I have a problem. My game is one big world, so interiors / exteriors can be loaded at once. The issue that this creates is having sunlight come into the buildings.
(Ignore the light leaks, easy fix)
Notice how it is VERY dark, even though it is very bright outside.
Now, it should be preetty dark - there are only a few small windows. However, this in the real world would still be partially lit - light bounces.
How can I get such a thing to work? I’d say ambient lighting would be the fix, but since the exterior is also a thing, changing the ambient lighting would also change the ambient lighting of the entire scene(s).
Any thoughts? Or should I just open the interiors up more / add lots of lanterns and candles?
Either the light object or the lighting tab has a Light Bounce property (maybe both). Change that by 1 value at a time and view the results until you get what you want.
Decide between realistic lighting and lighting that makes both outside and inside close enough together to not require changes to the exposure of the camera. If you want realistic differences between inside and outside, then you need a post effect stack on the camera that has “eye adaptation” (both official free post fx stacks should have it), and you need to use HDR with linear colorspace which afaik not all target plattforms might support.
Yeah that’s a scary thing. Luckily this building is an extreme, but I’ve disabled shadows on them since I’ve found that’s often a biiig slowdown.
Come to think of it, you can switch shadows on and off for specific lights during runtime right? Maybe I should add an option to enable extra shadows on lights! Maybe even like give each light a “importance” value, and you can decide what importance value you want to display them at.
Yes, turning shadows off helps a lot. And yes, you can turn shadows or even whole lights on/off at will.
Another potential catch is the maximum number of lights that can effect an object simultaneously. It’s a setting you can modify, but of course the reason the limit is there in the first place is to reduce performance hit of lots of lights.
On the topic of your current solution, though, “fill lights” with no shadows are definitely a thing.