In every Light you'll find theses same parameters (except
Ambient Light
Light coming from every directions
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):
- one color by light passes : diffuse / specular / volumetric : see components of
Surface
Display geometry's triangles as a surface
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and
Volumetric Light
Cast rays to generate light where there is no shadows
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to understand the matching parameters of theses emissions.
- Attenuation is a curve representing the intensity of the light given the distance from it's emission point. Attenuation is in falloff by default but can by set to any
Function
Function that maps a number (percentage, time, etc.) to a value
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. Note that the falloff is represented inside the
Viewport
Preview and edit your content
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through the lights helpers.
Note that in the case of
Directional Light
Orthographic light casting shadows
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and
Projector Light
Light emitted from a point in a direction using any 2D Layer as a map. Cast shadows
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(and more to come) if you go in advanced parameters mode, you'll have access to the Shadow parameters and scene bounding box which is the box in which shadows will be computed.
In that section you can adjust the shadow map samples and narrow the area where shadow will be computed.
Last thing you must now about lights is that by default the got a whit map as input (which is easier to adjust their color and all) but in any light (again except
Ambient Light
Light coming from every directions
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) you can put anything as light map.
Here I took an example from the Smode pack and put it under my projector Light.