Dungeon Lighting


Surface Linear RGB Value
Walkable floor RGB 35-50
Cave walls RGB 25-45
Deep crevices RGB 15-25
Accent lights RGB 120-200

Must be able to clearly identify floor, nearby walls, and the path forward without a personal light source.

Dark ceilings instead of dark floors.

“dark but readable”: RGB 25-35

BP_LunosInteriorSky provides exposure control / depth fog. TODO:

  • Give this parameters!
  • Integrate skylight (grey cubemap, very low brightness)

Fill Lights


One possible solution is non physical fill lights combined with plausible source lighting.

{{0xc000d2ba40 0xc000d2ba40 image-1.png Before - points of interest too dark, light does not lead. Realistic but dull. alt text alt text 0xc0009b3320} 0 false}

Before - points of interest too dark, light does not lead. Realistic but dull.

{{0xc000d2ba40 0xc000d2ba40 image-2.png Crude but effective lighting paintover alt text alt text 0xc0006fb5c0} 1 false}

Crude but effective lighting paintover

{{0xc000d2ba40 0xc000d2ba40 image.png After - Source lighting tweaked, NPR fill light added alt text alt text 0xc000a30420} 2 false}

After - Source lighting tweaked, NPR fill light added

Fill lights need fairly specific parameters to not call too much attention to themselves:

  • Cast Shadows = False
    • Most lights in the scene should not cast shadows anyways, but fill lights should essentially never
  • Volumetric Scattering Intensity = False
  • Inverse square falloff = False
  • Light falloff Exponent = 1
    • Control the falloff purely with attenuation radius, which provides a linear falloff that is easy to dial in
    • You can experiment with other falloffs, but I’ve found one works best
  • Intensity = 0.1 or lower typically
  • Source radius = fairly large, like a quarter or so of attenuation radius.
    • Mostly affects specular, and softens the directionality of the light
  • Specular Scale
    • You may want to tweak this to tone down reflections
    • The above scene using 0.2

Place one main fill light near the most important part of the scene. There should be one or ideally multiple source lights near where this light is - think of the fill light as an NPR “bounce” lighting that illuminates an area.

Try to place as few fill lights as possible! We’ll profile this.

Future stuff (work on later)


Outdoor night

Terrain: RGB 35-60 Foliage: RGB 25-50 Structures: RGB 20-45 Sky: RGB 40-100