Are you using directional lighting? If so, try using soft shadows only and relying on your ‘sun’ to provide the major shadows in the scene.
In my current attempt, I set spotlights angled at each window. I then put a UE on top of everything and tweeked it all a bit. This seemed to work fairly well, but still not ideal. I think I can crank up the ambient light a bit, and that might help. The problem is that when I add the UE, either a preset from Latinos Core Lights 1 or an ambient UE preset, everything, especially people, end up too dark or bleached out and ugly. Using those same presets, set to 4x, works fine in a basic portrait scene. I’m not sure why switching to an interior scene seems to cause so many problems with my various UE setups.
First question of the new thread….
I’m having lots of luck now using UE and HSS, thanks to the help I have gotten here. (Thanks!)
However, I’m having trouble applying my UE lights to things like interior scenes, especially ones lit by ‘natural’ sun light. l typically end up with really crummy lighting compared to what I am used to, either too dark or washed out or otherwise rather ugly. I’ve been trying to setup lights to represent the light streaming through windows, but this rarely has the effect I am going for. In these cases, the UE actually somehow seems to make things look worse!
Do you guys have any general tips for using UE in a situation like this?
I’d use area lights (if you have them) then position them outside the windows. Then you would assign a light color to correspond to the time of day or type of light. This chart was posted a in the old forum..
EDIT: Got my wires crossed, but you can assign these colors to get the type of lighting you want.
I am far from an expert on this, but this is my experience so far with 3Delight renders of indoor scenes:
If you are using UE indoors with mode set to “ambient” this produces renders that look like bad comic books. In “ambient” mode you have to turn UE down to a very low intensity and only use the UE light to contribute a small part of your light in order to get a decent result.
If you are using UE in “Occlusion w/Soft Shadows” mode, then you have to set trace distance parameter to about 100. I think the default is 500, which is good for outdoor scenes, but indoors it causes UE to create very dark scenes.
Recently I have been using a different way for lighting indoor scenes in 3Delight that does not use UE. The problem with lighting indoor scenes is creating the ambient light. You can put an UberArea light outside the windows to simulate the fact that real sunlight would be scattered and coming in the window from all directions, not just in the direction of your spot light or distant light. The Ambient light though would also reflect off the interior surfaces, especially any light colored surfaces. An unbiased render engine like Lux will trace all of that reflection off the interior surfaces, but 3Delight doesn’t do this very well.
In 3Delight you need to create artificial ambient light. This is what UE does, but I have discovered you can do the same thing with distant lights. A distant light with shadows turned off will go right through the walls and light up the interior. I set these ambient distant lights to be diffuse only, so they do not produce any specular highlights on anything. I typically use 4 of them, set at Y rotations of 0, 90, 180 and 270 with a small negative X rotation so they are pointed slightly down. This gives me “ambient light” coming from all directions. You have to turn the intensity down on this lights to 10-30% range depending on how much ambient light you want in the room. I have also added one distant light pointing straight up to get some “ambient” light on the ceiling.
As I said, I’m far from and expert, but I have like the results I’ve gotten using distant lights coming from all directions to model both indoor and outdoor ambient light.