I think isn´t so bad, but I need to know how I can get more light inside the room without giving more brightnes to the lights, I think there is enough light outside but light dont come into the room, I hope I explain good enough…
Also I have fluorescent lights, there is a fluorescent light down of the table kitchen, but it doesnt appear if you are at 1,80, but it is as you can see in this image:
There is a way to archive any light coming from fluorescent lights?.. I hope I explained goo enough again… that is, the light affecting global illumination…
Adjust the exposure settings of the camera, it has an automatic exposure by default so it may be adjusting to the light coming in through the window which would make the room dark.
As for the lighting underneath the counter, if you want that to emit light you can either enable emissive lighting for static lighting on the object using the emissive material, or you can place point lights there and adjust the radius/length to make capsule lights in the same shape.
Could you please tell me if there is a tutorial or something similar to the second pass emissive material, for “the lighting underneath”?, I tried but in my material I cant find this “emissive lighting” option… Really Thanks…
i see you have a “directional light”
increase “indirect Lighting Intensity” from ‘1’ to ‘3’ or ‘6’ and add a “sky light” and do the same.
rebuild the lighting…
have fun
and also if you are not satisfied with the mentioned steps, you can also tweak light settings under “world setting”
you can see it from: settings button/world settings.
Hi! This scene looks great! In the material editor look at the material options. There should be a drop down right below the Subsurface Profile selector. Click that. Inside There is a check box that says “Emissive”. This will allow the material to emit light. Next, go to the static mesh you applied the material to and go to the lightmass settings. Then check the box that says “Use Emissive for Static Lighting”.
Another option would be to add a Sky Light, it should lighten the ambiance of the scene in general but can make the shadows look a little flat.
A good way to add in some light in very specific spots would be to use a point light but in the light options, click the drop down right below Indirect Lighting Intensity, then un-check the box that says “Inverse Squared Falloff”. This help the light just act as a sort of soft fill light and shouldn’t add any extremely bright points to the scene but will take some fooling around with the intensity. If you have any other questions, just send me a message! Hope it helps!
Hey Shahdehz adn nsanderson, I´m getting better results every day as you can see in the first 4 images, I have 2 problems…
1- As you can see in images 5 and 6, I can´t use enlighten material and apply to enlight objets, that is, the texture is applied, I have checked the “Use emmisive for static light” box, but, as you can see in the images the object don´t use the light, I hope I have expleined good enough.
2- And my second problem is, If I want to see the landscape trough the windows, there is a way to tell this object only to be iluminated for 1 light I created?, that is restrict the object to only get lighting with 1 custom light. Because the problem is that object is illuminated with my SkyLight “Grey HDRI” lighting, but as you can see it becomes white because I have to set great intensity in this lighting to get nice interior results… There is a way to tell landscape dont take the lighting with this Skylight, and take the light of another light?.. something like restriction light tags or something similar…
Thanks in advance, I´m so happy with my results but I´m spending so much time to learning :), thanks guys… I hope you could help me
You are using baked lighting, right? In that you’re building lighting and baking it out as lightmaps, rather than using lights set as movable and using dynamic lighting. Using emissive for static lighting only works for baked lighting (hence the name), so you have to build lighting to see the results, and the lights cannot update in real time as it is baked lighting. Apart from that, can’t offer much help, though if you are using dynamic lighting you can enable light propagation volumes by adding “r.LightPropagationVolumes=1” in ConsoleVariables.ini and setting the material of your fluorescent lights to inject light into the LPV. That won’t give precise and accurate lighting from your emissive material, but it does allow the material to contribute to lighting.
4.11 added light channels which can do this. Lights and objects can use one of three channels, and objects are only lit by lights on the same channel. So say a table uses channel 2, the table will only be lit by lights also using channel 2.
i think you need to increase the intensity of emmissive color…
place a ‘Multiply’ node between “emissive Color” pin and the actual color that is plugged into it.
set constant ‘B’ to something higher…
Thanks both guys, but, I cant do work the lightning channels option, it appears in my mesh optios but its gray and I can´t check any channel, and I can´t find the channels option in the lights too…
For example in Skylight object I can´t find the channels parematers…
I have this in a simple project to render quickly and dont lighting
Skylight doesn’t have lighting channels, but point lights, directional lights and I presume spot lights do. If you’re wanting to have an external landscape lit without affecting you interior, I’d suggest dropping a directional light in the scene. Lighting channels also require both the light and object being lit to be set to movable, so your landscape and your directional light both need to be movable (this will mean lighting on the landscape will become more expensive and hence impact peformance, but if you want to eliminate that you could just disable shadow casting as it’s shadow casting that impacts performance, not lighting).
Is your landscape actually a landscape, or is a cubemap acting as a background? Ie, is it actually a landscape actor or is it just an image adding buildings to the background? Lighting channels to my knowledge only affect actual objects in the scene, not cubemaps (though if I’m wrong, someone feel free to correct me).