I have no indirect lighting
First time poster here, so be gentle with me!
I've only been using UE4 for about a week, so I'm a total amateur, but I've done hours of searching, testing, and reverse engineering other people's scenes to try and figure out what I'm doing wrong here, but I'm no closer to an answer.
As far as I can figure out, the problem seems to be that I'm getting no indirect lighting from directional lights (or seemingly any other lights). The indirect lighting slider seems to do absolutely nothing to my interiors.
To illustrate as best I can, I loaded up the beautiful Lightroom from the Unreal marketplace, made a small windowed room next to it, and built lighting. As you can see, the light behaves incredibly differently.
This is what happens in every project I've started. I can make everything brighter with exposure and a few other little tricks people have shared, but nothing that gives that wonderful natural light effect seen here.
For these pictures, every element and setting has been untouched, the only change is the room I made from geometry brushes. The single directional light is the only lightsource (as far as this newbie can tell). If you need any more information, don't hesitate to ask.
No doubt I'm making some stupid little mistake, and I only hope somebody can point it out so I can carry on learning this fantastic engine.
asked Jul 18 '17 at 01:50 PM in Rendering
Seems like you're missing a Skylight in that scene.
Here is what you will need:
These elements should help you get some basic indirect lighting. You will then need to play around with the intensity of the sun and/or Post Process Volume to get the desired exposure and brightness.
answered Jul 18 '17 at 08:59 PM
Glad I could help! For posterity the first answer was to change your materials so they reflected more light.
I don't think your new room technically has any issues. That looks like pretty accurate lighting for a room that size with those windows. To fill it with more light what you could try is disabling your sphere actor and turning off "cast shadows" on your skylight.
This won't look as accurate though; in this room I'd suggest just opening up one side with a window of some sort if you can.
Just a bit of extra info: Turning the Skylight to "movable" makes it dynamic, which means it won't be used when building lighting. It'll be a constant lights source in the scene but won't be affected by geometry. That's why it looks flat. When it's set to static it is affected by geometry, and your almost completely enclosed walls block it from affecting the room.
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