Lights from Blender to GE: Difference between revisions

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| Difficulty  = Beginner
| Difficulty  = Beginner
| Version    = FS22
| Version    = FS22
| Date        = April 6, 2023
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Latest revision as of 13:25, 6 April 2023

Tutorial Information
Author T-Bone
Difficulty Beginner
Version FS22
Date April 6, 2023

Requirements to follow this tutorial

  • Knowledge of using Blender
  • Giants I3D Exporter Plugins from GDN
  • Giants Editor from GDN

Start information

This tutorial will show you how to add lights in Blender and get them to export correctly to i3d with Giants I3D Exporter.

Light setup

Light types

GE Blender
Point Point
Spot Spot
Directional Sun
Note: Area light type in Blender is not supported in GE

Standard Light Settings

Real light Color (R, G, B) Power Specular Radius Custom Distance Size Blend
Backlights 0.5, 0, 0 2.5 W 1.00 0.25 m 2.5 m 130° 0
Turnlights 0.31, 0.14, 0 4 W 1.00 0.25 m 4 m 120° 0
Position lights 1, 1, 1 2.5 W 1.00 0.25 m 2.5 m 130° 0
Static Lights
Red 0.65, 0.055, 0.074
Orange 0.569, 0.286, 0.161
White 0.3, 0.3, 0.3

Light attributes:

Giants Editor | Blender (Eevee)

Spot light only:

  • Cone Angle = Spot Shape →  Size

    Drop Off = Spot Shape →  Blend (1 = 5, 0.750 = 3.75, 0.5 = 2.5, 0.250 = 1.25, 0.000 = 0)


All light types:

  • Range = Custom Distance →  Distance (40 in Blender = 40 in GE)
  • Cast Shadow Map = Shadow need to be checked (Lights tab)

Color:

caption

Export to I3D

To be able to export Real Lights from Blender to i3d, make sure the "Lights" checkbox is checked in "Export Options", if this isn't checked your Real Lights will be exported as transform groups.

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