
La Plata Lighthouse: the guardian of shipwrecks
Over the imposing cliffs of Pasaia in Gipuzkoa, the La Plata lighthouse stands as a silent witness to hundreds of years of maritime history. Built in the 19th century, this watchtower has witnessed numerous shipwrecks in the dangerous waters of the Cantabrian Sea, accumulating legends of lost sailors and ghostly lights that appear alongside its beam. Local fishermen say that on stormy nights, when fog takes over the coast, inexplicable flashes can be seen that do not come from the lighthouse, as if the souls of the shipwrecked are trying to guide the living. This coastal atmosphere of mystery is ideal for exploiting Unreal Engine's graphical capabilities. 🌊
The physics of tragedy and hope
What makes the La Plata lighthouse fascinating is its duality as a symbol of safety and a reminder of danger. Its light has guided countless ships to safe harbor, but it also illuminates the place where many others met their end. The flysch cliffs on which it sits create unique geological formations that are perfect for detailed 3D modeling. The changing atmospheric conditions of the Cantabrian Sea, with sudden fogs and violent storms, offer a perfect challenge for Unreal Engine's weather and lighting system.
Building the coastal mystery in Unreal Engine
Recreating the atmosphere of the La Plata lighthouse requires mastering Unreal Engine's lighting, materials, and atmospheric effects systems. The approach must combine visual realism with subtle supernatural elements.
Coastal landscape setup
Start by creating a Landscape using Unreal's sculpting tools to form the characteristic Basque flysch cliffs. Import a real heightmap from the Pasaia area or use the procedural erosion system. For the unique rocky formations, employ Mesh Sculpting with organic brushes. Set up the terrain material with layers of rock, grass, and soil that blend according to slope and height. The scale must convey the vertical imposing nature of the cliffs over the sea.
Terrain tools:- landscape tool for the base
- sculpting brushes for details
- layer blend for materials
- foliage tool for coastal vegetation
Advanced lighthouse lighting system
For the main light beam, create a Spot Light with high intensity and set up a Light Function material that simulates the characteristic rotation pattern. Use Timeline in Blueprint to control the circular movement. Implement a Volumetric Light system that reacts to fog particles, creating those characteristic light cones visible at night. For the ghostly lights, add additional Point Lights with random behavior controlled by Blueprint.
In Unreal Engine, light doesn't just illuminate; it tells stories through its interactions with the atmosphere.
Materials and oceanic effects
Develop a complex material for the ocean using Unreal's Material Editor system. Combine multiple layers of Texture Coordinate with Panner nodes to create waves of different scales. Implement Fresnel effect for foam edges and use Depth Fade for the transition with the coast. For submerged rocks, create wet materials that react dynamically to breaking waves. The water must show the characteristic greenish-blue color of the Cantabrian Sea.
Nodes for oceanic materials:- panner for wave movement
- fresnel for foam effects
- depth fade for transitions
- normal maps for surface details

Weather systems and supernatural effects
Set up an Exponential Height Fog with variable density controlled by Blueprint to simulate Basque coastal fogs. Implement a particle system for rain and sea spray using GPU Particles for better performance. For ghostly effects, create materials with controlled emission and Subsurface Scattering that appear under specific conditions. Use Niagara for advanced effects like inexplicable light flashes and spectral apparitions. 🌫️
Atmospheric effects:- height fog with dynamic density
- niagara for complex particles
- post process volume for adjustments
- blueprint for weather events
Once finished, you'll have a scene where the lighthouse light not only guides ships but reveals mysteries, although you probably debugged more ghost lights than appear in all Basque legends combined. 💡