lighting adjustment

I’ll try to explain my question accurately to have the right answer

here is my inside scene when my lights are off considering that I had a blueprint light with on/off switch controller

so the question is why is my ceramic so bright, if we know that if I turn it’s roughness and metal to 0 then it will be black as it should be when the lights are off

of course this brightness are coming from indirect lighting from my skylight cause if I turn my skylight to 0.05 I’ll have this…


but I don’t want to turn it off because I don’t want to have a black shadow as this picture

and it is not a solution to have a blueprint that turn this indirect lighting off when I turn my lights off cause when going outside or even if I look outside my room while my lights are off then I’ll see a black shadow .

How can I solve this problem ?! , please help , and thank you very very much :slight_smile:

You probably can use baked lighting, that’s 100% will solve the problem, but if you have dynamic light then the only way is enable light propagation volume.
The thing is that sky light is global, that’s why it’s bright even in the building, even sometimes reflection captures from outside can affect lightning indoors.
Light baking will propagate light and bake shadows into textures onto static surfaces. Best quality, but only with static lighting.
Light propagation volume is the last thing I’ll recommend to use, but if you want to you need to add line “r.LightPropagationVolume=1” into EngineDefault.ini config file and restart the editor. Then you will be able to use “Indirect lighting” on direct light sources. This thing can cause light bleeding through thin walls, but it is the best option for dynamic indirect lighting.