These are a few of the places I did location lighting for in the game. Depending on what kind of area it was, it required a different approach.
Caves were by far the most fun. There was a lot of trial and error involved here, but we were really happy with the end result. The Omi Cave ( the first few images in this post and where one of the duels takes place) took the most time to figure out- In the end it required three different sets of lights: morning, day, and night.
I added properties on the lights so they would only be on during certain hours, and as one set turned off, the next one turned on to take its place. I did this because the godrays coming from the top of the cave needed to adjust not only for intensity, but for color as well. Swapping between different sets of lights ultimately gave me the most control over the lighting here.
The biggest problem we faced with caves was that our probes weren't getting rid of enough ambient lighting, so this cave was originally very bright. So, I added a volume around the cave that I could give properties to that would take out the ambient lighting and spec, I darkened the exposure a bit, and tweaked a bunch of other settings to get the ambiance just right.
Credits:
Weather/TOD/Specular Probes: Jeremy Forbes
VFX: Matt Vainio, Jesse Nicodemus
SH Probes: Robert Simpson, Carlon Addison, Rian Owens
https://www.artstation.com/robsimpson
https://www.artstation.com/carlon
https://www.artstation.com/rianowens
Environment Artists credited in the images:
https://www.artstation.com/phillipjenne
https://www.artstation.com/hamster_o_dooom
https://www.artstation.com/gonzamancg
https://www.artstation.com/jordanvanderpool
https://www.artstation.com/maltobello
https://www.artstation.com/ragecageart