As mentioned in my last post, I decided to start documenting the new process and workflow required to produce an ArchViz scene in Unreal Engine without the use of “bounce cards”. For the uninitiated, bounce cards are planes of white usually placed just outside a window or door hole within interior room design. Their setup includes pointing a wide-angled light directly at the “cards” at close range. The idea is that the reflected (or bounced) light will fill the room with light bounced from a wide range of angles (much more than the usual directional light used to replicate the sun). The bounced light makes all areas of the room incredibly bright thanks to the amount of light rays bouncing around all over the place. Whilst this can produce some nice results (see previous post), it is generally frowned upon by the professionals as it’s very difficult to control and kinda breaks the real world notions of PBR and light settings within the game engine.
I am eventually going to use this project (when it’s complete with enough detail) to create a tutorial based on my process. But for now, I’m just going to document the key points and processes