I’m trying to set up the lighting in a model - the basic shape is a sphere with smaller spheres positioned around it that all form one single enclosed interior space, where the camera looks inside by using a clipping pane. I’d like to have lighting similar to what one would find in a museum, with some soft shadows. (Imagine that this scene is a zero-G environment where a person would float from one hemisphere to the next and the middle is an open volume. To the right is an exit.)
I positioned 6 point lights (one in each hemisphere) and a central light to try to get uniform lighting. The lights are all set to use inverse square falloff and their intensity is set to 1. There’s a studio environment set up, but that mostly affects the outside of the model.
The first thing that surprised me is that the scene is very dark. I understand that inverse square falloff is aggressive, but when I use linear or constant falloff, the interior becomes just white. I could use some advice on how to set up the lights, although I suspect I’d just need to experiment with different intensity and falloff combinations.
The actual issue that made me post, though, is that the lights don’t seem to contribute the same amount of light to the scene. In this rendering, the light on the right seems much weaker than the one on the right, even though they’re almost at the same distance from the camera.
The lights have the same settings, yet they appear very different. Did I do something wrong that causes this?
Here’s the sample model (this is a minimal reproduction of the problem that I made from scratch, but the actual model has this same issue):
rhino-light-issue.7z (342.7 KB)
Any advice would be greatly appreciated.

