. Designed for high-contrast stylised renders.
Garage Industrial environment with practical light ceiling source.
Interest Lighting setup designed to create visual focal hierarchy.
Gobo Studio with patterned light projection and shadow breakup.
3D Scan Camera volume and point cloud for photogrammetry or Gaussian Splatting.
Tracking Optimised lighting for camera tracking and object isolation.
Light Box Soft enclosed lighting environment for shadowless rendering.
Turntable Setup with controlled rotational display environment.
Reveal Dramatic reveal lighting with high contrast.
Mist Atmospheric lighting with volumetric presence.
Chroma Green-screen or chroma key setup.
Infinite Seamless infinite backdrop setup.
Backplate Studio configured for compositing over backplates.
Transparent Rendering setup for alpha export.
MetaPortrait Portrait-optimised lighting and framing.
World Outdoor / HDRI-driven lighting environment.
Drawing Flat, illustrative lighting setup for stylised output.

Important notes

  • Presets update the current studio.
  • Studio scale can be adjusted by scaling the Atlux_Studio actor in the Outliner.
  • All internal elements dynamically update when scale changes.

2. Elements to Update

This section determines which components are affected when applying a preset.

Element Function
All Updates all components.
Studio Updates room geometry and backdrop.
Light Updates all lighting actors.
Camera Updates camera placement and parameters.
Target Updates camera focus/target actor.
Rig Rail Updates light rig/rail systems.
Prop Updates auxiliary studio props.
Post-P Updates post-process settings (LUTs, grading).

Example use cases

  • Update environment but keep lighting: check Studio only
  • Keep camera framing: uncheck Camera
  • Generate random LUTs: check Post-P only
  • Regenerate lighting only: check Light

3. Afflatus - Procedural Generation System

Afflatus is the curated randomisation system within Atlux Studio.

The name derives from Latin, meaning “an impulse of creative power or inspiration.”

This system generates new visual variations while maintaining aesthetic cohesion.

Generate Inspiration

  • Generate Full Studio - Generates a fully randomised studio: lighting, materials, colour palette, post-processing, and props (if enabled).
  • Generate Lights - Randomises lighting configuration only.

Regenerate Appearance

Option Function
Materials Reassigns curated random materials to the studio.
Light Colours Reassigns curated random light colours.

Parameters - Probability & Variation

These sliders control how variation is distributed.

Parameter Description
Curated Palette Strength of curated colour harmony. Higher values produce more controlled colour theory.
Saturation Overall colour intensity.
Fully White Probability of pure white lighting/materials.
Material Type Variation in surface material complexity.
Gobo Probability of patterned light projection.
LUT Probability of applying a post-process LUT.

Suggested workflow

  1. Adjust variation sliders.
  2. Click Generate Full Studio.
  3. If lighting is good but materials are not, regenerate Materials only.
  4. Lock desired elements using Elements to Update before applying presets.

4. Custom Presets

Save and reuse custom studio configurations.

Apply Preset

Select a previously saved preset from the dropdown and click Apply.

Save Current Studio as Preset

  1. Enter a preset name.
  2. Choose where to store it:
    • Local - saved to the current project.
    • Unchecked - saved globally (shared across projects, depending on your installation).
  3. Click Save.

Import Preset

Import an external preset file into the current project using Import and Load.


Atlux λ Interface Lighting for Unreal Engine

1. Light Assets

The Light Assets section provides quick access to the lighting actors you can add to the current studio. Drag and drop the icon into the level to spawn the corresponding light asset.

Studio

Core studio lighting assets for building common photo/film setups:

Asset Purpose
Light Bank Large soft source for broad, even illumination and smooth shadow falloff.
Light Box Large panel with framing and multiple light cells.
Softbox 70x70 (Octagonal) Octagonal soft source producing rounded catchlights and soft wrap.
Softbox 60x60 Compact square soft source for controlled diffusion and tighter highlights.
Softbox 50x70 Rectangular soft source for slightly directional softness and shaped speculars.
Softbox 30x120 Stripbox-style source for long, clean specular streaks and edge definition.
Light Wand Long, narrow source for sweeping highlights, rim accents, and product specular shaping.
Ring Light Near-axis soft source producing circular catchlights and low-shadow front illumination.
Spotlight Focused cone light for hard/controlled shadows, projection effects, and precise accents.
Light Rail Overhead rail system used to suspend lights in the air and manage hanging light positions.

Extra

Utility assets for general lighting, control, and aiming:

Asset Purpose
Area Light Rectangular emitter for soft shadows and controllable specular shape (general-purpose soft source).
Point Light Omnidirectional emitter for small practicals, fills, and local highlights.
Directional Light Infinite-distance light for sun-style illumination and strong directional shadows.
Flag Control card used to block light (negative fill) or reflect a specific colour back into the scene.
Target Helper target actor for lights to point at, enabling consistent aiming and easy re-framing.

