Dynamic Interior and Exterior Lighting
I've been running into an issue since I started using the Unreal Engine for my project well over a year ago. The project is a single seamless world with the exteriors and interiors in the form of buildings and cave all streamed together at once; with a dynamic day/night cycle. We use a Directional Light, Skylight,
I've run into an issue making the interiors dark enough, while still having the world realistically lit in the exteriors. The issue is the skylight. If the skylight is bright enough to affect the shadows in the exterior, it's bright enough that caves and interiors are always bright as well. If the skylight is dark enough to not make the caves glow, then the exterior world has pitch black shadows.
We use distance field lighting, but that creates it's own problems with regards to the landscape, as the second a cave intersects the landscape mesh, there is a sharp and distinct transition to being in full distance field shadows; and the issues caused by this simply aren't acceptable in many cases.
We've also used transition volumes and similar trickery in the past, but it always ends up being a very imperfect solution.
What I'm looking for is the best way to realistically light both the exterior world, as well as have dark interiors - without having interior/exterior triggers.
Is there any way to do this, and/or will future versions of the engine be addressing this with the lighting/shadow system?
Thank you for your time.
The main feature that is going to help with the transition from an interior to an exterior environment is going to be 'Auto-Exposure' or eye adaptation. This causes the exposure of the scene to automatically adjust to recreate the effect experienced as human eyes adjust when going from a bright environment into a dark environment or vice versa.This setting can be found in your global post process volume, but if you do not have one, you can simply add it via the 'Modes' tab.
Take a look at our documentation on this feature as it provides a good explanation of its usage and how it can be fine tuned to suit your needs.
Using this in combination with other post processing effects like 'Bloom' as well as clean dynamic direct and indirect lighting will yield some really great results.
Let me know if you have further questions or need additional assistance.
answered Feb 09 '16 at 06:08 PM
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