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Light is too dark on 3D models
Hello guys I'm italian and I have a problem that I can not solve. The light illuminates doors this way... Please help me I'm losing my mind!! If you want I can send other images
With these settings, the only light that affects the objects are the light objects in the scene, because all of skybox, ambient light, baked, and real-time GI lights are turned off. This is very little light for PBR materials.
You can add more light sources to the scene, increase their intensity, or increase the ambient light color. The question is, what are you trying to achieve? And what is your target platform?
Thanks for your answer! I'm making a horror game for this there is little light. This is a house corridor and over doors there are illu$$anonymous$$ated rooms. I do not know what to do. I've been stuck for months.
So the problem is that the light from other levels of the house are shining light onto the doors? The solution for that is to make sure that casting shadows is enabled, and if possible, make as many objects as possible static (small checkbox on the top right corner of the object in hierarchy view).
The problem can also be that your baked objects are not casting shadows on dynamic objects (if the doors will move, they cannot be static, so they are dynamic). Check this troubleshooting guide on how to solve it: https://support.unity3d.com/hc/en-us/articles/207820473-$$anonymous$$ixed-mode-lighting-my-baked-objects-are-not-casting-shadows-on-RealTime-objects
House and doors aren't static. Should house be static? The problem is that the light of the other rooms cross the door a little and illu$$anonymous$$ates the walls a little near the door. I want the whole corridor to remain dark. The textures of the walls, floor and doors have a specular map. But this does not affect the problem. I repeat all the objects are not static. Excuse me for English.
Although this might not solve the problem, but make objects that don't move at all static. In fact, in general try to make as many objects as possible static, because it helps with performance.
Then when you have most of the objects static, enable either Baked Global Illu$$anonymous$$ation, set the Lightmapper from Enlighten to Progressive, and Generate lighting. This actually should solve the artefact called "light bleeding".
Answer by LOTR2317 · Jun 22, 2018 at 06:51 PM
When does this happen? And try going to light settings, turn off auto generate lighting and hit generate.
I've already tried. Nothing changes. I think I will never solve this problem
When I make a dark scene I always have this problem with lights and reflection probs. Because they cross the doors and illu$$anonymous$$ate the next room. Should I use realtime or baked reflection probs? How can I solve these problems? Please help me and if there are tutorials on YouTube send me the links.
Answer by frencrus78 · Jun 26, 2018 at 03:20 PM
Hi guys, I got myself informed and I saw a lot of tutorials on YouTube. I've created all static objects but now there's another problem. The light does not illuminate the room! Why ?! Please help me I think I almost solved the problem.alt text
To me it seems that there isn't enough light to bounce from outside to all corners of the room. I have a couple of ideas what settings might solve this, but I'm not that good in lighting.
First, try setting the lightmapper to Progressive (ins$$anonymous$$d of Enlighten) - this was introduced sometime around Unity 5.6, and can produce better results than Enlighten. Next, if you have a directional light that serves as the sun/moon, set it at the top into "Sun source" - this might help.
After that, you might try increasing the intensity of the light that comes from outside, although this can create where washed out colors. So you can also try playing with "Indirect intensity" and "Albedo boost" settings.
Note that if you are going for a kinda realistic look, download and add the PostProcessing Stack V2 to your project (it's free). You can get really nice visuals with that, and it also helps if you increase the intensity of your main directional light (with Auto-exposure, Bloom, and Tone mapping effects).
Thanks for answering me. I tried to do everything you told me but it did not have any success. The room remains completely dark. Ambient light does not illu$$anonymous$$ate the room. I can not understand. I'm trying to add some images but do not let me add them. Please if anyone has another idea, write it down.
Answer by nareshbishtasus · Jun 27, 2018 at 02:25 PM
Your door shader might be set to unlit try changing it to standard or your door is in a layer that is culled by the light.. In light component set culling mask to everything
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