Tip

  • After spawning an asset, select it in the viewport or Outliner to adjust intensity, colour, size, and any Atlux-specific controls.
  • Use Target actors to keep multiple lights aimed consistently while you reposition them.
  • Use Flags to shape contrast (negative fill) or to introduce controlled colour bounce.

2. Lighting Presets

The Lighting Presets section lets you instantly reconfigure the lighting in the current studio using curated lighting setups.

Preset Grid

Each preset updates the lights in the current studio. Custom Lighting Presets can be saved and loaded in the Studio tab under Custom Presets.

Preset Description
Standard Balanced, general-purpose lighting for neutral presentation.
Good Side Flattering angled key light with controlled fill for pleasing form and skin tones.
Cenital Large softbox above the studio for even unidirectional lighting.
Base Underlighting with a large softbox placed on the floor pointing upwards.
Front Front-driven illumination that reduces shadows and increases readability.
Backlit Strong rim/back light emphasis for separation and silhouette definition.
Showcase Presentation-style lighting with enhanced highlights and controlled contrast.
Class A High-end studio look: controlled banded speculars, elegant falloff, premium contrast.
Underwater Stylised lighting with softened contrast and watery ambience.
LED Panel Large, soft panel-like source for broad, even diffusion.
Stripe Stripbox-inspired lighting for long, clean specular streaks and edge definition.
Window Window-key look with directional softness and natural falloff.
Warm Warmer colour temperature bias for inviting mood and golden highlights.
Force High-impact contrast setup for dramatic shape and punchy speculars.
Kobe Stylised preset with bold colour/contrast personality.
Normal Multidirectional RGB-coloured setup.

Important notes

  • These presets update the lights in the current studio.
  • Custom Lighting Presets can be saved and loaded via the Studio tab under Custom Presets.
  • When loading via the Studio tab, enable only Light in Elements to Update to keep everything else intact.

3. Procedural Gobos / Diffuser Overlays

The Procedural Gobos / Diffuser Overlays section applies procedural patterns to supported lights to shape and texture illumination.

Available overlays

Select an overlay to apply it to supported lights:

Overlay Effect
None Removes the overlay from supported lights.
Linear Smooth linear gradient for soft shaping and falloff.
Reflected Mirrored gradient for symmetric shaping.
Radial Radial gradient for vignette-like falloff.
Line Single band for sharp directional breakup.
Stripes Repeated stripes for patterned breakup.
Waves Wavy breakup for organic motion/texture.
Rays Radial rays for stylised “god ray” breakup.
Grid Grid breakup for structured texture.
Chess Checker breakup for bold patterning.
Blinds Venetian-blind style bands for window-like shadows.
Window Window-frame breakup pattern.
LCD Dense pixel pattern for screen-like texture.
LED Emitter-dot pattern for LED array texture.
Dots Dot breakup for soft bokeh-like texture.
Star Star-shaped cutout pattern.
Bubbles Clustered circles for playful organic breakup.
Rain Vertical streaks for rain-like breakup.
Branches Organic branching shadows.
Moiron The Lidless Eye of Mordor.

How it works

  • Gobos are applied to selected Spotlights and Directional Lights as Light Functions.
  • They are applied to Softboxes and Area Lights as Overlays.
  • When an overlay is applied, you can edit its parameters when the light is selected.

4. Procedural Light Functions

The Procedural Light Functions section applies animated or textured light-function materials to supported lights.

Function Effect
None Removes the light function from supported lights.
Caustics Watery caustic-style projection for dynamic light texture.
Starry Starfield-like speckle projection for ambience and sparkle.
Voronoi Cellular Voronoi projection for stylised breakup and motion.

Important notes

  • Light Functions override Gobos and Diffuser Overlays.
  • These use World coordinates with Lumen and Screen coordinates with Path Tracer.
  • When a function is applied, its parameters can be edited when the light is selected.

5. Batch Light Multiplier

The Batch Light Multiplier section lets you scale multiple light parameters at once, either for the selected lights or for all lights in the scene.

Multiplier Factors

Factor What it changes
Intensity Multiplies the intensity of affected lights.
Attenuation Radius Multiplies the attenuation radius (range) of affected lights (where applicable).

Actions

  • Multiply Selected - Applies the multipliers to currently selected lights.
  • Multiply All - Applies the multipliers to all lights in the scene.

Examples

  • With an intensity multiplier factor of 2, a light with intensity 20 becomes 40.
  • With an intensity multiplier factor of 0.5, a light with intensity 30 becomes 15.

Atlux λ Interface Sequence for Unreal Engine

1. Prop Presets

The Prop Presets section provides curated prop combinations that can be spawned instantly into the scene. These presets automatically create multiple coordinated elements to achieve a specific look or context.

Preset Description
VFX Reference Spawns reference spheres, calibration objects, and scale elements for lighting and shading evaluation.
Magic Creates stylised glowing or floating visual elements for cinematic or fantasy-style renders.
Exhibit Presentation-style setup for showcasing products in a gallery or installation context.
Soft Minimal and elegant prop arrangement focused on subtle forms and smooth composition.

