Lighting...

Hi…
I’m fairly new to Unreal. I’ve been exploring the idea of using it for compositing live action green screen shots for a sci fi project. It looks promising… but, my understanding of the lighting in Unreal is poor. I’m having trouble getting the look I’m going after. I want a bright even lighting. What I’m getting feels like its tinted blue.

My questions…
First… anyone have any suggestions on how I would go about lighting this scene? Right now it seems like I’m getting bounce from the blue panels causing the whole scene to get contaminated with blue. The white panels are supposed to be white. I’m currently using spots. I tried point lights initially but was having trouble with it. The illumination in the scene is supposed to be coming from the light panels at the bottom and top of the corridors. The problem with the spots and point lights is that I’m seeing glowing circles in the reflections from where the spots & point lights are placed… any way to avoid that?

Second question… Is there a good place to learn about lighting in Unreal. Most of the stuff I’ve found is either rudimentary or deals with exterior lighting or interior supplemented with exterior lighting.

Any enlightenment would be welcome.

Shots from inside Unreal - (Ignore the color discrepancy in the Door sections… was experimenting with changing the base color.)


Rendered Inside Substance Painter

For the blue bouncing you can lower the “Diffuse Boost” setting inside World Settings > Lightmass > Diffuse Boost. For the reflections there is a setting inside the light actor - Expand the advanced settings of the light tab > “Min Roughness” > try different values here, 1 makes the reflections from the lights to be completely “blurred”.
I suppose that you have read the wiki documentation for lightning. Unreal 4 Lighting Academy - YouTube

I guess you could also use an emissive channel for your material that makes the “light panes” come out more white-ish?
If I remember correctly the resulting bloom is entirely due to PostProcessing and can be controlled (or deactivated) through the respective options.

Thanks for the suggestions… that YouTube link is a 10!

Out of curiosity though why would you want to use Unreal to composite background plates (assuming that’s what you want to do), You can easily use Blender with its render engine for far superior and more realistic results without the technical hassles of real time engine.

If its for a fun learning curve project then nevermind.