Then how does it looks like with overcast/foggy lighting conditions and a bright skylight because there’s a lot light reflected by the sky/atmosphere? Your cave entrance viewed from outside looks not dark at all, right?
Also your interior shadows get the tint of your sky. They will be blue when the sky is blue, orange at sunset, etc. The skylight is not occluded, it’s just a bit less intense
What I mean it that there’s no light occlusion from geometry. The roof is as bright as the ground.
Look at how shadows are not uniform in 's IBL work : &d=1530134146
I’m sure you’re already aware of this but you can mitigate this to some extent with a depth card material. Won’t work in some situations (like thru-tunnels where you can see the other opening) and it really works best for outside-looking-in scenarios. Inside-looking-out is a much more difficult problem, but I think it can probably be done.
(obviously still not as realistic as a scene with real world lighting values with properly set exposure)
His lighting is uniform mainly because he it’s planar surfaces and his interior is lit only by a skylight. Worth noting that nearly all realtime GI solutions will also produce flat lighting (except SSGI and brute force/final gather gi). They can’t indirectly shadow anything unless it is huge, and even then the quality will be poor a best because the indirect lighting approximation is too sparse to capture any detail. This is visible in your AC video you linked earlier; absolutely nothing in the scene is generating indirect shadows and the light is bleeding through base of the walls. It’s also true of RTXGI (except without light leaking)
Supposedly Lumen will generate indirect shadows, but I can’t tell from the video how this is done or what kind of quality they will be.
As of now we’re basically all just waiting on Lumen which we will hopefully get to see soon.
Being both cascaded and dfao are on, and the house does generate dfao no. The interior is lit differently even if the skylight applies a different and uniform tint.
IF I turn on the affect lpv setting, you can see the corners darken.
I didn’t because the model just has other issues, like a side of the roof being overly lit. You need a properly merged modular geometry to achieve those effects.
not a textured box with 2 m holes you call windows.
What happens in a cloudy day?
Well, a sandstorm makes the inside of my house look gray irl.
Is it “brighter” because outside is brighter? Probably not. The light will never exceed the level it has at mid day for my dynamic day/night/weather cycle. Not even for thunders because I did those locally via LPV.
Is it “ideal”? no.
it’s what the engine “can” do around a 60fps target. There’s nothing either ideal or good about it. Or overly realistic for that matter.
it’s basically a miracle the engine renders at all. Remember that
no you wouldn’t, you would see bright interiors from the outside. which is what the original post and the entire discussion is about
a postprocess won’t do it because a postprocess affects the camera and everything you see. so you’ll still get bright interiors when you’re outside. again, something that has been discussed in this thread
we’re all trying to get a mid-brightness exterior ambient light with a darker interior ambient light which we all perceive as normal, I don’t see what’s so weird about it. your scene has very dark shadows which unless your game has a flashlight would be very uncomfortable (the cave entrance looked pitch black, I don’t know how anyone could navigate that in a game). or it’s possible that your monitor is badly calibrated which could be causing this big difference on opinions.
here’s a few random-googled images of games with mid-bright exterior ambient lighting and darker interiors: 1] 2] 3] 4]
and here’s an example of a darker interior looking out a window (normally the game isn’t so dark - in this screenshot the eye adaptation seems to have over-darkened everything) 1]
yep, aware of that. in my Local-IBL thread there’s a section where I basically discourage people from using it anymore and I list some alternatives, and this one is part of them
it might work on some cases but it’s almost fragile trickery
Enabling properly built LPV in .25 renders similarly. With properly darkened interiors. Assuming the volumetric contribution is correct.
dfao also helps. Since I have cascaded shadows short.
The reason the component is needed is actually to counter how dark things get when you properly set it up and interiors display dark like they should.
The local PP would be to lighten an interior. not darken the scene while inside an already Darker interior.
Unless you do want to go for pitch black, if that’s your thing just put a 0,0,0 in the emission of the pp material. Problem solved.
I’m a photographer my screen is properly calibrated. The shadows are darker on purpose. Not because of the skylight. Not because that way the interiors are “darker”.
And for whatever it’s worth, this isn’t a game but a marketplace addon that deals in completely different stuff essentially unrelated to lighting.
Indeed it’s really a sisyphean task. Which is why I came to the same conclusion you did: Stationary skylight offers the best compromise. Baking light isnt fun but at least all thats required is pushing a button and waiting.
Only thing I would add is that I think the least problematic way to manage this with a movable skylight is to just design your level with S-bends between exteriors/interiors to hide skylight intensity transitions (which you mentioned in your post) and use “opaque” emissive dirty windows with fake interior/exteriors where necessary. In both cases you solve the problem by simply making it impossible to see inside/outside at the same time. Lots of games already do this just so they can hide large sections of the level when the player isn’t in the space.
Understandably though it’s not something any designer likes.
Supposedly Epic is targeting 60 fps on next gen consoles for Lumen and scalability is a big focus of UE5. I’m really hoping Lumen is scalable to a point where you can sacrifice the indirect lighting and use it only for skylight occlusion to get it to run better on old hardware. Otherwise I expect we’ll be doing more of the same for a few more years at least.
If you are faking windows with opaque stuff, you would probably be better off using a render target and capturing the window from a dedicated camera that has different settings.
doesn’t necessarily need to be a live shot either, if you are that paranoid about things looking “wrong” when they really don’t… at least you get granular control…
I don’t capture at runtime because it’s just too expensive to be worthwhile, but yes that is essentially how I built my setup. It just blends between a day/night cubemap generated from a cube capture component based on the TOD.
Another thing you can do which helps with inside-looking-out scenarios is masking out the sky when generating your cubemap (or 2d texture if you don’t want to use a cubemap), because you can sample the sky color from within the material to handle TOD transitions. The SkyAtmosphere system is awesome, everything you need is exposed to the material editor.
I personally solved this by using a different light channel for the directional (sun) light. That way Im able to control what mesh is affected by the external light and skylight. For areas that shouldn’t have any sun light e.g. a cave, this works like a charm.
Edit: It partially fixed the issue by preventing directional light from affecting interiors. Still have issues with skylight. The only thing Ive been able to do is reduce the brightness of the skylight to limit the affect. Really needs a light channel