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Hi, I am puzzled by how I should be going about this, and have spent a few days tweaking lights and still not getting a great result that I would be happy with. What I am trying to do is create an Art Gallery style room. So, as per a normal "modern" art gallery, the room should be well lit, with white walls, and shadows cast into the corners. The room has no external windows. The main room is a pentagon in shape, with the ceiling converging to a point in the center. I am using a diffuse shader with a slightly less that white colour assigned. I have given Lightmapping a go, but im quite new to this feature and so im unsure how to go about setting it up correctly. Any suggestions would be great on this, im pulling my hair out as to why I cant figure out how to light a nice white room! Thanks Adam
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Go through this. I am afraid, you do not get shadows if you do not have Unity Pro version. Thanks for the response. I have been through this, and I understand we dont get real time shadows unless using Unity Pro. I do have access to Unity Pro, so if this will help then please enlighten me. Otherwise that link is not really advancing my issue.
May 02 '12 at 11:26 AM
mimminito
Try using Directional Light. Go to GameObject > Create Other > Directional Light. Rotate the Directional Light up to your convenience.
May 02 '12 at 11:29 AM
venkspower
I will find out if I can post up a picture of my issue (as its for a client and they might not want anything released...). I have tried a directional light, and it gives some nice results when using lightmaps, but obviously will only light in a direction, and i need the entire room lit form the inside. Here is a link which shows what I am trying to achieve, but the walls a bit more white: http://forum.unity3d.com/threads/114572-Dynamic-Gallery-Project-(put-in-youw-own-art-online)
May 02 '12 at 11:33 AM
mimminito
Alright, use more than one directional light, then. ;)
May 02 '12 at 11:40 AM
venkspower
Ill give it a go. Not trying to sound stupid, but I have tried many different approaches and not been able to produce something worth using. I appreciate your responses though.
May 02 '12 at 11:47 AM
mimminito
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If you are using Unity Pro you will have control on GI in lightmapping panel. Use simple point lights and spot lights as required. directional lights are not well suited for interiors. Don't use bright point lights, they ll make your scene look washed out. If you want mental-ray like interior render then play with GI and AO settings. AO gives more realistic look for your white walls. Hope this helped.
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You will achieve the best results (subtle shadows, colour bleeding, penumbras) using some kind of global illumination system. If you have access to Maya, you can bake MentalRay lighting from a Maya scene to file and use it as an (ideally unlit) texture in Unity. In my experience, MentalRay requires a bit of experimentation with different settings but can lead to good results. (http://www.stephenglover.info/maya-to-unity-bake-textures-and-lightmaps-for-export/) If you would like to try a free alternative to Beast/MentalRay ect., Blender version 2.49 (and some earlier versions, but not 2.5) has a radiosity feature which is adequate for lighting single rooms. (Help on baking to textures from radiosity: http://wiki.blender.org/index.php/Doc:2.4/Manual/Lighting/Radiosity/Baking) (Help on the radiosity rendering feature: http://wiki.blender.org/index.php/Doc:2.4/Manual/Lighting/Radiosity/Rendering) (Blender radiosity tutorial: http://www.youtube.com/watch?v=_M4ffj2w_WY) (Here's one I made earlier! http://s16.postimage.org/lux0pq04l/radiosity_bake.png) Unity Pro includes a full featured Beast lightmapping system, while the system included in the free version seems only to add ambient occlusion to existing real-time lighting. In order to use the feature, you must set the objects you want to make lightmaps for to static via a tickbox to the right of the object's name in the Inspector windows or via the object section of the lightmapping window that can be accessed from the Window drop-down menu at the top. The lightmapping window also has controls for baking lightmaps.
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How is the lighting problem progressing? Have you found a solution yourself that hasn't already been suggested? If this is the case, feel free to answer your own question.