Lights explained
Summary
Published: Feb 09 2024 by manavortex Last documented edit: Feb 09 2024 by manavortex
This page gives you an overview about lights at a glance.
Wait, this isn't what I want!
To learn about shadows in the world, check Environment: Shadows
To learn about shadows for equipment items, check Meshes, Shadows, and Shadow Meshes
For a guide how to add lights to AMM props, check AMM: Light Components
For a quick overview on lights and their properties, check Cheat Sheet: Lights (currently WIP)
If you want to learn more about blocking light, check Occluders and light blocking
How do lights work?
IDK either! But maybe someone edits the wiki :/
Directional lights
Cyberpunk uses three types of lights:
Point light
The light is a sphere and is equally bright in every direction
Spot light
The light is a cone. The sharpness is defined by its inner and outer angle.
Area light
The light is a square (like a light panel).
Light attenuation
Their are two options for light attenuation listed as LA_InverseSquare and LA_Linear light attenuation is the falloff of luminance away from the point of origin as the photons spread out
LA_InverseSquare
Inverse square root is the default option and the physically accurate one, This should generally be set by default unless absolutely necessary. LA_InverseSquare models the falloff of luminance according to the inverse square root law.
LA_Linear
Linear simply directly drops light luminance according to the set radius of the light. this setting can make a light more obvious or bright overall however does so at the cost off functioning unnatural and potently appearing too bright at distance.
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