I think I have some of the basics down, but of course I’m no expert.
I’m trying to create a space ship fighting game. Naturally I’m trying to develop lighting that works in large open areas. With strong directional lighting coming from the nearby star, as well as an ambient sky light to offer light visual assistance in dark areas.
However, I’ve been struggling to fix this flickering issue that appears to be on the dark side. It’s a little hard to explain. But essentially it looks like there is a static screen (think like an old CRT tv) from the lighting.
I’ve included two images to show it shifts around, and it does this while in the editor as well. The image doesn’t really do it justice, as it’s very obvious it happens. This is a very basic scene with a bunch of white shapes.
I just figured if Lumen was supposed to be powerful I should be using it, but maybe not true. Perhaps I need to learn more about it to understand why that happens.
With the default lighting, it appears like it’s too sudden, for lack of better words.
I assume I just need to toy with post processing/lighting settings some more?
This is just a simple model I made in Blender, I suppose it looks correct based on the model, but I just feel like it looks rough.
I suspect you’re talking about the harsh shadows? That’s to be expected if you have no atmosphere. Scattering etc is how you end up with more gradient shadows, HOWEVER in outer space realistic=HARD shadows, if you want it to be more gradual look into volumetric fog and scattering!