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How to achieve global room lighting?

I am wondering how I can achieve lighting that is similar to the pictures of Allison road, I've read the development thread/showcase thread that was posted here on the forums, and tried to replicate it but am having no success. Specifically I am wondering the methods/lighting used to illuminate the room.

Pictures trying to reference off of: https://cdn.vox-cdn.com/uploads/chorus_asset/file/3917472/bedroom2.0.jpg https://cdn.vox-cdn.com/uploads/chorus_asset/file/3917488/bedroom.0.jpg

Thanks if anyone is able to help/give some tips on how to achieve the look.

Product Version: UE 4.16
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asked Jun 09 '17 at 11:14 PM in Rendering

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LaughinMann
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Hello LaughinMann

There so many ways to achieve this kind of lighting. You can start from taking a look from Epic's scene. https://docs.unrealengine.com/latest/INT/Resources/Showcases/RealisticRendering/

And lets inspect your example together. alt text

  1. When you llok at the section one, you can clearly see almost half sphere kind of and rounded light on the wall. That is a light type that we called "IES". You can find tons of IES files on internet and "Epic's scene" which is linked above. IES files provided by lighting companies and created with real light data. In short it gives more realism when you add it to your scene.

  2. You can clearly see sharp, probably dynamic shadow behind the light prop. So it means there is a light source behind the camera from this perspective and it must be so close to ceiling for shadow almost parallel. And that shadow seperates the light prop from the wall behind. It creates more depth.

  3. I can hardly see but i think there is light coming from right side behind the door. And its orange color. So i can understand there is a "tungsten" style light.

  4. No light source. Just emissive material to create fake illumunation and realisim.

  5. Of course dirt decals to break static looking walls and add more realism.

  6. You can research what is "kelvin" in lighting. Its really easy to understand and very useful in this kind of scenes.

  7. Don't forget to support your scene with the help of reflection probes.

  8. And try to create the generic power first. As you can see the room is no too dark and not too bright.

So what i want to say is. To create this kind of (realistic) lighting takes time and needs so many attention. You can not seperate this three; light,form and texture". They all work together.

Hope this answer help you. Thank you.

allison.jpg (1.4 MB)
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answered Jun 10 '17 at 07:41 AM

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KemalGunel89
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avatar image LaughinMann Jun 10 '17 at 11:52 AM

Thank you very much for really analyzing the picture and taking the time to write this up, appreciate it will definitely look into IES profiles, only looked into it a little with a website that had the data to download for it, never really did anything with it. Also will look into the realistic rendering maps, I forgot it has a night level, will check it out. For #2 you are surprisingly on point if you haven't seen any other perspectives of this room, because in another shot there is a lamp right behind/near where the player is standing in the screenshot above. I'll take all the advice, and try to make something out of it/research about it, thank you again!

avatar image KemalGunel89 Jun 10 '17 at 11:54 AM

You are very much welcome and on #2 no, i didnt see anything about this room, this is my first time. I thank you. Goodluck on your project.

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