Difference between revisions of "Light"

236 bytes added ,  22:11, 30 July 2019
Added Note about Volumetric Lights
imported>Google14
(Added further information to certain settings. Also added useful Tips to the Notes section.)
imported>Google14
(Added Note about Volumetric Lights)
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* Ambient lights work on a Black to White basis. A fully white light (Color setting) does practically nothing, a fully black light however cancels all Ambient Light that has been set in either the corresponding "Lighting Template" or inside the Cells "Lighting" tab (Found in Cell View - {Your cell name} - Right Click - Edit - Lighting). But they can also be used to shift the ambient color in certain areas, for instance the Player Home in PreWar Sanctuary has a brownish ambient color inside while the outside uses a blueish ambient color.
* Ambient lights work on a Black to White basis. A fully white light (Color setting) does practically nothing, a fully black light however cancels all Ambient Light that has been set in either the corresponding "Lighting Template" or inside the Cells "Lighting" tab (Found in Cell View - {Your cell name} - Right Click - Edit - Lighting). But they can also be used to shift the ambient color in certain areas, for instance the Player Home in PreWar Sanctuary has a brownish ambient color inside while the outside uses a blueish ambient color.
* By checking the "Attenuation Only" flag you can technically create a Fill-Light. Fill lights are often used to simulate bounce lights or to artificially brighten dark areas. Best used with low Fade values but higher Exponent values, consider using LightBoxes to prevent the light from bleeding through walls.
* By checking the "Attenuation Only" flag you can technically create a Fill-Light. Fill lights are often used to simulate bounce lights or to artificially brighten dark areas. Best used with low Fade values but higher Exponent values, consider using LightBoxes to prevent the light from bleeding through walls.
* Even though Volumetric Lights add a lot of flavor to a light, don't forget that they are really expensive! Use them sparsely and avoid crossing rays from different light sources since it can cause artifacts and increases render cost.
* As with any ObjectReference base form, lights can be spawned at run-time by Papyrus scripts. However, it is impossible to set the fade (brightness) or radius of a created light.
* As with any ObjectReference base form, lights can be spawned at run-time by Papyrus scripts. However, it is impossible to set the fade (brightness) or radius of a created light.


== See Also ==
== See Also ==
*[[:Category:WorldObjects|World Objects Category]]
*[[:Category:WorldObjects|World Objects Category]]
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