How to effciently light a room?

Hello everybody,

I have the problem that I want to fill the entire room (no sky, no directional light) with light. I tried using many point lights, but it looks weird.

Any suggestions to make it look better?

Sincerely,
.

It depends on what kind of game it is, normally you would put lights in the location where a light would be put in the real world. If it’s stylized, then you might consider other ways of lighting rather than trying to do something realistically.

The problem is, there are no visual light sources (in this map, like e. g.: lamps). Maybe I should disable shadows?

What about creating a material with emmisive and enabling the LightMass option to generate lighting from emissive?
The Wiki/Doc’s should have entries on how to do that.

HTH

Is using pre-built lighting out of the question? You could theoretically light the entire room with a single light, given the right settings.

Pre-built light is fine, what exactly would you suggest?

EDIT: I tried editing the material.

Looks very nice now (imo), any feedback?

Try to put emissive only for Ligthmass and then build lighting. Remember to check “Use Emissive for Static lighting” on for every mesh.
Material should look like this.

This way you get lighting that come from everywhere and still get nice soft GI and proper mood.
Edit: This way you also get something out of your normal maps.