Hey all
I'm making an interior scene in Cryengine, and just wondered if anybody had any tips/tricks on how to get nice looking interior lighting. Obviously Cryengine is fantastic at exterior lighting but interior lighting is a whole other kettle of fish and I'd love to see how you guys go about doing it.
I've done a little research on the wiki but it's very formal and more technical, as well as a little bit outdated. I'd be interested to hear more practical ways of going about doing it. If anybody has any example maps that would be incredible too!
Cheers all!
Replies
http://www.polycount.com/forum/showthread.php?t=123179&highlight=lighthouse
Might be worth picking the authors brain a bit in that thread about how he went about it.
I know next to nothing about cryengine, But just like with anything else, It depends a bit on what your making to give a decent answer. If you want light theory, Rather than technical talk, You may give an example of what you want to achieve, or explain it a bit. Interiors vary from room to room, house to house, Building to building, etc. My point is the interior of a post apocalyptic tornado bunker is going to be lit quite differently then a contemporary kitchen interior and the theories behind those two will vary just as much.
The scene I'm working on is sort of a dilapidated apartment so the main lighting will be from the sunlight shining through, hence me wanting the bounce lighting effect. This would be easy in UDK but I don't want to go back to baking after working with realtime editors so much!
If its fully enclosed interior I just tend to use a combination of spotlights and point lights, generally with one main light that casts the major shadows of the scene.
I'm presuming your aware of using vis areas for interiors but if you need any advice I'd be happy to help out.
For faking bounced lighting, use a bunch of ambient lights. It's deferred, so don't be afraid to use a bunch of them
If you're completely interior, you can use vis areas, which contain their own ambient color... Good for very dark areas.
Vis-Areas have toggles that allow you to exclude the Sun, Sky and GI.
Probes obviously need to have light in that area they capture to relight the scene.