#Cave environment lighting

1 messages · Page 1 of 1 (latest)

neon wind
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That makes sense, what would you recommend to get the effect of environment lighting in this case?
My aim is to light up my darkest darks so they are visible.

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Cave environment lighting

distant depot
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I haven't done it that way
The darkening tends to be the desired effect
I guess if you disable ambient occlusion from the lightmap bake and purposefully brighten the reflection probe then those brighter reflections probably should take illuminate the dark areas of the cave

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You should be able to see the effect by having the cave's reflection probe in a bright area to confirm it works

rotund holly
distant depot
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That can help but only if you've got some light to work with in the dark corners

neon wind
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Thank @rotund holly , unfortunately it doesn't work in my case. As @distant depot mentioned I do have darker corners.

I tried reflection probes and the result is more glossy than I'd like (first picture).

Another idea I tried is to fake environment lighting with multiple directional lights that don't cast shadows (second picture). It will require more fine-tuning. An actual lighting artist can do a better job (I'm a tech).

The third picture shows the environment light before baking.

distant depot
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Interesting, I wouldn't have known to expect that kind of glossy look
Shadowless directional lights are definitely one option, but may be kind of expensive in forward rendering path

neon wind
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I'm using the forward rendering path so this is gonna be a challenge 🙂