Is there any way to illuminate the entire level evenly?
I know about skylight, but I need it to be stationary and cast shadows for lightmass portals to work properly.
Ambient cubemap screws up reflective surfaces, especially mirrors. And gives weird tints here and there.
Point lights with shadowscasting turned off and a large radius also doesn’t work because it’s still a point light - i.e. surfaces that face it will be illuminated while surfaces that have it’s “back” to the point light will be dark. So that’s not an even illumination.
Environment color / Environment intensity in lightmass settings only work when there’s light from hemisphere available. I.e. it does nothing in closed-off spaces where directional light / sky light have no light bounces. On in corners far away from a window.
Upping exposure and adding color grading can lead to highlight being blown up and other sorts of things that negatively affects the image.
I wish there was like a slider that would simply add x amount of illumination to all the surfaces on the level. But I can’t figure out the way to do it.
Just to clarify what I want to achieve - I want to completely remove pitch-black shadows in closed-off spaces on my level. However, as I mentioned, I need my skylight to be static and cast shadows for lightmass portals to work in other places.