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Published byDorothy Mawdsley Modified over 10 years ago
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Introduction to Lighting
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Contents Light Properties Light Types Examples
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Basics Place a light source – Select a plane, press the key L and click left mouse button. You can change its properties (F4). – In UDK, no reflection rays will be computed. You need to model yourselves if you need them – In UDK, no environment lighting. If you need it, you need to model it yourselves. After the light sources are set, click “Build lighting” You can change the lightmap resolution for a plane. – Select the plane and press F4 for changing the lightmap resolution.
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Lightmap Resolution : 1 Lightmap Resolution : 32 Lightmap Resolution : 32 Lightmap Resolution : 32 Lightmap Resolution : 16 Lightmap Resolution : 1 Lightmap Resolution : 1 Lightmap Resolution : 1
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Property Window Change the properties of a light source Select the light source and press F4 to show the property window
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Light Properties LightComponent – Color LightChannels – BSP – Static PointLightComponent – Falloff Exponent – Min Shadow Falloff – Radius
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A SpotLight Source Lightmap Resolution : 4 Lightmap Resolution : 32
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Environment Lighting SkyLight
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Multiple Lights
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More about Lighting 頂點光照( per-vertex lighting ) 光照細分( lighting subdivision ) 光照貼图( light map ) 陰影貼圖( shadow map ) 靜態光照( static lighting ) 動態光照( dynamic lighting )
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Examples 光照貼圖( light map ) – One map stores the final intensity of multiple light sources 陰影貼圖( shadow map ) – Each map stores the shadow information of one light source
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Light Maps
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Shadow Maps
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Types of Lights Toggle Movable Directional – TraceDistance (追踪距離) SpotLight PointLight SkyLight
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Light Animation Create a movable light Select a light - > property->movement- >PHYS_Interpolating
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Movable Light Movable light – PHYS_Interpolating – Kistmet – Matinee Static mesh: Disable precomputed shadow
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Suggestions Minimize the number of dynamic shadows Disable shadow property if the light not cast shadows: CastShadows = false If objects not be cast shadows, disable CastShadows. Avoid casting black shadows by using lights with low intensity Ask yourselves where the lights coming from? Make sure lightmap resolution is sufficiently high Avoid placing static meshes too close to light sources Use as few light sources as possible. Use light environment
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