Lets make Lightmass EPIC (and understandable)

Hi Guys!
Some WIP screenshots from my first archiviz Study (rendering and light) within the UE4 11. The design is based on a scene from “EvermotionArch30Vol.”.

  • First my parameters inside UE editor:
    Static lighting level: 0.5
    Num indirect light bounce : 3
    Ind. Light qual : 1
    Ind. Light smoothness : 1

Standard content material and light for the scene -> 1 lightsource and 3spotlights (1x station + 2x static).

  • Inside the baseconfiglighting.Ini :NumHemisphereSamples=64
    Lightmaps : 1024 for walls, 512 for the floor, 64-128 for the props/asset
    Build time: 1h05 for the lighting on “high quality”

I wonder how to improve the lighting ? Tweaking the number of “ind light bounce”/NumSphere", remove the standard skyPhere with an HDRImap (ie : tutorial from Rag3DViz website)? Add StaticProjector + cardboard for the lighting/emissive cardboard ??

Thanks for your feedbacks!

PS: the screens are sharper/smooth in “play” mode.

http://tof.canardpc.com/preview/dca6a79e-c74c-4625-942b-86bfe38b5692.jpg
http://tof.canardpc.com/preview/273cf345-1f78-4c96-92d1-8fc1779e3b3e.jpg
http://tof.canardpc.com/preview/f917de6d-8a83-4886-a5ea-e21501ab40a1.jpg
http://tof.canardpc.com/preview/7d03a2e4-ffbf-461e-8a13-d2040cd11284.jpg