Solution for the column on the bottom.
I think with the pillar the lights are too close(too close to the pillar itself), remember that point lights are just a vector…there is no surrounding mass to better distribute the energy…same goes for the dark areas on the ceiling etc.
That’s not it, lights are far enough away,for the ceiling well it uses the lights falloff, easy to solve with a hemi.
The “missing factor” is … bounce lights.
True, and for the ceiling it should count, and be solved with a simple hemi,
- The column is not illuminated in the basis, because the light source there does not reach. It is also visible from the top - there is also a dark place, but due to the side lamps is less dark.
light does reach there thats the problem, the light is 1 meter away from the colomn it’s shines right in the face, so being blacked out is not a good thing. And ask yourself this, why is the floor lit up around the column? it should be dark as well.
im very careful with lights, only using points when absolutely necessary. i use two hemi for basic fill light, point lights for occasional accents, and a sun if needed.
the bge is only forward rendered, which means most gpu will choke on 7 or 8 lights. i have a gtx 970 and still find myself running out of lights.
same here, i use max of 5 lamps and move em around, 5+2 hemis in total, if outside a sunlamp as well.
But that is just for low end.
I cant believe that your card has trouble with 8 lamps because my rx470 can handle 100+ with ease(60+fps, screenshot below) so i wonder why you cant while you card should be better then mine.
use negative lights to darken some corners if you need. absolute blackout areas in games is very unattractive, even if its not realistic. like in film, you almost never see a pitch black scene (unless theres glowing eyes).
But that is adding more and more lights to the scene.
For the column it’s another story, and i found the problem.
the problem lies in the Smooth(instead of Flat) shading (T key panel).
I added an up side down and straight up hemi as usual, energy 0.04 both, to lit up the scene a tiny bit so it’s not totally black
I could use the environment light in the world panel, need to see/test if that is a solution.
also all new wall textures, and tuned down specular.
Anyway the biggest issue is the column, here with and without smooth shading
and with 100+ lamps
But the question now is, how can i use smooth shading, and have the right lighting(column)?
can it be done without adding more lamps or baking?