Level Editor/Workflows/Lighting and lightmaps: Difference between revisions
TeamSpecBot (talk | contribs) Level Editor: lighting and lightmap baking workflow |
TeamSpecBot (talk | contribs) American spelling |
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== 1. Sun and sky == | == 1. Sun and sky == | ||
Open '''Map Config > Environment''' ([[Level Editor/Map Config#Environment|Map Config]]): | Open '''Map Config > Environment''' ([[Level Editor/Map Config#Environment|Map Config]]): | ||
* '''Sun (DirectionalLight3D)''': its rotation is the direction the sunlight comes from; set its | * '''Sun (DirectionalLight3D)''': its rotation is the direction the sunlight comes from; set its color and energy. | ||
* '''World Environment''': the sky, the ambient light (light that reaches everywhere), fog, glow and | * '''World Environment''': the sky, the ambient light (light that reaches everywhere), fog, glow and color adjustments. | ||
== 2. Lights == | == 2. Lights == | ||
Place '''Omni''' and '''Spot''' lights from the Functional menu where the sun does not reach: interiors, tunnels, lamps. Set their | Place '''Omni''' and '''Spot''' lights from the Functional menu where the sun does not reach: interiors, tunnels, lamps. Set their color, energy and range in the inspector. See [[Level Editor/Entities/Lights|Lights]]. | ||
== 3. Bake == | == 3. Bake == | ||
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* Still brushes, displacements, terrain and props are baked. | * Still brushes, displacements, terrain and props are baked. | ||
* Things that move or switch are lit by '''light probes''' instead, so they leave no baked shadow where they stood: [[Level Editor/Entities/Door|doors]], switchable [[Level Editor/Entities/Group|groups]], and props linked from an imported Source map. | * Things that move or switch are lit by '''light probes''' instead, so they leave no baked shadow where they stood: [[Level Editor/Entities/Door|doors]], switchable [[Level Editor/Entities/Group|groups]], and props linked from an imported Source map. | ||
* Geometry far outside the area where play happens is left out of the bake and lit by probes. The bake dialog and the status line say how many meshes ''lie outside the play area''. A single stray object | * Geometry far outside the area where play happens is left out of the bake and lit by probes. The bake dialog and the status line say how many meshes ''lie outside the play area''. A single stray object kilometers away would otherwise spread the bake thin and make it slow. | ||
* The [[Level Editor/Entities/3D Skybox|3D skybox]] takes no lightmap; its own lights, the sun and the sky light it. | * The [[Level Editor/Entities/3D Skybox|3D skybox]] takes no lightmap; its own lights, the sun and the sky light it. | ||
== Seeing your lighting while you work == | == Seeing your lighting while you work == | ||
The [[Level Editor/Menus/View#Viewport Rendering window|Viewport Rendering]] window and the View menu change how the editor draws the map without changing it: '''Fullbright''' to see | The [[Level Editor/Menus/View#Viewport Rendering window|Viewport Rendering]] window and the View menu change how the editor draws the map without changing it: '''Fullbright''' to see colors without light, '''Headlight''' to see the shape of a dark map, '''Lighting Only''' to see the light alone, '''Exposure''' to brighten the view. | ||
{{Tip|Raising the map's ambient light does not brighten a baked surface: surfaces with a lightmap ignore it. Brighten with lights and bounces, or use the headlight to work.}} | {{Tip|Raising the map's ambient light does not brighten a baked surface: surfaces with a lightmap ignore it. Brighten with lights and bounces, or use the headlight to work.}} | ||