Setting EnvironmentDiffuseScale and/or EnvironmentSpecularScale to values above 0 will leave areas covered by the voxel shadows unaffected, making them look out of place and ugly (in this case brown) relative to the rest of the environment
The EnvironmentDiffuseScale property is scaling the environment lighting so occluded areas will not receive the sky lighting. If you want to impact the lighting in areas occluded from sky, you can use the Ambient property.
In your example the big tree would occlude the environment lighting from sky and it won’t receive the bluish tint, and that is an expected outcome.
Unfortunately Ambient property affects everything, including non-occluded areas. That means I’d have to set environment diffuse scale to 0.
Additionally the “occluded” parts should be calculated better. In this scenario majority of the diffused sky light would still hit the spot (meaning it would still be very blue, i’d say 80% diffused). It seems the current algorithm assumes the sky diffusion only comes directly from above in a straight line.
I would imagine a good implementation of this would slowly remove the diffusion tint based on how many directions the area is occluded from roughly. In the video below imagine the ground being tinted fully blue and slowly going to 0 tint as I add more parts around the center and occlude it from all sides
(atm the current implementation just fully removes the tint as soon as its occluded from the top, the additional sides occlusion does nothing)
Oh yeah an “IndoorAmbient” property would be very useful too, separately changing the voxel shadows tint
