Hi Biagio,
I checked some files and the best I can say, I adapt to each scene. This is the most precise I can say if a general answer is needed.
While I shot an image for a scene like this one, I take normally some context snapshots (call it “Set Survey” if you like), or if that is not taken, check out Google Maps Satellite for reference. This helps to get a sense of the situation and the “materials” as well the quantity/quality of them.
In short, if you have an area with grass, a green/yellowish light is preferable. Linear falloff is my selection for JET most of the time for these secondary lights (I checked). I assume that the sun on a green patch results in millions of little lights, so the further the object goes, so my private theory, the more of these little lights might affect a small object. I’m not really into the inverse square here, as we have a lot of inverse square lights working together, and the more distance to an object the more working on it. Which has a little bit of an parallel light in it, ... a tiny bit
However, the larger an area is the more likely I use many light sources for it. Two important things needs to be known, in fact standard things, so I don’t stress them too much, but will do in a series about light.
First - for any fill light, consider carefully if a specular highlight is appropriate. Secondly, and this is something I’m always baffled when I get a scene—The Light>>Detail>>Contrast slider is on default. Everyone will tell you that a small light source will result in a harsh light, a large source will remain soft, except you move it away. But funnily enough, that is what the Contrast Parameter is for, to fake exactly this. With this slider you can simulate a softer light (or the opposite of course) and no hazzle with rendering area lights. In that way, if the specular is not giving away the position of the light source, a small negative contrast allows for a soft-box effect.
This is then of-course the light that we believe more as an GI fake than a point or spot light with all its characteristics.
You use the Diffuse channel and that is a nice way to get more reality into the image. No average material is like the default setting, it is most of the time darker. Having set up the material to a more natural diffusion (it is after all a fake) allows for a strong Main light. (I avoid here the “Hollywood Standard 3 light” set up terms, as that is only (!) an starting point and bad teaching about it has obviously ruined more movies than filming with practical light in the first place ;o)
As the set up and test render of these lights are more or less fast, it is easy to find the right positions. If you go then with Multi-Pass to work, you have each light source in “real-time” in Ae, NUKE or Flame, etc.
I hope that answer the questions, if not, please ask :o) On the end the situation requests a solution, not a “one size fits all”—hence my comment on the three point light ;o)
All the best
Sassi