This category allows the particles to act as light sources for illuminating the scene around them. CRYENGINE V provides an advanced and efficient dynamic light rendering system which is utilized by the Wavicle particle system.
This feature allows you to enable particles as light sources.
This feature should be used carefully. Even though the Wavicle particle system is efficient in simulating thousands of small particles and CRYENGINE V has a very efficient light engine, light sources are much more complex than simple flat particles.
This feature is best used with either invisible particles or with those particles that have 0% albedo and only use Emissive (check the Lighting option in Appearance for more details). Different setups are possible (and we recommend experimentation), but may not look right.
Controls brightness in the light sources. Lights are also filtered by the particle color.
Limits the light to a defined radius (in meters). This does not need to be set. If infinite (default), the light extends to its natural radius, based on its intensity.
Only valid when Volumetric Fog is enabled (For more information, see Volumetric Fog under the Environment Editor):
|Affects This Area Only|
When turned on, particle light sources only affect the VisArea where the emitter is located. When placed in interior type scenes this helps to prevent light leaking through walls. For more information on how VisAreas work, see VisArea.
The name of an Optics asset, which applies a special optics element to the light.
The Light's color is affected by the values entered in the Color and Opacity features of the Component.
This feature is not supported in the GPU Pipeline.