Note

These presets spawn props that can also be found individually in the sections below.

2. Models

The Models section contains individual geometry assets that can be spawned into the studio. These are commonly used for scene construction, product presentation, and reference.

Rooms

Prebuilt interior shells for contextual product placement or environmental rendering.

Backdrops

Curved, flat, patterned, or textured background surfaces used to define the visual space behind your subject. Includes clean studio backdrops, striped variations, patterned surfaces, and graphic backgrounds.

Podiums

Display platforms in various shapes and styles (cylindrical, layered, sculptural, draped, etc.) used to elevate and frame products.

Placeholders

Simple stand-in meshes (e.g. basic objects, human scale figure, abstract shapes) used for composition planning and lighting tests.

Reference

Technical reference assets such as calibration spheres and colour charts for physically-based shading and lighting validation.

3. Materials

The Materials section contains curated shader presets that can be applied to selected props or models.

Base

Neutral foundational materials such as matte, glossy, translucent, and coated surfaces. Ideal for clean product visualisation.

Metal

Physically-based metallic materials including polished, brushed, and tinted metals, along with a car paint shader. Designed for realistic reflections and specular highlights.

Cloth

Soft surface materials with fabric-like shading and subsurface characteristics.

Experimental

Stylised or procedural materials including complex shading networks and non-standard looks.

Function

Utility materials for technical purposes such as UV visualisation or diagnostic shading.

UV Checker Map Maker

Generates a UV checker texture to assist with UV validation and distortion detection.

4. Curated Colour Palette

The Curated Colour Palette provides a selection of harmonised colours designed to work well together in studio lighting conditions.

  • Click a colour to copy its HEX value to the clipboard.
  • The selected colour is automatically applied to selected Atlux Props and Materials.
  • Colours can be pasted into the Unreal Engine colour picker HEX sRGB field.

5. Decals

The Decals section contains projection-based surface details that can be applied to enhance realism or add storytelling elements.

Prints

Footprints, marks, surface wear patterns, and graphic overlays.

Dirt and Smudges

Subtle surface imperfections to break up clean renders and introduce realism.

6. Effects

The Effects section provides dynamic and particle-based visual enhancements.

Particles

Atmospheric particle systems such as floating dust, sparks, stylised bursts, and ambient particles.

Tip

For particles, set around 60 frames in Render Settings → Warm Up Count (Engine) to allow particles to initialise before rendering the first frame.

Light Trails

Animated light streaks and stylised motion trails used for dynamic compositions. Their path can be modified by editing their spline component.

7. Fog

The Fog section contains volumetric fog assets and global fog controls for atmospheric depth and light interaction.

Fog Volumes

Spawn different fog presets such as subtle haze, directional fog, layered fog, aurora-style effects, and dense volumetric atmospheres.

Parameters

Parameter Description
Voxel Size Controls the resolution of volumetric fog. Smaller values increase quality but may impact performance.

Important notes

  • In Path Tracer, fog is only affected by the Environment parameter. It does not display environmental effects for now.
  • The resolution of fog volumes is controlled by the global voxel size.
  • Very small voxel values can affect performance.

Atlux λ Interface Render for Unreal Engine

1. Action Assets

The Action Assets section allows you to spawn motion systems that can be applied to Actors, Cameras, Lights, or Atlux λ Samples.

Action Platform and Rig Rail

Asset Description
Action Platform A procedural motion platform that applies animated movement to an attached Actor or Camera. Ideal for floating, breathing, handheld, and turntable-style motion.
Rig Rail A spline-based rail system used to animate Cameras, Lights, or other Actors along predefined motion paths.

2. Action Presets

The Action Presets section provides ready-made motion behaviours. These presets spawn an Action Platform applied to either an Atlux λ Sample or a Camera to showcase different types of motion.

Preset Motion Style
Breathe Subtle up-and-down scale motion to simulate natural breathing or soft idle movement.
Turntable Continuous 360° rotation for product showcase and evaluation.
Leviosa Stylised floating motion with gentle drift and lift.
Dynamic More energetic movement pattern for cinematic or high-impact presentation.
Handheld Simulated handheld camera movement with subtle jitter and drift.

Important notes

  • These presets spawn an Action Platform applied to the selected Actor or Camera.
  • Platforms can also be added manually in the Action Platform Presets section below.

3. Action Platform Presets

The Action Platform Presets section lets you apply procedural motion to any selected Actor.

Available Motion Types

Preset Description
Floating Vertical oscillation for levitating-style motion.
Turntable Rotational motion around a central axis.
Breathe Rhythmic scaling movement.
Handheld Organic noise-based motion simulating handheld movement.
Dynamic Stronger, more pronounced movement pattern.

Platform Settings

Setting Description
Simulate Enables real-time simulation of the motion in the viewport.
Amplitude Multiplier Scales the strength of the motion effect.
Alignment Determines pivot alignment (e.g., Origin or custom alignment).
Apply also to Target Applies the same motion to an attached Target actor (if present).
Keep Vertical Keeps the object vertically aligned during motion.

