The UE2 lighting works fine for the giving the scene a nice polished look, but the lack of a good shadow leaves me wondering where the sun vanished to. I’m assuming there’s no way to get the UE light itself to cast raytraced shadows from its origin, so I presume I’ll need a second light for the raytracing. How can I add one without blowing out the entire scene?
A couple of ways.
1) Reduce the light intensity of UE2 before adding other lights.
2) Use an HDR Map for a UE2 environment map. Look at the preset “Set HDR KHPark” for UE2. You’ll see it is a nice outdoor lighting seen with a clear “sun” indicated. That’s not all you have to do though, you also have to change the lighting mode for UE2 from the default “Occlusion w/Soft Shadows” to “Occlusion w/Directional Shadows” or “Indirect Light w/Directional Shadows”.
Hint: Unlock the all the scale and XYZ translations of the UE2 sample sphere (on the scene tab, expand the UE2 light, select Environment Sphere, switch to parameters tab, use the paramters tab context menu to Show Hidden parameters, remove locks on XYZ Scale and the global scale, as well as the XYZ translation). You can then change the global scale of the UE2 EnvironmentSphere to, oh, 5%. Do NOT unlock the rotation settings. You CAN however, translate the sphere without effect on the render to, say, avoid the sphere being hidden by content in the scene. Make certain you switch your selection back to the main UE2 light on the scene tab, use the Y-axis rotation to move UE2 around so you can tell where the sunlight is supposed to shine, render and you should have your directional shadows.