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