I am facing a bit of a conundrum here. To illuminate my indoor scene I'm using Stationary Directional Light with indirect lighting intensity of 40, and Static Sky Light with indirect lighting intensity of 2 that captures an HDR cubemap . The light comes through windows and illuminates the room with light bounces from walls…
No, I have my exposure set to neutral so far. I'm just setting up the lighting on a test scene before proceeding to the actual scene. The idea with 40 indirect intensity is to illuminate the area with ambient light from directional light. I was trying to experiment with creating natural lighting environment as opposed to…
Yes, I do have a custom sky sphere blueprint setup to use with HDR texture. I don't want to touch the exposure until the very end, to adjust the final look of the scene alongside with other tweaks like color grading and other effects. The reason I work with neutral exposure is to make sure no lights are blown out of…
I have 25 bounces in the World Settings. Increasing it further does not really give much of a result. And increasing the Indirect Lighting Intensity on the Static Sky Light illuminates already lit areas further, while leaving dark corners intact.
That might be the problem. To get bright interiors, exposure needs to be changed. It works kinda like your eye. When you are looking in on a window of a building, the inside appears dark until your eyes gets used to it. When you are inside, the outside looks blown out. This is how it works in Unreal too. So try playing…