---
title: "Sky Light"
canonical: "https://documentation.chaos.com/space/VRAYUNREAL/116558226/Sky%20Light"
format: markdown
---
This page provides information on the Sky Light in Unreal. Overview The  Sky Light  captures the distant parts of your level and applies that to the scene as a light. That means the sky's appearance and its lighting/reflections will match, even if your sky is coming from atmosphere, or layered clouds on top of a skybox, or distant mountains. You can also manually specify a cubemap to use. For any additional information, see the Unreal  Sky Light documentation . UI Path ||Modes Tab|| >  Lights > Sky Light Sky Light Properties When rendering with V-Ray, the following parameters are supported: Light Source Type  – Whether to capture the distant scene and use it as the light source or to use the specified cubemap. SLS Captured Scene  – Construct the sky light from the captured scene. SLS Specified Cubemap  – Construct the sky light from the specified cubemap. Cubemap –  Specify the Cubemap to use for sky lighting if  Source Type  is set to  SLS_SpecifiedCubemap . Source Cubemap Angle –  The angle to rotate the source cubemap when  Source Type  is set to  SLS Specified Cubemap .  Intensity scale –  The total energy that the light emits. Light Color  – The color that the light emits. Affects World  – When enabled (the default), the light contributes to the lighting in the level. Disabling it will stop the contribution of the light in the environment. Cast Shadows  – When enabled (the default), the light casts shadows. Turn this option off to disable shadow casting for the light. Lower Hemisphere Is Solid Color –  Whether all lighting from the lower hemisphere should be set to zero. This is useful to prevent leaking from the lower hemisphere. Lower Hemisphere Color –  The color that the lower hemisphere emits when  Lower Hemisphere Is Solid Color   is enabled.