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Lights explained

Summary

Published: Feb 09 2024 by mana vortex Last documented edit: Feb 09 2024 by mana vortex

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.

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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.