Simulation

  • Start Simulating Viewport enables simulation timing inside the editor.
  • Action Platform animation is driven by Play/Simulation timing, not Sequencer.

Usage notes

  • Select the Actor you want the action applied to, then click a preset.
  • To move the Platform without moving attached actors, select the child actor and change its Location to World instead of Relative in the Details panel.

4. Rig Rail Presets

The Rig Rail Presets section provides spline-based motion paths for Cameras, Lights, Targets, or any Actor.

Available Rail Types

Preset Description
Dolly Linear forward/backward motion along the X axis.
Truck Linear side-to-side motion along the Y axis.
Pedestal Vertical up-and-down motion along the Z axis.
Rollercoaster Complex looping spline path for dynamic movement.
180° Half-circle arc path around a subject.
360° Full circular path around a subject.

Rail Settings

Setting Description
Length / Radius Controls the size of the rail path.
Starting Point Sets the starting position along the spline (0–1 range).
Keep Vertical Maintains vertical orientation during movement.
Invert Reverses the direction of travel.

Important notes

  • Adds a rail to a selected Camera, Light, Target, or any Actor.
  • Rail animation is controlled via Sequencer.
  • When rendering via the Shoot button, animation playback is automated.

Atlux λ Interface Sequence for Unreal Engine

1. Lens Effects

The Lens Effects section applies camera-style lens artefacts and finishing controls. These settings are intended to be lightweight, art-directable, and easy to toggle per look.

Look Presets

Use the preset buttons to quickly switch lens effect profiles: None disables lens effects, while Cinematic enables a film-style baseline.

Lens Parameters

Parameter Description
Dirt Mask Adds a dust/dirty-lens overlay. The effect is driven by bloom and lens flare intensity.
Chromatic Aberration Adds subtle colour fringing near high-contrast edges, increasing towards the image borders.
Lens Flare Adds a visual flare effect from bright light sources, simulating light hitting the lens.
Grain Adds film grain / noise to the image.
Filmic Film-style tonemapping bias that reduces contrast by lowering highlights and lifting the darkest areas.
Contrast Adjusts overall contrast of the image.

Notes

  • Dirt Mask visibility increases with bloom and lens flare.
  • Chromatic Aberration is most noticeable at the edges of the frame.

2. Post-Process Material

Post-Process Materials apply stylised or technical screen-space effects to the rendered scene. These presets are automatically applied to the Post Process Volume in the level.

Preset Grid

Preset Effect
None Disables post-process material effects.
Sharpen Enhances edge definition and micro-contrast.
Sketch Stylised sketch/linework look.
Blueprint Blueprint-style overlay with technical linework aesthetic.
Painterly Brush-like stylisation for an illustrative finish.
Toon Cartoon shading with simplified tones and edges.
Pixelated Pixelation / mosaic effect for retro or stylised output.
Glass Refractive/distortion look as if viewed through glass.
Focus Focus / attention effect (stylised emphasis and falloff).
Frosted Frosted-glass diffusion with softened detail.
Tunnel Vision Vignette/tunnel-style mask focusing towards the center.
Polaroid Instant-film / polaroid-style framing and grading effect.

Custom Post-P Material

Use Custom Post-P Material to select a user-provided post-process material asset. This enables custom looks beyond the built-in preset library.

Important notes

  • Some presets include Variation Presets, which modify internal parameters for quick look exploration.
  • These effects are designed for offline rendering and may be demanding for real-time rendering.
  • Some materials may look different between Lumen and Path Tracer.
  • The Denoiser and Motion Blur can affect the result.
  • Post-Process Materials can also be selected as a Custom AOV in Render → Render Passes and AOVs to generate a duplicate render with the effect applied.

3. LUTs

The LUTs section applies colour grading lookup tables to the scene. Use LUTs to quickly shift mood, contrast, and palette without changing lighting or materials.

Preset Grid

LUT Description
None No LUT is applied.
Vivid Increased colour intensity and punch.
Hygge Warm, cosy grading with gentle contrast.
Arrakis Dry, desert-inspired tonal bias.
Wes Stylised palette with controlled saturation and film-like balance.
Fincher Cooler, moodier grading with restrained highlights.
Heat Hot, inverted warm-biased grading with strong colour energy.
Spectre Muted, clean cinematic grading.
Sin City High-contrast monochrome / near-monochrome look.
Giedi Prime Industrial, desaturated and heavy mood grading.

Custom LUT Asset

With Atlux λ you can import .cube files (LUTs) into the Unreal Content Browser and load them here.

4. Material Override

Material Override temporarily replaces materials in the scene during Rendering or Play/Simulation to generate technical passes or lookdev views.

Override Selection

Choose an override material from the dropdown to enable it. This does not permanently change materials in the level.

Preset Overrides

Preset Use
None Disables material override.
UV Checker Applies a UV checker material to evaluate UV layout and distortion.
Clay Render Applies a neutral clay material for pure lighting evaluation.
Reflective Applies a highly reflective material to analyse reflections and highlight flow.

