Difference between revisions of "Spot Light"
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Latest revision as of 13:11, 1 May 2016
What's it For?
The Spot Light acts just like a flash light or a projector, or even a window. It doesn't cast light every where like it's cousin, the Omni Light, rather it casts in only one direction , in a cone of light. In most cases it works just like the Omni Light, same rules apply , like "Real Time Shadows = More CPU Usage" and so on. Can also be used to cast a pre-baked spot light, but that omits some cool features it has.
- "color" this is the color of the light,you can adjust color by clicking and holding on the rectangles. Each represents a color value. From Left to Right - color , saturation (colorful-nes),and brightens (the 4th one is alpha, but you don't need it here for obvious reasons).The last rectangle, will open the "Color Picker" window, upon clicking.
- "color target for anim" When using an "Event Animator" with the light, this will determine the color of the omni.
- "real lamp converter" This is a nifty neat little option , that let's you simulate actual lamps.
When you add one you get a pretty big list of lamp types. If you set it to "Custom Input" you can set your own efficiency from the "Custom efficacy" option.
- "fall off" This is how far the light rays from the lamp will travel, loosing their power. Max. range is 1000.
- "inner cone angle" and "outer cone angle" - these let you define the cone of light emitted. "inner cone angle" Defines the cone area that will have the max. light available, and "outer cone angle" sets the fall off of the light. So a really focused projector would be like "inner cone angle" = 35 and "outer cone angle" = 35 , though that would result in a really sharp light edge, so may be use 36-8.
Note: "inner cone angle" ,Always, < "outer cone angle" .
- "light type" This is used to tell the entity how to cast it's light.Instead of explaining each one , I'll just tell you what the terms you'll see in the selection box mean.
- "dynamic" this is what casts dynamic shadows, this type of light, isn't pre-baked, it get's calculated on the spot.
- "lightmap" this light will affect the GI (Global Illumination) baking, meaning, that the GI algorithm will include light coming from this entity,when doing it's magic. It isn't rendered real-time.
You should now be able to decipher the other 2 types, by your self.
- "projector texture" Now this is really cool , you can set a
texture here, and the light will project it, like a actual projector, this has tons of uses, or would have had, had the shadow engine was a tad better :D Still it has uses, like a office meeting room scene, or a building facade advert projector.
- "projector stretch U/V" you can stretch/shrink your texture from these.
Hint: If you want to project a rectangle logo, nod wonder how, simply adjust these.
- "projector offset U/V" these let you move your texture around, just for that fine touch.
- "parent part" If the model you are parenting , has more than one moving part, like a ragdoll, you set the name of witch bone to attach to , from here.
- "preview size" this sets the edit view size of the light's model. For ease of editing.
- "active by default" This let's you turn the lamp off/on, but you can't target a lamp with a trigger, so it's usage remains a mystery.
- "animator" this is the animator input, if you want to make the light change color,or brightens, you use this property.
Note: It isn't assessable from the Light's properties. You add an "event animator" and paste it's settings there. See "event animator"
- "spawn flags" don't touch that, unless you know what you're doing. "spawn flags" defines on what game modes will said entity spawn, or be active.
For example, if you set only 'easy' on "Spawn flags" , the Light will only work , if the Game Difficulty is set to 'easy' , if any other difficulty is chosen, the light won't ...light.
Note: This won't work with pre-baked lights.
- "name" this gives a name to the Light, doesn't matter what you name it.Could be anything.
- "parent" you can parent it to a model, and when you move that model, the light will move along side with it.
- "platforms" like "spawn flags" , but this define on witch platforms the marker will appear, PC , Xenon , Cell (what ever that thing is).