How is lighting properly placed?

I’ve been making a bunch of darker underground caves for this game. it consists of a lot of points lights obviously to illuminate the areas. There are torches and lanterns placed that cast a little light…but in the end i use many point lights with the shadows turned off to light up the room a hair more.

Eventually it starts doing a little number on my frame rate after there are tons of other things on the map…i watch my frame rate and the lights eat it up. lol

So does anyone have any pointers on lighting up an underground or mainly just completely interior area?? I’m just trying to find tricks that will help e save on resources.

thanks everyone!!

Ok. Thank you greatly. Honestly I had done most of those but changing the eye adaptation…That’s a very good idea. Thanks!!!

Ok I’ll look into this. What exactly is the difference between the two???

Lots of answers to one question.

  1. You can increase the adaptive eye brightness
  2. You can increase the distant thrown of each light also adjust the light radius
  3. You can increase the diffuse boost of the lights (think would be the best answer)
  4. Instead of adding a bunch of lights attach a small dynamic light to the player. (Flashlight option or lantern)

Good luck break a small chunk on cave with one or two lights only to test the light.

Also you can change the lighting in the options menu from exponential to inverse falloff. I do a lot of renderings and its definitely something you should at least look at and understand to get the look you are looking for.

I put the link in the last post. Your lights should have no performance impact if you bake the lights and make sure the lights are static not stationary or dynamic. I’m doing a house with over 75 lights no impact on light other than memory. Change your type of light also.

Oooohhh ok very good. So when u bake lights what exactly is happening? ? And if my lights are set to static that just means they can’t move right?? Is that easier on the pc? Is all this in the details panel??
Thanks again!!

When you bake static lights all the lighting data is completely put into memory. Stationary lights all the data is in memory but you can still have real time shadows. Adds GPU resources. Then dynamic is fully realtime and movable. (A lot of GPU) I would use Static for most of the detail lighting and then for torches use sparingly stationary lights so the player casts shadows.

ok. My last question is…when you say “bake” are you talking about building the lighting??

Yes bake lighting you will build lights to bake.

Could you tell me where I choose if it’s dynamic or static or what else?

Clickon the light the in the details panel it will say static stationary or movable.Click one

Duh…lol thanks a million!