I have an outdoor scene but everything is too bright and ahve a sort of “fairy tale” effect. How can I better simulate real lights?
Thanks
Sun color is white by default. Give it a really really little orange color.
You skylight seems to be of high intensity (even 1 is sometimes a high intensity at times).
If it was me I would remove the skylight and and in world settings I would put environment color on white. Then after baking it’d look nice. But in case you want real time lighting and stay away from baking light, use the skylight with a smaller intensity around 0.25 - 0.5
But what worries me more than everything else is your tree textures. They seem to be over bright (both trunk and leaves). You grass is looking nice already so can’t blame the lighting that much.
Thanks so much for your answer!!!
I’m going to follow everything; the lights are all dynamic (too many trees and foliage to bake to), so Iwill put skylight to .25-.5,
I’m also gonna check trees’ texture, I agree with you, especially leaves are too bright, could it be the two sided foliage system I’m using???
For the directional light (my sun) what should be a good value for intensity?
Thanks:)
No it’s not because of the two sided foliage shading model. Just darken the textures a little.
I usually keep my directional light intensity between 6 to 12.
You can also control the overall brightness of the environment by Auto Exposure properties in Post Processing Volume.
Hope that helps.
Ok Thanks, I’ve pumped a little the auto exposure, desaturate a little the texture and put a little less brightness, here’s a couple of images coming from another part of the garden

Looks like too much desaturation on the textures.
Please attach a screen from your material setup for the tree.
And the orange you used for sun is too much. Make it a little whiter.
ok, here’s a snapshot of the material and the texture (where I desaturated the image); is there a way to desaturate directly through material nodes?
Thanks a lot
Yes you can type in material editor for “Desaturation” and you will see the node. Plug the texture to it and then use a constant for the second slot of the node to control the amount of desaturation. By the way, my bad sorry, I wanted to see the leaves material setup.
The trunk is ok just disconnect the AO.
There is a desaturation node you can use.
Also you texture doesn’t have the a power of 2, you may want to fix that.
Thanks for the help, here’s the leaf material! The AO socket was my mistake!
Hi, how can I fix it? is it important to have the textures in power of two?
Thanks for the help!
Open your texture in any photo editing program, change the width from 259 to 256. The height is already fine (1024).
Disconnect the opacity slot.
Set specular to 0 and roughness to something around 0.6
And the texture is too desaturated. Let some colors in there.
That really depends on if you want the light to “shine though” the leaves or not. But a value of 0.5 is way too little, try some values in the 0.9-1 range. Of course it might be better at 1 as well (nothing plugged in = 1).
But yes, spec = 0 works well with foliage, and you might want to get rid of the slight light/shadows in the texture and adjust the saturation and brightness a bit.
Also for your skylight, try setting it to something like .5, maybe even .25. And if your sky is very bright you might need to lower it even more, or make the sky a bit darker.
Thank you very much, I’d like to have some sun shining through the leaves but I don’t want to have too bright leaves (like in the first images).
Here’s a panoramic image, now everytging seems almost too dark… Maybe I changed too much the brightness of the leaves??? or is it just a general illumination problem (my skylight is low -0.25- and I have autoexposure activated)
Isn’t that why there is SSS?
With SSS shading model the opacity controls the amount of SSS, not the transparency of the surface.
I think it looks like a matter of the skylight being set a little too low. If you look at real trees on a lawn or field, the shadows are actually not very dark usually. The shadows in the upper right corner of your image looks more like reality than the rest of the image.
When your material is using “masked” blending mode, opacity doesn’t do anything. Reverse any changes you made to auto exposure and try to fix the actual assets instead; things like auto-exposure and all the post-process settings for that matter are designed to add to a scene, not fix it. Your leaves are still too desaturated, your tree trunk shouldn’t have 1.0 roughness: everything has some specular in the real world. I would use something like 0.7 roughness and 0.2 specular and the play with the values till it looks better. Also, set your leaves roughness to 0.7 or 0.8 and specular to a similar value, because those leaves should have some specular to them as well. As far as lighting goes, that is an artistic choice. For a scene like yours, I would probably set the directional light brightness to around 8 and the skylight to 0.75 or so, but you have to play with these until it looks good. Also, DO NOT TINT THE SKY LIGHT! The sky light picks up its color from the environment, and should absolutely never ever ever be tinted unless you want to add something to the scene artistically; tinting it is not realistic.
Your first screenshot was pretty close to reality already; you just needed to decrease skylight intensity a bit and make your base color for the tree trunk and leaves darker (not desaturated, but darker). Hope that helps!