Hello everyone. This is my first post over here because I just recently started using Unity 5 (did a couple of tutorial but that’s it).
I want to play with global illumination, I’ve followed some tutorials online but my result doesn’t feel like what I should be having.
I don’t know if it actually is possible but I’m looking to do something like this :
Obviously the wall aren’t the same but you get my point. Each corner in my scene isn’t ‘dark enough’ and it feels like something is still wrong (I’m having trouble saying what )
I have set all my walls to “Lightmap static” and played with the Lighting tab and my materials (
different shaders and parameters like metallic/smoothness/emission/etc (all is set to 0)) but I can’t find what is missing. I also tried to use a reflection probe but from what I understood, it doesn’t fit here (I’m not moving my camera and the materials are basics without textures).
Can anybody help me ?
Thank you for your answer. I tried to add what you said and it feels better but still quite far away from what I’m looking for. I also added a bloom effect, I thought it feels nice. The thing that bothers me the most is the lack of clear shadow between the left wall and the roof and between the left wall and the floor.
To make the scene more colorful I changed a bit the color of the red material and made the scene tighter, I also increase the depth of the walls cause sometimes it feels like the light passes through two perfectly placed walls (like in the front left corner of the scene)
Just a helpful tip, your bloom image effect should always be before your tonemapping. This is especially true when rendering in HDR. Should make the room look a bit better.
It does look better. I remove the opening at the top of the right wall and remove and re-added the bloom effect which does change a lot, I didn’t think about the order of image effects.
Although the corner feels weird :
Full scene :