2022-03-18 17:46:08 +01:00
|
|
|
Lights
|
|
|
|
======
|
2023-01-12 20:55:57 +01:00
|
|
|
Warning:
|
|
|
|
|
2022-03-18 17:46:08 +01:00
|
|
|
By default, lamps in Blender have shadows enabled. This can cause
|
|
|
|
performance issues in Godot.
|
|
|
|
|
2023-01-12 20:55:57 +01:00
|
|
|
Warning:
|
|
|
|
|
2022-03-18 17:46:08 +01:00
|
|
|
Lamps are exported using their "Blender Render" settings. When Blender 2.8
|
|
|
|
is released, this will be removed and this part of the exporter will change.
|
|
|
|
|
|
|
|
Sun, point and spot lamps are all exported from Blender along with many of their
|
|
|
|
properties:
|
|
|
|
|
2023-01-12 20:16:00 +01:00
|
|
|
![](img/light_properties.jpg
|
2022-03-18 17:46:08 +01:00
|
|
|
|
|
|
|
There are some things to note:
|
|
|
|
|
|
|
|
- In Blender, a light casts light all the way to infinity. In Godot, it is
|
|
|
|
clamped by the attenuation distance. To most closely match between the
|
|
|
|
viewport and Godot, enable the "Sphere" checkbox. (Highlighted green)
|
|
|
|
- Light attenuation models differ between Godot and Blender. The exporter
|
|
|
|
attempts to make them match, but it isn't always very good.
|
|
|
|
- Spotlight angular attenuation models also differ between Godot and Blender.
|
|
|
|
The exporter attempts to make them similar, but it doesn't always look the
|
|
|
|
same.
|
|
|
|
- There is no difference between buffer shadow and ray shadow in the export.
|