Now that I have placed all the assets in the room I had to work on the lighting since if you would close off the roof it would be very dark inside. In one of Emily her classes she had talked about the different light possibilities and I had noted down a few of the ones that were very important for different parts of my scene.
Use lights (Class):
- Point light for the lanterns (activate gpu lightmass plugin)
- attaniation radiust change scale
- use chromeball for light to see all options
- Directional light is option for outside (ctrl L)
- Skylight: ambient light
- Sky atmosphere: real sky
- Look for lightmixer menu
- Exponential height fog (for low and heigh)
- Volumetric fog (inside the exponential height fog)
- Mess with the fog density
- Tick volumetric in the spotlight (directional light)
- Have the “post process volume”
- Activate method lumen
Using this list I had also found 2 tutorials that would help me in some of the specifications in the lighting process plus that the Volumetric fog was an important part to make my scene look a bit dusty. (see the two tutorials below)
Having all this knowledge gathered I started making the lights for my scene, I had put in different types of lights to make sure everything was lit up properly. I used directional light to slightly light up different parts in my scene and then I also used point-light for where the lightbulbs were supposed to be. (the texture of the glow strings in the lightbulb also had a bit of luminance)



