Lighting problem

If you stick with static, I guarentee you wont make it. If you go with dynamic, also use a dynamic skylight, much better indoor occlusion.

I found the problem!!!
the reason i had different colours in the same meshes was because i had Virtual textures enabled from when i tried to build the materials as UDIMS

Dynamic lighting does produce GI! That’s what the volumetric lightmap is for! It’s intended for dynamically lit scenes, or partially dynamic scenes. It’s a form of global illumination. Switch to dynamic, modify skylight to not be so intense, and improve directional lighting (set to movable too) via post process volume(s) and its inherent settings. Turn on ambient occlusion to flush some of the higher contrasts in lighting that don’t look right. A cathedral is often brightly lit in certain small areas, and dimly lit in others, so ambient occlusion can help get that variation and correctly. There’s no faking GI in Unreal Engine. You either get results or you don’t, and when it’s not there, it is highly visible / obvious. Skylight and directional light are both global illumination producers. Check to see if there’s more than one skylight in the whole level (if there’s one that is inherited in the HDRi, and another elsewhere in the World Outliner list, then there’s more than one and that is going to cause over-brightening or other problems). Delete one of the skylights, better to leave the inherited one and adjust it because it’s already connected to the HDRi.

Thanks for al the advice, finally was abble to fix most of the problems, now i need to keep working, i’m building lights in about 5 minutes, should i just let it go and focus on dynamic?

Yes. Looks much better, though.

Any idea for stained glass? read somewhere that doing it by Decals is the best way, but i’d like to implement it by dynamic light, so i can make some kind of timelapse video

There’s a few ways as far as I know.

Might need to use a mask, and it may not work with dynamic lighting depending on how it’s done.

So, i{ve been working the last few hours on the lighting, and managed to get to this. For the moment i will continue with other things (Fluids), and if i have time left i’ll come back to refine it.
Any tips on how i could improve the results?

Some of it looks a bit flat yet in shadows / lighting. I’m not sure if it’s the materials. But it could be improved by adding ambient occlusion and perhaps a number of point lights in the lower area and balconies. What’s that blue spot on the wall inside the right front enclosure (when facing the central stairs)? It appears that there’s a source of light casting onto the wall or something. In the 3rd photo, a number of the shadows are blue. Are there blue lights or blue materials on the other side of those pillars/walls inside that are not visible in the photo?

Are there post process volumes in the scene at all?

NegaLotus. Even though you’re using dynamic, you still need to bake once more after all the meshes are in the level. Don’t know if you did that…

Hello there, yes, i’m using post process volume, i tweaked the exposure, the EV, the blooms and the lens flares, and in another separate post process i tweaked the color grading. Also, i’m using an exponential height fog.

On regards to the lights, i have an hdri backdrop, wich does near nothing except some realy subtle fill, a directional light for some light from the glasses, and most of the work is done by point lights.
Sadly, i wasn’t able to achieve the crystal shadow by any means, probably an error on my modelling, so i had to fake it with some decals.

I created sets of candelabra, wich consists of 5 emmisive meshes, and 5 point lights on movable.

And on the vault there are 3 giant crystals, both with emmisive and a point light with greater value.

The vault guides are filled with smaller crystals, these ones don’t have point lights.

And the altar part has a couple of light crystals, with point light each, this is in order to illuminate the altar, maybe i could replace the crystals placed on it by candelabra.

Finally, i tweaked all values a bit more since my last update, but bear in mind that all the pics i’m uploading have baked lights on preview quality.

There’s two point lights with red X’s on 'em. That probably means they’re too close to other point lights, or IOW, there’s more than 4 overlapping point lights so extras get canceled out. It could be causing localized lighting artifacts too.

Hey, apparently my answers have not been posting, i had replied like 3 times.
I ended up finishing the project, you can check the high res images and a video lfight in here

Thank you very much for all your help

It looks alright for preview quality. The lower area is kinda dark, but not sure if that’s intended or not. The fake shadows on the crystal material look alright too, though it’s more noticeable when closer in the view to those. Perhaps adding some radial or other blur to the crystal material graph could make it a bit more visually appealing, or setting the material to subsurface profile. Depending on the type of crystal it is, whether a fantasy or a more actual type of crystal, they don’t have extensive shadowing with a ton of pronounced variation. It’s different when seeing crystal inside a cavern. But this is a cathedral where the lighting is quite a bit more ambient and even.

The marble walls and floor could look somewhat smoother / glossy. But I did read the backstory on the web page you posted, and it could be the marble wasn’t polished for reasons explained by the backstory / setting of the scene (don’t have the means to develop polished/glazed marble while flying around on giant pieces of land, and/or prefer not to due to their veneration of the helpful dragons). I’m offering prospective suggestions, not trying to critique on a deeper level.

I notice the pews don’t cast shadows now. Is it because the lighting was changed to be darker there? Is CSM (cascaded shadow maps) enabled in the directional light (termed light source in the World Outliner)?