The future is (way too) bright

Hi everyone, hope you’re alright. I’ve been looking through old forum posts to find any tips to make lighting a space such as a living room, bathroom, hallway, kitchen, etc… easier, however, I find that information is quite scarce. Future lighting seems to be the best option; however, surfaces become super reflective and super shadow-casting.

I’ll illustrate with this image:

This image is a prototype commercial kitchen I’ve been tinkering with recently, but the lighting always seems to be off, while the reflective quality of some surfaces isn’t entirely the issue, what poses problems are the overbearing shadows and random “peaks” of lighting that blind the player and make it hard to see the background of the image (I.E the tiling behind the sinks).

Lighting with the future is a pain, but it’s the only lighting technology that gives a decently realistic look to a game. If you have suggestions, tips, etc… please do not be scared to share!

Thanks in advance!

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Have you tried to mess around some wid hese two settinsg
image

I have, honestly they just reduce the reflectance of the metals which is a slight improvement.

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Hello,

for the two setting you mentioned, what are the values you suggest to change it to, for the least amount of reflection or glare from a material?

thanks

dk I just sadi mess around thonly thing I know is reflections of actual objects show indoor with secns ettings

Try reducing the ExposureCompensation