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Enlighten SDK 3.10 Documentation
Results will update as you type.
  • Welcome to Enlighten
  • How Enlighten works
  • Artist workflow
  • Install Enlighten
  • Libraries
  • Implementation guide
  • Technical reference
    • Output formats
    • Albedo handling
    • Lightmap lighting models
    • Light probe evaluation
    • Local IBL reflections
    • Light visibility data
    • Custom direct lights
    • Precompute pipeline
    • Low level precompute API
    • Debugging the precompute
    • The low level runtime
    • Baked lighting
      • Baking with the High Level Build System
        • Baking parameters
        • Bake lighting configuration
        • Bake instance types
        • Per-mesh lightmaps
        • Vertex baking
        • Level of detail and baking
        • Directionality and baking
        • Transparency and baking
        • Baking file types
        • Baking light masks
        • Final Gather
      • Baking with the low level bake API
    • Performance tuning
    • Technical troubleshooting
    • Terrain LOD
    • Probe LOD
    • Lightmap LOD
  • Advanced techniques
  • Tools
  • Enlighten Mobile
  • White papers
  • Third-party licences
  • Release notes
    Calendars

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Bake lighting configuration

    This is the documentation for Enlighten.

    Bake lighting configuration

    Nov 21, 2019


    Overview

    Light definitions are passed to the Bake API by means of the .lights XML file. This file is the same format used for runtime lighting in GeoRadiosity, where each light has a few additional properties that apply only to the baking. The output from a given lights file goes into its own output directory, so it is possible to create multiple light configurations and switch between them without recalculating the scene. Multiple lighting configurations also share the precompute and other data, significantly reducing the time taken to generate baked output.

    Lights properties

    The .lights file has an XML schema available in the SDK (next to the ones for meshes, geometries and other properties). For each <light> element, there are a number of attributes, most of which are required (even if they are not applicable to the light type in question).

    Parameter

    Usage

    Brief

    Description

    name

    Required

    The name of the light.

    Unique light name.

    enabled

    Optional

    Whether this light is enabled.

    If not set, defaults to true

    type

    Required

    An Enlighten::eLightType value.

    0 for spot; 1 for point; 2 for directional; 3 for rectangular.

    matrix

    Required

    Position and direction of the light.


    colour

    Required

    Normalised light colour.


    intensity

    Required

    HDR colour strength.


    indirectColour

    Optional

    Normalised light colour for indirect component.

    If desired, the colour of the bounce light can be different to the direct colour. If not set, defaults to colour.

    indirectIntensity

    Optional

    HDR colour strength.

    If desired, the colour of the bounce light can be different to the direct colour. If not set, defaults to intensity.

    near

    Optional

    Near plane. Used by spotlights and pointlights only.


    far

    Optional

    Far plane. Used by spotlights and pointlights only. For area lights used only in baking.

    Tiles that are farther away than this value are not added to BakeVisibilityBuffer: they are not lit in baked light, which speeds up the baking process. If far is set to 0, the influence is infinity.

    intensityRadius

    Optional

    The radius inside which intensity is clamped to the given value.

    Specified in scene units. Unused for directional lights.

    epsilon

    Optional

    Epsilon value used in the shadow map depth comparison.


    coneAngle

    Optional

    The half radius of the spotlight.

    A positive float.

    innerConeAngle

    Optional

    The half radius of the spotlight's full brightness region.

    A positive float.

    secondConeAngle

    Optional

    The half angle in the secondary axis of a frustum or boxspot light (in radians).

    A positive float.

    secondInnerConeAngle

    Optional

    The half angle in the secondary axis of a frustum or boxspot light's full brightness region (in radians).

    A positive float.

    falloffModel

    Optional

    default (Inverse Squared) or unreal (Unreal Engine 3 compatible)


    exponent

    Optional

    The falloff exponent of the light.

    A positive float.

    radiosityMultiplier

    Optional

    A value by which this light's radiosity will be multiplied.


    castsShadow

    Optional

    Whether to cast shadows.

    true or false

    shadowMapSize

    Optional

    Resolution of the shadow map to use for this light. Only used in GeoViewer (not GeoRadiosity).

    A positive integer. 

    disableDirect

    Optional

    Disable direct light contribution of this light for baking.

    Boolean, (default false)

    generateLightMask

    Optional

    Enable generation of light mask for light.

    Boolean, (default false)

    shadowBias

    Optional

    Shadow bias to offset the sample point in the direction to the light source for the shadow test.

    Positive float

    pointRadius

    Optional

    Defines the radius around a point light to which to compute visibility.

    Used only for baking.

    directionalSpread

    Optional

    Defines the radius around a directional light to which to compute visibility.


    rectangleHeight

    Optional

    The height of a rectangular area light.

    Defined in world units.

    rectangleWidth

    Optional

    The width of a rectangular area light.

    Defined in world units.

    lightUsage

    Optional

    How this light will be used: dynamic or baked.


    animDuration

    Optional

    Defines animation duration. Used only in GeoRadiosity.


    Environment block

    The <environment> element contains all the attributes related to setting the environment.  Please check the schema file for more details. 

    Within it you can set a global environment using the filename attribute. The environment file should be placed next to this XML file, the type of the file content (loaded and saved with the C++ LoadInterface<> call) is Enlighten::CpuEnvironment. You can get one of these objects directly from the High Level Runtime, or construct one yourself from the highest MIP level of your cubemap. 

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