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Lighting Presets
Presets live at presets/<char>__<name>.json and are per-character (the dropdown
filters by prefix). Each character ships sixteen looks:
| Preset | Character of the look |
|---|---|
moonlight |
the UE-matched cinematic baseline (cool key, warm rim) |
studio |
bright neutral three-point |
beauty |
soft frontal beauty light, strong catchlight |
clinical |
flat, even, diagnostic |
noir |
hard single key, deep shadows |
sunset / golden_hour
|
warm low-angle keys |
teal_orange |
the grade everybody pretends not to love |
rembrandt |
classic 45° portrait key |
cyberpunk / emerald
|
stylized colour washes |
high_key |
blown-out bright |
candlelight |
warm dim intimate |
split |
half-lit split portrait |
overcast |
soft cool daylight |
hairshadow |
strong key + hair-rake light: crisp hairline shadow demo |
The entire look dictionary: lighting energies + colours, background colour, floor toggle + darkness, skin (incl. micro detail), hair (incl. aniso sheen), eyes (incl. limbal ring + lid shadow), colour balance, model yaw, DOF, eye-gaze mode, hair-rake state, and the camera (orbit yaw/pitch/dist/FOV/target). Loading a preset restores the framing; R returns to it after you wander.
Outfit inflate is per-character (anti-poke geometry correction), so preset loads re-force the character profile's value rather than the saved one.
Type a name → Save as → it appears in the dropdown as <char>__<name>. P
overwrites the character's default preset. In the prebuilt exe, presets save next to
the executable; in a source checkout they save into godot_project/presets/.