Top down 3D ARPG lighting suggestions?

I’m trying to figure out how to best handle the lighting for a TopDown 3D ARPG and am struggling with getting the ambient lighting right. My biggest hurdle is my game has procedurally generated levels so I can’t just bake in the lighting so am looking for a dynamic lighting solution. The look I’m after is the following games.

Diablo 3

POE

For example the below is the perspective the player would have in my game.

I don’t want the top of the walls light up, but just the inside of the dungeon with ambient lighting, which was a problem anytime I used direction lightning or sky lighting. As the dungeon size can change based off how it’s generated it’d be difficult to fill rooms with post processing boxes or rect lights. Is my only solution to spawn a bunch of point lights?

Any suggestions? I can’t seam to get the lighting to stop affecting outside of the dungeon. I want the outer walls and the top of the walls to remain unlit. Example below.

Notice bottom right how it makes you feel as though you’re actually down inside of a dungeon?

Looks like putting a point light on the actor and letting them be the ambient light source is my solution given my levels are dynamically generated, but this presents another issue. If my light source doesn’t cast shadows the light bleeds through the walls.

Is there really no way to fix this outside of casting shadows?

Put this material in the parts u dont want light or use masks

I want it to receive light. I just don’t want it going through the wall and lighting the other side.

¿why u dont use the directional light to be the ambient light source? or better ¿why u dont use a custom cubemap?

Because that lights up the top of the walls and anything outside the walls.

My levels are entirely procedurally generated.

That’s what the material that I put before is for, to put it on the outside parts of the wall and on the upper part, or you can put it as a mask in the texture of the material.

custom cubemap still work even if procedural.

Probably best way would be to bake out separate maps (albedo, shadow pass, maybe slight GI) and mix them together in the level material. Then you could fade out the shadow map depending on a parameter (get world position of an torch in world space and use a dither node to fade out the shadow mask pass).

This would require you to render out the separate passes in a 3d program though. Perhaps unreal has a plugin that could do something similar, but blender, max or maya are your best tools for the task.

Will take a look at trying this.

I’ve no experience with cubemaps so not sure where to start here.

That’s way over my head, lol. I’ve very limited artistic ability. My art assets are purchased.

Not having much luck. I didn’t create the art assets so I’m not sure how to add extra materials on 1 specific side to accomplish this. There has got to be a way to have the light just stop at a specific height or something.

A spot light attached to the player with shadows turned on seams to work well. Originally was using a point light, which caused really long shadows when turning on shadow casting that I did not want.

I’d like the shadows to always go in 1 direction though instead of moving around with me. Basically like having a directional light except cutting off at the walls.

That’s with the spotlight. If I move then since I am the light source so does the shadows like below.

Checking POE it looks like spotlight is exactly the way to go and the shadows casting from me is actually accurate. Below shows the shadows moving from a light source on the player.

Above

Below

Finally this is what I was able to accomplish with a spot light.

I can get similar results with a point light, but then I lose the ability to cut the light off at a specific height as I don’t want the very top of the giant doors and walls to be very visible.

Character lighting is done with 4 point lights to even the light across the entire character and a 5th light will be added to control the characters shadow as the light above the player just nearly creates a blob shadow.

Below is what the top of a wall looks like as well giving the desired results.

Was able to also get a point light to work which crawls up the wall a bit better.

My final settings are the following encase anyone needs a place to start.

I positioned it 400 units above my character, which is short than my walls (700 units) to ensure the light stays in the dungeon.