#HDRP - Dark Interior
1 messages · Page 1 of 1 (latest)
Baked lights with light probes and reflection probes would allow you to get "correct" lighting in there
But alternatively you can use the indirect lighting controller override to simply darken ambient light and reflections in that area
Thanks for the reply
Which of these overrides would you suggest using
Ohh wait, I know what you're suggesting. It's half of what I want. Now it's dark inside which is good. But it still looks bright from outside.
All multipliers equally
What does that mean?
It's now dark when the camera is inside the trigger, but still looks bright from the outside.
I seem to remember this particular override affected meshes rather than cameras, but it's been a number of years since the last time
I guess then you might need baked lighting
I'll give it a whirl
A reflection probe seems to do the trick
Seems the scene was reflecting the sky even though it was inside
Yeah I played around a bunch and got it exactly how I want it
Reflections/specular and diffuse lighting are two parts that make up the lighting
The first is controlled by reflection probes, the second by light probes or lightmaps
I notice your shadows on the outside have become fully black which suggests you lost diffuse indirect lighting entirely at some point
I use ray traced GI to solve this, and I shove a black fog volume in there as a fallback.
Just an alternative in case light baking doesn’t work.
Didn’t know you could ray trace that
Is it as simple as clicking the option at the bottom of the directional light for the raytracing?
It’s perfect, I can play with exposure to micro adjust
But that’s pretty much exactly as I want it
I just can’t stand it when you see an interior from the outside as well lit then suddenly fades to darkness only when you enter.
Windows and holes will work well to allow light into where I need it, but that pipe is for a sewer / drainage system which is supposed to be obtusely dark.