Important notes

  • The override affects all materials in the scene when rendering or simulating.
  • This is non-destructive: the original materials are not changed in the Level/Editor.
  • The more objects in the level, the longer it can take to load the override.

Atlux λ Interface Sequence for Unreal Engine

1. Camera Assets

The Camera Assets section spawns the core capture tools: Cameras, Targets, and scanning volumes used for visualisation, Gaussian Splatting, photogrammetry, and point cloud generation.

Cameras and Target

Asset Description
Camera Spawns an Atlux λ DSLR camera actor.
360 Camera Spawns a 360 camera for equirectangular rendering.
Target Spawns a target actor that the camera (and other actors) can look at for consistent framing.

Gaussian Splatting and Point Cloud

Asset Description
Camera Volume Spawns a camera volume used to generate multiple camera viewpoints for scanning pipelines (Gaussian Splatting / photogrammetry).
Point Cloud Volume Spawns a point cloud volume used to scan meshes in the scene and generate a point cloud representation.

2. Camera Presets

The Camera Presets section provides quick framing presets that modify the location of the camera in the studio.

Preset Framing
Front Places the camera in front of the subject for a standard hero view.
Far Moves the camera back to capture a wider view of the subject and environment.
Top Moves the camera above the subject for a top-down view.
Bottom Moves the camera below the subject for a low-angle view.
Detail Moves the camera closer for macro/detail framing.
Angle Moves the camera to an angled 3/4 position for depth and form.

Note

These presets modify the location of the Camera.

3. Gaussian Splatting and Photogrammetry

This section automates capture for external reconstruction workflows by generating: images plus COLMAP data for Gaussian Splatting and photogrammetry pipelines.

Scan Presets

Preset Use
Scene Scan Configures scan volumes and capture behaviour for scanning an entire environment.
Object Scan Configures scan volumes and capture behaviour for scanning a single subject or object.

Set Scan Render Settings

Applies required render settings for 3D scanning capture, including naming conventions, disabling Motion Blur, selecting file formats, and configuring the Denoiser.

Workflow

  1. Create a Camera Volume and a Point Cloud Volume, or apply a Scan preset.
  2. Ensure the Point Cloud Volume covers all meshes/elements you want to scan (including environment if needed).
  3. Click Set Scan Render Settings to configure the required capture settings.
  4. Optionally enable Transparency in the Render tab for masked scans.
  5. After render settings are set, use Shoot to start generating images.
  6. When complete, COLMAP files (cameras.txt, images.txt, points3D.txt) are saved alongside the images in the Scan folder.
  7. The scan folder can be imported into PostShot, LitchFeld Studio or other Gaussian Splatting software.

Quality controls

  • You can adjust Quality, Resolution, and Renderer in the Render tab after applying scan settings.
  • Some post and denoising choices may influence reconstruction results; keep settings consistent across datasets.

4. Point Cloud

The Point Cloud section spawns and manages point cloud generation directly inside Unreal Engine. It creates a point cloud representation of the scene or a selected object region.

Point Cloud Presets

Preset Description
Scene Point Cloud Spawns a Point Cloud Volume and scans the scene to generate a point cloud.
Object Point Cloud Spawns a Point Cloud Volume configured for a tighter object-focused scan.

Export

  • Export Point Cloud as .ply - Exports the generated point cloud to a standard PLY file.
  • Export Point Cloud as Colmap - Exports point cloud data in a COLMAP-friendly format.

Important notes

  • Generating the Point Cloud can take time. The viewport may freeze until the calculation is finished.
  • To recalculate the Point Cloud, toggle Visualise Point Cloud off and on again in the Point Cloud Volume’s Details panel.

Atlux λ Interface Sequence for Unreal Engine

1. Sequence Settings

The Sequence Settings section controls how sequences are generated and rendered when using the Shoot button, and when creating new custom Level Sequences.

Shoot Mode

Choose whether the Shoot button renders a single frame or a full sequence.

Mode Description
Single Shot Renders one frame using the current camera and render settings.
Sequence Renders a frame range using the sequence settings below.

Sequence

Parameter Description
Total Frames Total number of frames in the rendered sequence.
Frame - Start Start frame index (inclusive).
Frame - End End frame index (exclusive). The end frame is excluded from the sequence.
Frame Rate Frames per second for the sequence timing.

End frame is excluded

If Frame - Start is 0 and Frame - End is 10, only frames 0 to 9 are rendered (10 frames total).

Warm-Up Count

Warm-up frames are used to stabilise temporal effects before the first rendered frame. This can improve motion blur consistency and allow particle systems to initialise.

Parameter Description
Engine Frames Pre-roll simulation frames before rendering begins.
Render Frames Additional warm-up frames rendered (useful for some temporal pipelines).

Match from Action Platform

Automatically matches the sequence duration to looping Action Platforms (e.g. Turntable, Floating), calculates the required frame count, and applies the right amount of warm-up frames for seamless looping.

