Atlassian uses cookies to improve your browsing experience, perform analytics and research, and conduct advertising. Accept all cookies to indicate that you agree to our use of cookies on your device. Atlassian cookies and tracking notice, (opens new window)

Enlighten SDK 3.10 Documentation
Results will update as you type.
  • Welcome to Enlighten
  • How Enlighten works
  • Artist workflow
    • Radiosity properties
    • Indirect lighting resolution
    • Simplified lightmap UVs
    • Automatic probe placement
    • Local reflection probes
    • Emissive surfaces
    • Light sources
    • Mesh changes
    • Indirect lighting issues
  • Install Enlighten
  • Libraries
  • Implementation guide
  • Technical reference
  • Advanced techniques
  • Tools
  • Enlighten Mobile
  • White papers
  • Third-party licences
  • Release notes
    Calendars

You‘re viewing this with anonymous access, so some content might be blocked.
/
Emissive surfaces

    This is the documentation for Enlighten.

    Emissive surfaces

    Nov 21, 2019

    With Enlighten any surface that is included in the radiosity computation can become a light source. Surfaces that emit light are called emissive surfaces.

    An emissive surface appears bright even when no light is falling on it. The apparent brightness of the surface in your engine may be defined by properties of its material.

    It is intuitive to automatically make this type of surface into a light source that emits an amount of light that matches its apparent brightness.

    To give the artist full control, we recommend to allow them to adjust the brightness of the light emitted by the surface independently from its apparent brightness.

    While the game is running, the emissive colour and brightness of the surface can change, but the surface cannot be moved.



    , multiple selections available,
    {"serverDuration": 9, "requestCorrelationId": "84402fcc97a54f76b473ee5c5e6bd574"}