Start thinking out of the box
I had similar issues due to the 2:1 scale of my game (for gameplay reasons), and here (below the screenshots) are some of the tricks you can use to cover the things that Lumen cant do well.
This hall is 120m long, but there is only some visual “degradation” of Lumen:
Some of the “fakes” I am using to keep Lumen “in check”:
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2nd sun, that lights from directly below (this solves the “darkness issues” under roofs, which lumen has - should apply to your warehouse too.)
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Spot light behind player camera, that covers the maximum FoV I offer. (This too solves “dark spots” or at least makes them less visible, but for walls.)
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dont use emissive Surfaces for your lighting, use lights (emissive surfaces are useless for “our” use-case.)
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use spot lights, and cover up their “circles” (if they appear) with the aforementioned fakes
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use white, a lot of white. Lumen heavily relies on bounced light, therefore anything that is not white will start “sucking up” your light.
Some more examples:
every one of the 10 square shaped “things” on the roof contains a spotlight, and a rect-light(currently disabled) - they provide the “base lighting” where it would be too dark using Lumen (Lasers technically would provide light too, but due to a bug its disabled.)
Also note, how the Roof is lit enough, despite being 8-10m above ground:
This whole area here is mostly lit because of the glass roof, which would work fine in a warehouse too - just make large enough “holes” into the roof:
If you dont want the sun on the ground, then you can force indirect lighting with roof-windows like these:
If something still is too dark, spotlights, spotlights and spotlights (see roof here, there are plenty):
I still retain the fully dynamic GI, but I also made Lumens “faults” a lot less noticable, while allowing to simply disable all of this for performance reasons on low-end hardware.
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My results are far from perfect, but given that I am only a single person, the 2:1 scale etc - the results are very good, in my opinion.
We need to cater to Lumen, if we want to get it to work.
The most basic thing here is: Use White walls, Lumen needs it, as you can see in the above screenshots - it works wonders.
Also, if you are Instancing a lot, one of the two is broken with lumen (either HISM or ISMs, and HISMs still cull too early from Lumen scene.)