2. Custom Sequence

The Custom Sequence section lets you select or create a Level Sequence and configure it for Atlux λ rendering. When a Custom Sequence is set, it overrides the automated sequence used by the Shoot button.

Select Custom Sequence

Choose an existing Level Sequence from the dropdown. Use the refresh/open icons to reload or access it quickly.

New Level Sequence

  1. Enter a New Sequence Name.
  2. Click Create Level Sequence.

Creating a new sequence generates a new sequence asset using the Sequence Settings from above. It also adds the selected camera and motion components in the scene (when applicable).

Custom Sequence Setup

Action What it does
Clean and Prepare Sequence Removes existing elements from the sequence and adds only the camera. Also applies the current Sequence Settings (frames, rate, warm-up) to the sequence.
Add Motion Elements to Sequence Adds Rig Rails to the sequence, keeping the start/end frame and using the interpolation mode selected in the details panel of each rail.

Action Platforms vs Sequencer

  • Rig Rails are sequenced (controlled via the Level Sequence).
  • Action Platforms (Turntable, Floating, etc.) are animated in real-time outside the Sequencer.
  • Action Platform settings are edited in the Details panel of each platform.

3. Render Queue

The Render Queue section lets you render multiple Level Sequences one after another. When the queue is empty, the Shoot button renders the automated sequence (or the selected Custom Sequence).

Queue

Add Level Sequences to the queue to render them sequentially.

  • Add to Queue from Content Browser adds selected Level Sequences into the queue.
  • The queue renders each sequence in order when using Shoot.

Note

  • When the queue is empty, it renders the automated sequence via the Shoot button.
  • Fill the queue with Level Sequences to render them one after the other.

4. Batch

The Batch section automates multi-render workflows by rendering the same scene multiple times with different variations (presets, materials, post, or render settings).

Batch Mode

Select the type of variation you want to batch render:

Mode Description
None No batch rendering. Shoot renders a single output (shot or sequence).
Render Settings Renders the same shot/sequence multiple times with different render setting presets (e.g. resolution, quality).
Studio Preset Applies selected Studio Presets per render (backdrop, lights, props, post-process, etc.). Tip: set the preset to Afflatus to generate a random studio per batch render.
Light Preset Applies selected Light Presets per render, changing only lights. Tip: set the preset to Afflatus to generate random lights per batch render.
Model Renders a series of meshes/actors using the same studio.
Material Renders a queue of materials applied to a selected actor or mesh in the scene.
Post-P Material Renders the same scene with multiple Post-Process Materials.
LUT Renders the same scene with multiple LUTs.

Tip

Batch modes are ideal for look exploration, approvals, and dataset generation. Keep camera and framing locked while varying only the intended category (lights, post, materials, etc.).


Atlux λ Interface Sequence for Unreal Engine

1. Render Settings Presets

The Render Settings Presets section provides one-click presets that configure the render settings used by the Shoot button. Presets can be saved and imported for consistent pipelines across projects.

Preset Management

  • Reset - Restores the preset controls and settings to their defaults.
  • Save - Saves the current configuration as a preset for reuse.
  • Import - Imports a previously saved preset.

Quality

Sets the overall render quality preset used during rendering, affecting the render samples.

  • Medium - Faster previews and iteration.
  • High - High quality with reasonable render time.
  • Ultra - Maximum quality for final images.
  • Apex - Highest-quality cinematic setting (slowest).

Resolution

Selects the output resolution preset.

  • 720p - Quick previews.
  • 1080p - Standard HD output.
  • 4K - High-resolution final output.
  • Reel - Reel-friendly format (typically used for vertical or social formats).

Renderer

Selects the rendering pipeline.

  • Lumen - Real-time global illumination workflow.
  • Path Tracer - Offline physically-based rendering for maximum realism.

File Format

Selects the output file format.

  • .png - Lossless image output (good default).
  • .jpg - Compressed image output (smaller files).
  • .exr - High-dynamic-range output for compositing.
  • .mov - Video output (e.g. Apple ProRes, when enabled).

Other Options

Option Description
Denoiser Enables denoising (especially useful for Path Tracer). May affect sharpness/fine detail.
Motion Blur Enables motion blur during sequence rendering.
Transparent Enables transparency/alpha output (where supported by the chosen renderer and format).

Note

  • These presets update the settings below, which are used when rendering via the Shoot button.
  • Transparent rendering will mask out everything inside the 4_Model folder in the Outliner.

2. Render Settings

The Render Settings section shows and edits the active render configuration that will be used by the Shoot button. It mirrors the preset controls, but exposes the underlying settings directly.

Renderer

  • Lumen - Enable Lumen render settings.
  • Path Tracing - Enable Path Tracer render settings.

Quality

Select a quality level, or enable custom quality controls (when available).

Quality Options

  • Custom Quality - Enables advanced/manual controls for quality tuning.
  • Denoiser - Enables denoising for the chosen renderer.
  • Motion Blur - Enables motion blur (primarily for sequences).

3. File Output

The File Output section controls output resolution, output location, naming, and saved metadata.

