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Interior Practical Lighting

Render Mode: Full Lighting
Directional Mode: MonoSH
Light Probe Mode: L2
Bounces: 4 to 6
GI Samples: 32 draft, 64 final
Skylight Samples: 8 to 16
AO: subtle
Indirect Boost: 1
Emissive Boost: 1
Reflection Probes: bake or update after final fixture tuning

Enclosed interiors usually benefit from more bounce than outdoor scenes because light has fewer escape paths and local fixtures define more of the mood.

MonoSH is usually the best default here because it preserves useful surface contrast on walls, trim, props, floors, and normal-mapped details without SH-level memory cost.

Use SH only when the room intentionally mixes several strong colored light sources and the result clearly benefits from richer colored directionality.

For interiors, Texel Density and Resolution Control usually matters more than raising global settings across the whole world, and Lightmap Groups are useful when one room needs predictable rebakes or a different directional/shader boundary.

If avatar presentation matters in that room, plan dynamic-object lighting early and compare Light Probes vs VRC Light Volumes.