Cell Lighting

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Revision as of 17:32, 4 January 2019 by imported>DavidJCobb (→‎Cell Lighting Tab: defaults for light fade distances)
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Cell Lighting Tab

  • Lighting Template
    • Template: Select from a predefined list of Lighting Templates. The list of templates can be found and edited under World -> Lighting Templates.
    • Inherit: Select any of these check boxes to override the parameters from Lighting Template. This will enable the fields below.
  • Ambient: Select color of the ambient light.
  • Fog: Select the color of the fog.
    • Fog Near: Sets the distance at which the fog begins.
    • Fog Far: Sets the distance at which the fog reaches 100 percent.
    • Fog Power: Edits the fog's curve. A value of 1 is linear, less that one pushes the curve toward the near value, and a value above 1 pushes the curve toward the far value.
    • Fog Max: Not used.
    • Clip Distance: Sets the distance of the clipping plane in an interior. Anything past this value will not be displayed.
  • Directional: Select color of directional light.
    • Rotation: Sets the angle of the directional light.
    • Fade: Sets the fade distance of the light.
  • Show Sky: If checked, enables sky and weather as if this cell was an exterior.
    • Region: The Region to use Weather data from.
    • Use Sky Lighting: Whether the sky's lighting conditions should affect the lighting in the cell.
  • Light Fade Distances: The distance at which regular omni lights start to fade out and when they are faded out completely. This has no impact on shadow casters.
    • If the "begin" distance is set to zero, then the game pulls a default value from the INI files — specifically, the *fLightLODStartFade* setting from the *Display* setting. If the "end" distance is set to zero, then it defaults to — *fLightLODStartFade* plus *fLightLODRange*.