Resolution

Select a resolution preset or specify a custom resolution.

Setting Description
Resolution Choose from predefined presets (e.g. 1080p) for fast setup.
Custom Resolution (Width / Height) Manual pixel resolution for exact output requirements.
Lock Ratio Keeps the aspect ratio consistent when changing width/height.

Output Path

Sets the directory where renders are saved. The plugin can automatically open the output folder when rendering finishes (depending on your system options).

Header Title

Optional title or label that can be embedded or displayed in outputs (pipeline-dependent).

Naming

Controls the naming convention for renders. This is especially important for dataset generation and scanning workflows.

System Options

Option Description
Save Render Log Saves a log file with render settings and job information.
Open Render Folder when done Opens the output directory after rendering completes.
Fix 1px Black line Applies a correction for a 1-pixel black edge that can appear in some outputs.
Save Colmap Data Saves COLMAP files alongside the rendered images (used for scanning workflows).

File Format

Select one or more output formats (depending on your configuration).

  • .png - Lossless image output.
  • .jpg - Compressed image output.
  • .exr - HDR image output for compositing and AOVs.
  • .mov (Apple ProRes) - Video output when enabled.

4. Render Passes and AOVs

The Render Passes and AOVs section controls additional outputs such as layers and rendering passes, used for compositing and technical pipelines.

Transparent Background

Outputs alpha transparency in supported formats and configurations.

Layers

Enables layer-based rendering outputs. Available layers include: Background Layer, Prop Layer, Model Layer, and Alpha Shadow Catcher (when enabled).

Cryptomatte

Enables Cryptomatte output (ID mattes for compositing). Typically requires .exr.

AOVs

Outputs additional render passes such as Base Color, Lighting, Detail Lighting, Metallic, Specular, Roughness, Z-Depth, World Normal, and Ambient Occlusion.

Custom AOV

Select a custom AOV from a dropdown (including Post-Process Materials, when supported) to generate an additional output pass.

Important notes

  • Ensure "Enable alpha channel support in post processing" is set to Linear Color Space Only in Project Settings when using transparency.
  • Transparent Background is currently not compatible with AOVs or Post-Process Materials.
  • Cryptomatte currently works only with .exr format.
  • Transparency and AOVs increase memory usage. Adjust quality settings to fit your GPU.

5. Custom Settings

The Custom Settings section provides hooks for pipeline integration and advanced configuration.

Setting Description
Render Settings Select a custom render settings asset/preset to apply.
OCIO Configuration Select an OpenColorIO configuration for colour management (when used in your pipeline).
Command Variables Adds custom variables/arguments to the render command. Useful for automation, naming, pipeline flags, or batch processing.

Tip

Use Custom Settings to standardise renders across teams (shared OCIO and render settings), and to attach pipeline metadata for automated ingest.


Atlux λ Interface Sequence for Unreal Engine
This is a representation of Atlux λ's interface within Unreal Engine.
Lumen
Path Tracing
Shoot

Editor Mode

Keyboard shortcuts and Placement Mode for an easier shot setup.

Selection shortcuts

Camera Selection
Press Tab to select and cycle through all cameras in the scene.
Press Ctrl + Shift + P to Pilot the current camera.
Target Selection
Press Ctrl + Tab to select and cycle through all targets in the scene.
Light Selection
Press Shift + Tab to select and cycle through all lights in the scene.

Placement Modes

Asset Placement Mode
With any Atlux λ asset selected, press Ctrl + Space to enter Placement Mode.
The asset follows your cursor; refine with mouse wheel and keyboard controls.

Placement Mode Controls

Placement Mode is automatically activated when dragging a new asset from Atlux λ’s interface. You can also activate it for any existing actor (including your own meshes) by selecting it and pressing Space.

Asset Manipulation

  • Move Asset: Asset follows the cursor position in the scene.
  • Asset Distance: Mouse Wheel moves the asset closer/further from the cursor (up/down when cursor is on the floor).
  • Scale Asset: Up/Down keys, or Shift + Mouse Wheel.

Cameras

  • Move / Distance: Same controls as Asset Manipulation.
  • Focal Length: Up/Down keys, or Shift + Mouse Wheel.

Tip

Placement Mode is ideal for fast blocking: drop props, position lights, and adjust camera framing without switching tools.

Light Painting
Similar to Placement Mode, but optimised for lights. Enabled when dragging a new light from Atlux λ’s interface, or pressing Ctrl + Space with a light selected.

Light Painting Controls

Light Painting behaves like Placement Mode, but includes extra controls specific to lights. It activates when dragging a new light from Atlux λ’s interface, or by selecting an existing light and pressing Space.

Placement

  • Light Placement: Light follows the cursor. When hovering a mesh, it can auto-position to illuminate the hovered area.
  • Light Distance: Mouse Wheel moves the light closer/further from the surface under the cursor.

Intensity, Scale, Rotation

  • Intensity: Alt + Mouse Wheel.
  • Scale: Up/Down keys, or Shift + Mouse Wheel.
  • Rotate: Left/Right keys, or Shift + Mouse Wheel.

