Why isn't the directional light flooding the room with light?



As you can see in the images, the light barely penetrates through the windows of the model.
I am using Lumen.

It looks like the angle of attack on the light is high…

What does it look like when the building is oriented more-towards the light, if the light shines in more directly?

Check the lumen debug views, make sure the base color on the floor isn’t too low. Adjust the exposure for the room and not the view out of the window, or use lower settings for highlight contrast and shadow contrast.

Hey! Such a fast response!


This is how it looks! But the angle of attack would follow the sun in real time, so those cases would need to be lit too…

How would I go about adjusting the exposure for the room but not for the view? Thank you!

Of course, but I wanted to break down the issue between:

  • light getting into the room to begin with
  • light being absorbed/reflected once it’s inside the room

I would look into the exposure settings. You can use volumes like cube, sphere, etc for post-process ‘effect’, in that specific settings apply within the volume. So you can adjust, turn things on/off, etc by tying what changes you want to the volume.

As ZacD said, also check your material properties, it could just be you are using a ‘dark’ material that doesn’t reflect a lot of light. Make it pure-white and shiney, what does it look like when the sun moves around?

Also, don’t forget, there’s a reason people use lights inside of rooms… :thinking:

ref - Post Process Effects in Unreal Engine | Unreal Engine 5.5 Documentation | Epic Developer Community

Volumes can be tied to a lot of things, so when you, in a game, hear sound being ‘outside’ but then muffles/echo’s within a cave, there was likely a volume, or trigger-thing to change values in how the sound is proc’d; same can be done for lumen, et-al.

I ended up going with the shadow contrast (with the volume I was using before) - it worked for what I was going for! Thank you, and thank you for the reference. Now I am just curious of what ZacD meant with adjusting the room but not the view out of it…

I think he might have meant use a volume since you can make the volume the same dimensions as the room and have whatever effects be local vs outside. You can localize things in space so that would mean you can adjust almost anything in this regard.

Gotcha, I did do that to begin with but if i cranked up the exposure, as it logically follows, the outside of the room blew up in brightness

This is a classic photography problem, you can’t expose for a bright outdoor scene and a darker interior at the same time without aggressive tone mapping or a really good HDR monitor. Something is going to be over/under exposed without it.

Most often when you want to make a room bright, you won’t be able to see outside anymore.
And if you wanna see outside, the interior will be dark. See photos attached.



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