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Overview

Light Clipping Boxes and Shapes are used for the implementation of deferred light clipping in CRYENGINE.

A deferred light will be clipped to the volume if it has a link to a light box or light shape. These are tools that will enable interior spaces to be lit far better and more accurately than before.

Light Box

A Light Box is a simple box volume which you can set the length/width/height of, as well as control fade effects for smoother edges with linked lights.

Params

Descriptions

OriginAtCorner

Used to facilitate placement of the light box and for it to snap to the construction grid cleanly.

Width

Specifies how wide the box is.

Length

Specifies how long the box is.

Height

Specifies how high the box is.

DisableGI

Specifies whether Global Illumination should be rendered in the box.

Fade_Left

Control fade-off of the linked lights to give smoother edges.

Fade_Right

Control fade-off of the linked lights to give smoother edges.

Fade_Near

Control fade-off of the linked lights to give smoother edges.

Fade_Far

Control fade-off of the linked lights to give smoother edges.

Fade_Top

Control fade-off of the linked lights to give smoother edges.

Fade_Bottom

Control fade-off of the linked lights to give smoother edges.

Light Shape

Due to a limitation with Tiled Shading, Light Shapes are not supported in CRYENGINE 3.6 and above.

Similar to the Light Box object, a Light Shape lets you create a custom shape to which you can link deferred lights to.

Params

Descriptions

Width

DEPRECATED - Specifies how wide the entity is.

Height

Specifies how high the shape area should be.

AreaId

DEPRECATED - Sets up the ID of the area, so areas with another ID can overlap.

GroupId

DEPRECATED - Sets up the Group ID of the area, so areas with another group ID can overlap.

Priority

DEPRECATED - Defines the Priority so areas with a higher priority will be processed first.

Closed

DEPRECATED - Sets if the area should be closed or if it should be just a line.

DisplayFilled

DEPRECATED - Just for visibility in the editor this option defines if the area should be rendered as filled or not.

Linking Lights

Linking one light to multiple light shapes/boxes is not supported. You can, however, link multiple lights to one light shape.

In order to use the Lightbox or Lightshape with a light, you need to set up links between the light and the box/shape.

  1. Select the Light entity.
  2. In the Entity Links section in the Light properties, click "Pick Target".
  3. Now click the Light Box/Light Shape object.
  4. Finally, check the DeferredClipBounds option in the Light properties.
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