Targets & Light Types

  • Toggle Target: Tab
  • Toggle Light Type: Ctrl+Tab, Shift+Tab

Area Light Dimensions

  • Height: Shift + Mouse Wheel
  • Width: Ctrl + Mouse Wheel

Tip

Light Painting is best for rapid look-dev: place a key light with the cursor, dial intensity, then refine scale and rotation without leaving the viewport.

Atlux λ Live

The runtime version of Atlux λ, with automated desktop app packaging.
Atlux λ Live
Atlux λ Interface Live for Unreal Engine

1. What is Atlux λ Live?

Atlux λ Live is the runtime version of Atlux λ. It allows you to visualise your scenes interactively outside of the editor and package them as a standalone desktop application.

Purpose

  • Create interactive client presentations.
  • Share scenes without requiring Unreal Editor.
  • Deliver a controlled runtime experience using Atlux tools.

2. Play in Editor

This section allows you to preview Atlux λ Live directly inside Unreal Editor before packaging.

Option Description
Play in Viewport Launches Atlux λ Live inside the current Unreal viewport. Useful for quick iteration and testing.
Play Standalone Launches Atlux λ Live in a separate standalone window. Simulates the behaviour of the packaged desktop application.

Tip

Use Play Standalone when testing input, resolution, DPI scaling, and window behaviour before packaging.

3. App Packaging

The App Packaging section allows you to package the current level as a desktop application using Atlux λ Live.

Output Path

Select the directory where the packaged application will be generated. Use the browse button (...) to choose a location.

Package Current Level

Packages the currently open level into a desktop application configured to run with Atlux λ Live.

Important behaviour during packaging

  • The GameMode Override in World Settings will be set to Atlux λ Live.
  • This can be manually reset or changed after packaging finishes.
  • Live Coding is disabled in Editor Preferences.
  • Allow High DPI is enabled in Project Settings (visible after restarting the Editor).

Workflow

  1. Open the level you want to package.
  2. Set the desired Output Path.
  3. Click Package Current Level.
  4. Wait for the build process to complete.

Camera Management

This row controls camera creation. It allows you to build and manage interactive camera states inside Atlux λ Live.

Cameras

Displays the different cameras saved. Click on them to teleport.

Save Current Camera

Stores the current camera transform and settings into the camera list.

Remove Camera

Deletes the currently selected saved camera.

Orbit Controls

This row controls the basic orbit behaviour and navigation system.

Orbit Radius

Distance from the orbit centre.

Orbit Centre

XYZ position of the pivot point.

Orbit Rotation

Rotation offset of the orbit.

Handheld Motion

Adds procedural camera shake.

DSLR Controls

Controls physical camera parameters and optical behaviour.

Exposure Controls

  • ISO – Sensor sensitivity to light.
  • Aperture – Controls depth of field.
  • Shutter Speed – Affects exposure and motion blur.

Lens & Focus

  • Focal Length – Adjusts field of view.
  • Focus Offset – Manual focus adjustment.
  • Focus Speed – Speed of autofocus transition.
  • Bloom – Controls glow intensity on bright areas.

Studio & Light Presets

Provides quick access to predefined studio environments and lighting setups.

Studio Presets

Changes the full environment setup including backdrop, props, and lighting configuration.

Light Presets

Updates only the lighting configuration while keeping the current studio intact.

Action Controls

Adds procedural animation to the model or camera.

Turntable

  • Turntable Period – Duration of one full rotation.
  • Enable Turntable – Toggles rotation animation.

Floating Motion

  • Floating Amplitude – Vertical motion strength.
  • Floating Frequency – Speed of oscillation.
  • Enable Floating – Activates floating animation.

Reset

Restores motion values to their default state.

Post-Processing & LUTs

Applies visual effects and color grading to the rendered output.

Post-Process Materials

Applies stylised rendering filters such as Sharpen, Sketch, Blueprint, etc.

LUTs

Applies curated color grading profiles to adjust mood and tone.

Lens Mode

Switches between standard and cinematic lens behaviours.

Render Settings

Controls resolution, quality, sampling, and rendering behaviour.

Resolution

Choose from preset resolutions (720p, 1080p, 4K, Reel, Square) or define a custom size.

Quality

Select rendering quality (Medium, High, Ultra, Apex).

Samples

Controls the number of rendering samples for Path Tracing.

Additional Options

  • Denoiser – Reduces noise in Path Tracing.
  • Motion Blur – Enables motion blur during rendering.

Renderer Selection

Selects the rendering engine used in the viewer and for the final output.

Lumen

Real-time global illumination renderer optimized for interactive performance.

Path Tracer

Physically accurate offline renderer for high-quality final output.


Atlux λ © Copyright 2026 - Created and fully developed by Jorge Valle Hurtado - jorge.valle@atlux.one

Terms and Conditions - Contact - Discord


What is λ? It is the Greek letter lambda, used in physics to represent the wavelength of light.