I’m trying to light up me helms deep map realistically.
Outside I want it to be relatively bright, and inside, well, anything from pitch black upwards.
As a result I can’t use minlight or ambient.
The problem is that because you are in such a deep valley, the sky shader’s surface light doesn’t really achieve much in most of the map - you simply get bright edges to the mountains. Upping the sun light of course simply results in extreme contrast between shadow and sunlit areas. I want low contrast lighting (like in battery).
The only way I can currently think of sorting this is to dump tons of light entities around the outside of the map, which is going to be a pain to get a reasonably unifom lighting to.
What I was thinking of was a uniform light, one that emits a fixed amount of light (IE no fall-off), but is shadow casting. This means I could plonk a couple in the outside bits, and it would light it all nicely, but not the inside.
Actually, me mentioning no-fall-off has made me wonder if it’s possible to emulate this in a normal point light with a key / value pair of some description? Possibly ‘fade’ with a value of zero?
Either way it’d make lighting my maps easier - it’s not the first time I’ve run into this 
