#private or here?
1 messages · Page 1 of 1 (latest)
the ceiling white boxes are emissive materials so they're basically just there for effect
the only 2 real lights in that room as those 2 spotlights, 1 just outside the ceiling pointing down and the currently selected orange one pointing up
oh and the white boxes have a spotlight pointing down
The unnatural sheen and lack of darkness that's probably bothering you is because of scene lighting that's coming from outside of the level
Since it's a dim interior you'll probably want to set environmental lighting and reflections both to black color
hmmm ok i just changed that to environement lighting and ambient color black
You may need to Generate lighting to update it
Without realtime or baked GI, of course
environment reflections i don't have an option for color
this is what i mean with the ceiling... since there's a spot pointing downwards, the ceiling is very unrealistically lit even though there's a "light" there
this is how it looks with just the spot lights (1 in each white square) pointing down... completely unrealistic that the ceiling is completely black
these are the settings for those ceiling lights
That's a situation where I'd use the second inverted light a short distance below the lamp
Maximum outer spot angle, less intensity, no shadows
ok so basically what you're saying if i'm getting this right, is to invert the light to fake the bounce light
Yes
In reality the lamp would not be able to light the ceiling
Except through bounce lighting
hmmm yeah that's fair
it looks a bit better with this technique but in no way this is gonna turn any heads visually if you know what i mean...
The secondary light is quite ways too high
yeah it needs a little tweaking. What i think bothers me is if there was just 1 of those ceiling lights in reality, with how bright it looks, it would most definetly be able to light up the room (in fact as a test, baking with just 1 of them makes the room look "correct")
That's how it is isn't it
If you're restricted to realtime lighting and dynamic meshes, there's a lot you can't do
Even with full RTX GI you'd have a limited approximation of bounce lighting
isn't there like some asset or something to help?
would be happy to pay for an asset if it makes realtime lighting look a bit better coz let's face it... it ain't winning any awards lol
There's no silver bullet solutions that I've seen
Lighting is a skill as much as it's tech
yeah...i guess this is what i mean by "unity look"... unreal looks so much better even out of the box and most people have gotten accustomed to how games in unreal look that you can instantly tell what was made in what engine (in most cases)
unless you bake, go hdrp etc
The only advantage Unreal has in this regard is Lumen
People haven't gotten tired of that particular look yet
i'm surprised that after what, 2-3 years that it's been out now? there's no solution like that for unity