Difference between revisions of "Light"
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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 | * 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. | * 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. |