Skip to end of metadata
Go to start of metadata

Overview

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.

Light

This feature allows you to enable particles as light sources.


Icon

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.

Icon

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.

PropertiesDescription
Intensity

Controls brightness in the light sources. Lights are also filtered by the particle color.

Radius

Specifies the maximum distance at which a light source can affect the scene. While brightness decay over distance follows the inverse square law, the practical distance might be too far, and so this value can force brightness to fall away faster than would be physically accurate. This value can have a significant influence on performance.

Affects Fog

Only valid when Volumetric Fog is enabled (For more information, see Volumetric Fog under the Environment Editor):

  • No: When enabled, allows the light source to only affect meshes.
  • Fog Only: When enabled, affects the volumetric fog while preventing the light source from affecting meshes.
  • Both: When enabled, affects both meshes and volumetric fog. This is the most realistic setting.
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.

Icon

The Light's color is affected by the values entered in the Color and Opacity features of the Component.

GPU Support

This feature is not supported in the GPU Pipeline.

  • No labels