Russian Building Relight
Progress GIF demonstrating the placement of  smaller lights to fake GI

Progress GIF demonstrating the placement of smaller lights to fake GI

Metal and non-metal albedo values can be globally adjusted separately using a material parameter collection

Metal and non-metal albedo values can be globally adjusted separately using a material parameter collection

A relight of MacKenzie Shirk's excellent Abandoned Russian Building scene on the Unreal Marketplace.
https://www.artstation.com/shirk
https://www.unrealengine.com/marketplace/en-US/product/abandoned-russian-building?sessionInvalidated=true

I've been working on improving my lighting and rendering skills in my spare time, I wanted to do a few lighting scenarios and colour grades to see how far I could push the different moods. I did some additional material tuning and meshing to support the composition of my shots as well. I'm using dynamic lighting, RT AO and RTR, the first scenario I did also has RTGI enabled, but I found it was too noisy and slow to use for the remainder of the project. However, I found it useful to temporarily enable RTGI, grab a screenshot and use that for a "ground truth" to help with the placement of smaller lights in the scene. I also implemented a material parameter collection on the master material that allowed me to globally tune the roughness and albedo values of both metal and non-metal surfaces independently. I used this to quickly brighten everything up a touch and increase the smoothness of the scene. Thanks to Tim Simpson and Ryan Ingram for the feedback along the way.

Thanks for checking it out!