I want to light up my level with noon sun light. When I go to blender and light up my level with a Sun light with the maximum intensity which is 10.00 I get a sun light which looks like it’s Five o’ clock in the evening. Also my level is a common size level, like the size of every level you would play on super mario 64 or the legend of zelda ocarina of time, you know a common size level.
So, how do put a sun light (directional light in Jmonkey) that illuminates my level properly?
Moreover, I don’t want to use an ambient light because it doesn’t create shadows on the normals of the geometries which doesn’t look like a real sun.
I am not sure if this works and can’t try it out right now but you could also try to create a color with values > 1f. Should make the color brighter then usual, so you can have brighter light if it uses that color.
I just wanna say that even though in any game engine we need to use two light to make things work which is counter intuitive, it is really cool how customizable this makes it. :D
We need two lights because all computer lighting at this level is fake. In real life we don’t need an ambient light because the ambient light comes from bouncing off of all the other surfaces in a complex ballet of light and shadow.
Another way of solving this is putting a dim blue directional light coming from the bottom, supposedly it simulates the light from the atmosphere being reflected from the ground.
Regarding bright lights, its actually intended to be allowed (was not allowed in jME1/2). If you add an HDRRenderer to your scene, it will automatically adjust the exposure to ensure the scene looks correct even with bright lighting.