Lighting was obviously the main reason for creating this scene. First, I set the sky, which affects overall mood of the level, because it has influence on reflections, ambient lighting or the fog. Even though scene is illuminated mostly with the sky light, the sun wasn’t completely turned off. I wanted to have realistic feeling that sun isn’t completely covered by clouds and small ammount of sunlight was coming through. For me it was really important to have it there, sice it added a bit of extra directionality and helped creating some bounce lighting here and there. At the same time, I knew that I want to use SVOTI, so I had it in the level since the beginning; I was able to see how the light react with changing environment. After a while I knew that this technology can easily handle the lighting in my scene, however, SVOTI provides only diffuse information – for specular I still needed environment probes or screen space reflections; if I wouldn’t use them, scene might have looked a bit too flat. I put few of envprobes in areas of biggest contrast to create additional light directionality from brighter parts of the map. I was trying to match real world lighting settings, but in the end it’s still tweaking “until looks good”.