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6: Setting up Lighting
- There are currently only four types of Lights Supported: World, Ambient, Sphere and Cone Lights
- For Point Lights, Distance Falloff is calculated by Radius for Performance Reasons
- It is not recommended to edit Intensity in Point Lights
- Exclusion radius is used to Exclude a Small area Around the Point Light from Geometry, so Objects can be placed into the Point Light Position Without affecting Lighting
The World Light color and Direction are set in The Controller actor using the Following Settings:
- Primary Light Color (1.0 = 100 kilolux)
- Primary Light Exponent (Multiplies Light Color by this Value)
- Primary Light Direction
- Primary Light Height
Amount of Light in Shadowed Areas is set inside The Controller Actor
- Ambient Light Color (values should be around 0.15)
These Light are Traced in a Full sphere, use only when you need 360 Degree Lighting. The following values are usable:
- Light Color
- Attenuation Radius
- Exclusion Radius (Controlled via Source Radius Value)
These lights are Traced in a Cone, with the Cone Being Reversible up to almost 180 degrees. This allows controling the exclusion area where Rays arent traced, saving on Performance. The following values are usable:
- Light Color
- Attenuation Radius
- Outer Cone Angle (0 = degrees, 61.5 = about 90 degrees, 80 = almost 180 degrees)
- Exclusion Radius (Controlled via Source Radius Value)
To get the Light Color correct, you must measure how much the surrounding surfaces lit by the Light in Kilolux:
- Inside the Controller actor, set the Exposure Multiplier to one (Default).
- Screenshot and paste an Image of the Scene into your Image Editing Software of Choice (Like Paint.net or something like that)
- Measure the RGB values of a lit surface. An RGB value of 255,255,255 corresponds to 100,100,100 kilolux.
- Increase or Decrease the Light Color amount until the resulting Environment color is Matching your reference
PS: It is recommended to tune Lighting with a White Surface
My (probably inaccurate) method of converting RGB to Average Kilolux is: x = ((r / 255) + (g / 255) + (b / 255) / 3) * 100
Refer to the Chart Below:
ON GROUND VALUES (AVERAGE)
Clear sun = 1.000f - 100.0 kilolux
Slight haze = 0.800f - 80.0 kilolux
Light Clouds = 0.350f - 35.0 kilolux
Skylight = 0.175f - 17.0 kilolux
Overcast = 0.100f - 10.0 kilolux
Heavy overcast = 0.055f - 5.5 kilolux
Office Light = 0.040f - 0.4 kilolux
Moonlight = 0.0000025f - 0.00025 kilolux