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Lights

Lights

 

What are the Light entities?

The light entities are dynamic real-time lights that can be used to light your scene. By using dynamic lights the level look much better than with the default ambient lighting. 

For indoor areas it is essential to place proper lighting as the sun light will not lit the interiors well. 

NOTE: Due to the increased calculation time for dynamic lights, you need to carefully place them in your scene. 

The lights entities can be found in Rollup Bar > Entity 


IndirectLight


Entity Properties  

Active: 
Turns the entity on/off 
Radius 
Specifies how far from the source the light affects the surrounding 
Color 
 
Diffuse 
The diffuse color of the light can be specified here 
DiffuseMultiplier 
To make the light brighter this diffuse multiplier can be used 
HDRDynamic 
Specifies how much brighter than the default 256,256,256 white the light is. (sunlight set in the time of day window is for example 3 times brighter) 
Specular 
Specifies the specular color 
SpecularMultiplier 
multiplies the specular color brighter, use to adjust brightness 
Options 
 
AffectThisAreaOnly 
Set this parameter to false to make lights other visarea 
CastShadow 
Makes the light cast a shadow 
FakeLight 
Only uses corona effects but does not dynamically light the surroundings 
RenderGeometry 
Specifies an emitter object 
UsedInRealTime 
Specifies if the light is a realtime light or not 
Projector 
 
ProjectInAllDirs 
Makes the light an omni light 
ProjectorFov 
Specifies the Angle on which the light texture is projected 
Texture 
Here a black and white texture can be specified that will be projected in the direction of the y axis of the light entity 
RAM 
 
IndirectColor 
 
IndirectMulitplier 
 
Style 
 
CoronaDistIntensityFactor 
Specifies how bright the corona effect is in the distance. 
CoronaDistFactor 
Specifies how big the corona effect is in the distance 
CoronaScale 
Specifies how big the corona effect is 
LightStyle 
Specifies the frequency at which the light is blinking 

 

Light


Entity Properties

Active: 
Turns the entity on/off 
Radius 
Specifies how far from the source the light affects the surrounding 
Color 
 
Diffuse 
The diffuse color of the light can be specified here 
DiffuseMultiplier 
To make the light brighter this diffuse multiplier can be used 
HDRDynamic 
Specifies how much brighter than the default 256,256,256 white the light is. (sunlight set in the time of day window is for example 3 times brighter) 
Specular 
Specifies the specular color 
SpecularMultiplier 
multiplies the specular color brighter, use to adjust brightness 
Options 
 
AffectThisAreaOnly 
Set this parameter to false to make lights other visarea 
CastShadow 
Makes the light cast a shadow 
FakeLight 
Only uses corona effects but does not dynamically light the surroundings 
RenderGeometry 
Specifies an emitter object 
UsedInRealTime 
Specifies if the light is a realtime light or not 
Projector 
 
ProjectInAllDirs 
Makes the light an omni light 
ProjectorFov 
Specifies the Angle on which the light texture is projected 
Texture 
Here a black and white texture can be specified that will be projected in the direction of the y axis of the light entity 
Style 
 
CoronaDistIntensityFactor 
Specifies how bright the corona effect is in the distance. 
CoronaDistFactor 
Specifies how big the corona effect is in the distance 
CoronaScale 
Specifies how big the corona effect is 
LightStyle 
Specifies the frequency at which the light is blinking 

 

 

SimpleIndirectLight


Entity Properties

Active: 
Turns the entity on/off 
Radius 
Specifies how far from the source the light affects the surrounding 
Color 
 
Color 
The diffuse color of the light can be specified here 
ColorMultiplier 
To make the light brighter this diffuse multiplier can be used 
HDRDynamic 
Specifies how much brighter than the default 256,256,256 white the light is. (sunlight set in the time of day window is for example 3 times brighter) 
SpecularPercentage 
multiplies the specular color brighter, use to adjust brightness 
Options 
 
AffectThisAreaOnly 
Set this parameter to false to make lights other visarea 
CastShadow 
Makes the light cast a shadow 
Projector 
 
ProjectInAllDirs 
Makes the light an omni light 
ProjectorFov 
Specifies the Angle on which the light texture is projected 
Texture 
Here a black and white texture can be specified that will be projected in the direction of the y axis of the light entity 
RAM 
 
AffectSurroundingVISareas 
Makes the light affect nearby visareas 
IndirectMultiplier 
Makes the light brighter or darker (0.5 means half as bright) 
LightFallOff 
Specifies how much the light intensity falls off the further it is away from the source 
Radius 
Sets how far away from the entity the light affects the surrounding 
ReflectionStrength 
Specifies how much the light bounces. Used to make areas brighter that are indirect light 
ShadowSize 
Specifies the quality of the shadow map 
Style 
 
CoronaDistIntensityFactor 
Specifies how bright the corona effect is in the distance. 
CoronaDistFactor 
Specifies how big the corona effect is in the distance 
CoronaScale 
Specifies how big the corona effect is 
LightStyle 
Specifies the frequency at which the light is blinking 

 

SimpleLight


Entity Properties

Active: 
Turns the entity on/off 
Radius 
Specifies the radius (in meters) in which the light affects the surrounding 
Color 
 
Color 
The diffuse color of the light can be specified here 
ColorMultiplier 
To make the light brighter this diffuse multiplier can be used 
HDRDynamic 
Specifies how much brighter than the default 256,256,256 white the light is. (sunlight set in the time of day window is for example 3 times brighter) 
SpecularPercentage 
multiplies the specular color brighter, use to adjust brightness 
Options 
 
AffectThisAreaOnly 
Set this parameter to false to make lights other visarea 
CastShadow 
Makes the light cast a shadow 
Projector 
 
ProjectInAllDirs 
Makes the light an omni light 
ProjectorFov 
Specifies the Angle on which the light texture is projected 
Texture 
Here a black and white texture can be specified that will be projected in the direction of the y axis of the light entity 
Style 
 
CoronaDistIntensityFactor 
Specifies how bright the corona effect is in the distance. 
CoronaDistFactor 
Specifies how big the corona effect is in the distance 
CoronaScale 
Specifies how big the corona effect is 
LightStyle 
Specifies the frequency at which the light is blinking 

Other Light Entity Parameters 

Click here for the Miscellaneous Parameters reference guide, here for the Material Layers guide, here for the Miscellaneous Entity Parameters guide, here for the Entity Links guide and here for the Entity Events guide.

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