Difference between revisions of "Light"

271 bytes added ,  01:49, 23 February 2023
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Added object reference script information
imported>Google14
(Added further information to certain settings. Also added useful Tips to the Notes section.)
m (Added object reference script information)
 
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[[Category:Editor Reference]]
[[Category:Editor Reference]]
[[Category:Object_Classes]]
[[Category:Object Classes]]
[[Category:WorldObjects]]
[[Category:WorldObjects]]
'''Papyrus:''' [[Light Script]]
'''Type:''' <code>LIGH</code>
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'''Papyrus:''' [[Light Script]], [[ObjectReference Script]]


A Light form represents a light source. These can be: placeable objects, like some of the workshop lights; inventory items, like the torches in Skyrim; or invisible light emitters placed in the Creation Kit.
A [[Light]] form represents a light source. These can be: placeable objects, like some of the workshop lights; inventory items, like the torches in Skyrim; or invisible light emitters placed in the [[Creation Kit]]. Attached scripts should extend [[ObjectReference Script|ObjectReference]], not [[Light Script|Light]].


== Editor Dialog ==
== Editor Dialog ==
[[File:Light_Editor.png|thumb|right|400px]]
[[File:Light_Editor.png|thumb|right|400px]]
*'''ID:''' The editor ID that this form uses in the Creation Kit.
*{{Template:Editor:Property:ID}}
*'''Name:''' The name shown for this object when it is displayed in an in-game UI.
*{{Template:Editor:Property:Name}}
*'''Model:''' The 3D model that this light uses. Lights do not require a 3D model.
*{{Template:Editor:Property:Model}} Lights do not require a 3D model.
*'''Off by default:''' Indicates whether the emitter actually casts light by default.
*'''Off by default:''' Indicates whether the emitter actually casts light by default.
*'''Sound:'''
*{{Template:Editor:Property:Sound}}
*'''Add Destruction Data:'''
*{{Template:Editor:Property:Add Destruction Data}}
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*'''Type:''' The type of light.
*'''Type:''' The type of light.
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**'''Attenuation Only:''' This basically allows you to use the light as a "Fill Light" (Does not contribute to effects like Specular, Roughness, Rim Lighting and Self-Shadowing).
**'''Attenuation Only:''' This basically allows you to use the light as a "Fill Light" (Does not contribute to effects like Specular, Roughness, Rim Lighting and Self-Shadowing).
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*'''Papyrus Scripts:''' [[Papyrus]] scripts to be attached to references. These should extend [[ObjectReference Script|ObjectReference]], not [[Light Script|Light]].
*{{Template:Editor:Property:Papyrus Script}}
*'''Actor Values:'''
*{{Template:Editor:Property:Actor Values}}


{{ClearFloats}}
{{ClearFloats}}
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* "Shadow Hemisphere" Lights are cheaper than "Shadow Omnidirectional" Lights and you should consider using them if the case allows it.  
* "Shadow Hemisphere" Lights are cheaper than "Shadow Omnidirectional" Lights and you should consider using them if the case allows it.  
* The engine treats Shadow Omnidirectional lights as two Shadow Hemisphere lights stitched together; these emitters may have a visible "seam" of light that cuts through the shadows. Try to place these lights to cover up that seam.
* The engine treats Shadow Omnidirectional lights as two Shadow Hemisphere lights stitched together; these emitters may have a visible "seam" of light that cuts through the shadows. Try to place these lights to cover up that seam.
* Spotlights are super useful in a lot of cases due to their flexible nature. You have control over their FOV, Radius, Exp Falloff, Channel contribution etc. plus Shadow casting is also cheaper as with "Shadow Omnidirectional" Lights. Never neglect them just because you're not creating a hanging lamp or a search-light.
* Spotlights are super useful in a lot of cases due to their flexible nature. You have control over their FOV, Radius, Exp Falloff, Channel contribution etc. plus Shadow casting is also cheaper compared to "Shadow Omnidirectional" Lights. Never neglect them just because you're not creating a hanging lamp or a search-light.
* 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 out 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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