Hi guys, I’m trying to close out an environment I’ve been working on for a while and I decided to (unwisely) neglect lighting until the end. I feel like my prop work is fine (you can see it here) but the lighting is letting me down. Here’s a current shot of the scene next to the concept;
My Lightmass settings;
There’s a lot more decals to throw around, some more work on the walls/floor and a few more props to complete, but it’s close to being done aside from the lighting.
I’ve overridden Light map resolution on the walls/floor to be 2048 but nothing else.
I’m using a directional Light Source with a strength of 5 and an indirect lighting intensity of 2, and a skylight with an indirect lighting intensity of 0.5.
I’ve also used a LUT to colour grade the scene and increase the exposure of the camera (LUT off) and am controlling the bloom by reducing its intensity to 0.02.
Here are the issues; first off, the ceiling is too bright, probably because of the bounce from the directional light. Would making the floor darker reduce this? I’m hesitant to reduce the bounce amount or the strength of the directional light because it might make the alcoves to the left too dark.
Looking at the way the light from the ceiling vents is cast on the ground, using a directional light doesn’t allow the light to ‘pool’ as it does in the concept (even with a shadow exponent of 8). Before I was using 4 spotlights to make bigger pools of light but was told that this would create inaccurate and poor quality lighting. This is probably the most glaring issue.
I need a more yellowy tinge to the scene - would it be a better idea to do this through the LUT or the lighting? I’m planning to add the godrays and a dusty particle effect to the air (but would really appreciate help with this too).
Please let me know if anything else I’ve done settings wise is wrong/could be improved. Thanks!