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Why Your Procedural Planet's Night Side Is Still Lit — UE5 Terrain, Foliage & Clouds

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158 views10likes7:26CodeLikeMeOriginal Release: 2026-07-21

When creating procedural planets in Unreal Engine 5, three common lighting issues can be resolved: (1) Clouds appearing white on the dark side by enabling per-sample atmospheric light transmitters in volumetric cloud settings; (2) Terrain and foliage showing light on the night side by implementing a day/night terminator shader that uses dot product calculations between surface normals and sun direction, multiplied into base color and specular properties; (3) Exposure washing out the dark hemisphere by setting fixed exposure values for space views. The fundamental principle is that when engine occlusion cannot reach planetary scale, lighting calculations must be handled analytically in materials rather than relying on shadow systems.