I’m trying to get some light shadows in my scene but I can’t seem to make my shadows lighter without making them oversaturated. Increasing the skylight intensity makes everything look too bright.
With dynamic lighting you don’t really have dynamic G.I so you have to rely on balancing the skylight and the rest of your lights to make them appear less dark. If you use static lighting you should be able to get nice soft shadows very easily.
Have you any other source of indirect light than Skylight? Witness use custom light baker so it’s get nice soft and clean GI. In physical based rendering shadows are just absence of light. There is no opacity control because it would make shadows totally unphysical. You could try to tune Skylight bit more carefully. Calculating static lightmaps with 100 bounces will help too. Exposure and tonemapping settings might help as well. Heck you could even bump up the indirectional light intensity. There is ton of options.
Edit: You could try ambient cubemap too.
I’ve tried this but it produces the exact same result just baked. Any specific way to approach this method?
I’ve played with the skylight and sunlight intensity for ages, I can’t get the shadows to be lighter without making everything else too bright. I also tried tweaking everything in post processing, but I don’t see a tonemapper in the list. Do you mean color grading?
No, i’m only using a skylight. I’ve tried using a second directional light at a 90 degree angle which makes the shadows look lighter but adds a noticeable highlight to every object with an angle in the shadows. I find it strange that Unity 5 has a slider for shadow strength, even though they have physically based materials. I’ve tried tuning the skylight but like I told BoredEngineer, I can’t make the shadows lighter without making everything else too bright. Increasing indirect light intensity doesn’t help much, it just makes the GI more noticeable.
Problem with shadow strength is that then you get highlights also in your shadows which are super odd looking and in physical base shading they can be arbitaly brights.
I think you just have too much metal-specular type of material. Your surfaces are loosing most of the diffuse light because of it and shadows start to shine from too much skylight reflection.
If you really wanna see what it would look like if shadows would have opacity level you can hack it. Add identical directional light without shadow casting properties and set intensity until you get the shadow strength you want.
I don’t know what Unity’s magical slider does. There is no such slider in UE4 because it goes against the main idea of PBR - Physically-Based Rendering, where the shade of your objects in or out of shadows is based on the interaction of surfaces with the light. If you ever did photography that knowledge is super useful here. There are couple of articles you might want to read to better understand what is going on:
I know what PBR is and I know how it works but not everyone wants to create an ultra realistic game. Adjusting the shadow strength should be an option even if that means it goes against the idea of PBR. If it’s not possible with physically based rendering then I didn’t know.
I’ve tried playing with auto exposure but it makes everything look oversaturated, but I might be able to tweak it in combination with the skylight and directional light if there’s no other solution. And by tone mapping do you mean color grading? Because I don’t see it in the post processing list.
Yeah and they still call screen space blurred shadows as soft-shadows…
All options are right there - balance of ambient and direct light + exposure control/eye adaptation/tone-mapping (they are all similar concepts) as post-process. If you materials have to high values of metallic or low roughness, they will look dark - they are suppose to.
You might have a problem with gamma settings of the monitor too, your first screenshot look relatively fine on my screen, at least I wouldn’t call it dark.
Have you tried tweaking the “Global Illumination”->“Indirect Lighting Intensity” value in your unbound global post-process volume?
(edit: nm - I see you mentioned you tried everything in post-process…)
lol I laughed out loud when I read Opacity Slider for shadows. Its not quite so straight forward in Unreal, but it is influenced by settings that make sense if you understand the tools you’re working with.
If its static/stationary lighting, you can use white environment color in Lightmass settings and do an Environment Intensity of like 5-10 to get pretty decent ambient light emitted from the sky around your scene, which for outdoor environments works really well for lightening shadows. Of course they will still get really dark in nooks and crannies, because its not a single slider that just makes them all 1 tone, it instead is projecting light from the sky from all directions and that tends to lighten the shadows. If not that a skylight also helps, and works well for dynamic lighting situations. Im sure theres other solutions as well that Im not aware of.