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!
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.
answered Aug 07 '12 at 12:53 PM
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.