There’s a first time for everything, right? Okay. I think that the first, most important, thing to consider are the basics of lighting. Not every thing here might not apply to your scene specifically, but hear me out.
In the classic 3-point lighting setup, there are (you guessed it) 3 lights and each one serves a distinct function. The first is the key light. This is often the brightest light in the scene and the one that provides the primary shadows. Dimmer, but no less important is the rim light. This light (usually) doesn’t cast a crucial shadow, but serves to bring depth to the object by illuminating it from behind. The final sort of light in this setup is the fill light, of which there can be several. A scene can be illuminated using only the first two, but that often leads to a darker scene and loss of detail. Aptly named, the fill lights “fill in” the scene with a bit of extra light so that the whole thing isn’t so dark. As with the rim light, the fill light is dimmer and less influential than the key light.
To put that into context, imagine the following scenario. You’re in a room. The camera is pointing right at your face. To the front-right of you is a floor lamp. Behind you is a window with the soft blue glow of the moon. To your left is an open door with a hallway light on in the distance. See that image in your mind? Okay.
The floor lamp is the strongest, most prominent light source in your room. That’s where all of the big shadows are coming from. That’s your key light. The moon provides a soft backlight to you. Not enough to cast a perceivable shadow, but enough to better define the forms in the room. That’s your rim light. Finally, that distant light in the hallway? Its purpose is not immediately apparent. However, turn it off and your room loses its influence and gets just a little darker. The hallway light is your fill light.
Of course, since single every object has some sort reflectivity, however slight, all of those light rays bounce around within your room to further brighten things up. That’s why a white semi-gloss paint gives the room a totally different feeling than a matte black paint. The white semi-gloss is going to reflect back the light much better than the light absorbing matte black.
SO… That’s the basic form of a 3-point setup. Now for the equally basic description of the lights and what they do.
There are numerous types, but there are really four (5) major light types you’ll encounter in your setup: point, directional, spot, area, and dome.
Think of the point light as the sun. It’s far away from the object, provides shadows, and emits light in all directions. Like I said, the sun. A directional light is also (generally) far away like a sun, but only emits light in one direction. A spot light is exactly what it sounds like. It can be close or far away, provides shadow, and is usually narrower in focus. A good IRL example of a spot light, aside from the obvious, is a flashlight.
Think of the area light almost like the light coming from that florescent overhead in the ceiling, the light coming from your cell phone, or maybe the one coming from your monitor. The light emitted from an area light starts with a certain shape (eg. your phone screen) and usually provides softer, less crisp shadows.
Finally, in our little menagerie here, is the dome light. Imagine a cube sitting on a plan. That is your scene. Now, imagine that scene with hemispherical dome surround it. Basically, cube under glass.
That hemisphere provides soft lighting from all directions from its surface. Each ray is dim by itself. However, combined, they light the object from all directions and, when sourcing the ray information from a “sky dome” image, provide a more realistic global illumination effect.
What you need to do is to:
- Identify what your most prominent sources of light in the scene are. You can have multiple in the scene. Desk lamps. Overhead lights. Anything that provides substantial light and shadow. These are your key lights.
- Determine WHAT sort of light each is. An inset overhead florescent, as I said, might be an area light. A desk lamp might be directional or spot in nature. Light coming from outside might be a distant point or even a dome. You can figure out where your fill light come in later after you isolate and define those major lights.
- Determine HOW STRONG each of these lights will be. They may all provide significant light and shadow to specific portions of the scene, but not to equal effect. A desk lamp will surely do a lot for the desk, but not nearly as much as, say, the sun.
- Light doesn’t all have to be white/yellow. Light coming through a red filter would be red. Light coming through stained glass might be multi-colored. Light establishes mood. Light establishes temperature.
You also have to consider the following:
- Some lights have what’s called a volumetric effect. Imagine a flashlight. It emits from the bulb in a cone like manner and hits the object, which then casts a shadow. The cone of light itself is invisible until something like dust or fog passes through. The small particles of dust or water then reflect/refract the light and gives shape and volume to it. That effect is referred to as volumetrics. Not all lighting in a scene can be volumetric. More importantly, not all light SHOULD be volumetric. It’s time consuming when you hit that render button. Be sure to know when and where to use it. Volumetrics can add drama to a scene. They can also be used to illustrate light coming from outside and through a window pane.
- Global illumination (GI) has to be used carefully and with great consideration to every other light. By itself, GI can leave a scene evenly light, but equally washed out. Also, to get a scene sufficiently lit, you might have to crank up the samples.
- You can fake GI and area, and to faster effect, with a dome/grid shaped array of dim point lights. Just be mindful of light intensity and falloff.
The big problem I see in your image is that, apart from some of the glowy lights in the wall, your lighting doesn’t have direction or purpose. I don’t know what your lighting setup is, but the (more or less) evenly - though dimly - lit appearance tends to be a hallmark of GI. As I said, if you can identify your major light types, intensities, and configurations then you probably won’t need GI. You might/will need some non-shadow casting fills to bring up the ambient illumination, but that’s it.