Light
The Light blueprint is an all-in-one blueprint that can create almost any type of light source that you would find in a photo studio. Diffusers, reflectors, gels, grids, barn doors, and so on, can all be simulated with its parameters.
Parameter | Description |
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Enabled | Switches the light on or off |
Intensity | Sets the intensity of the light |
Temperature | Sets the temperature of the light |
Color | Sets the color of the light. Note that this can be used together with Temperature, but if you want the temperature to be accurate, then set this to full white. |
Light Shape |
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Visualize Light Shape | Shows the light shape for debug purposes |
Light Unit |
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Light Target | Aims the light toward an actor of your choice (needs to be in the same level as the light) |
Attenuation Radius (Advanced) | Controls the area the light affects |
Light Shape Emissive Intensity (Advanced) | Controls the intensity of the light shape when Visualize Light Shape is enabled. Note that this will affect reflections in an inaccurate way. |
Samples Per Pixel (Advanced) | Controls the samples of the light. If you have grainy shadows, you can increase this value. |
Affect Global Illumination (Advanced) | Switches GI contribution on or off. |
Cast Deep Shadow (Advanced) | This can help getting better shadowing for hair strands |
Transmission (Advanced) | Enables forward scattering on the light. Use this if you want the light to shine through the ears of a person for example. |
Light Channels (Advanced) | Also known as Light Linking in other render engines. Controls what objects the light is affecting. |
Shadow Type (Advanced) | Choose between Ray Tracing or Virtual Shadow Maps. Ray traced shadows are more accurate, but doesn't support Nanite meshes. |
Light Texture | Use a texture as the light source. You can use your own, or choose one of the included textures from VirtualPhotographyKit/Resources/Textures |