Lights from Blender to GE: Difference between revisions
No edit summary |
No edit summary |
||
Line 24: | Line 24: | ||
'''Giants Editor | Blender (Eevee)''' | '''Giants Editor | Blender (Eevee)''' | ||
==== Spot light only: ==== | ==== Spot light only: ==== | ||
Cone Angle = Spot Shape → Size | Cone Angle = Spot Shape → Size | ||
Line 30: | Line 29: | ||
Drop Off = Spot Shape → Blend (1 = 5 | 0.750 = 3.75 | 0.5 = 2.5 | 0.250 = 1.25 | 0.000 = 0) | Drop Off = Spot Shape → Blend (1 = 5 | 0.750 = 3.75 | 0.5 = 2.5 | 0.250 = 1.25 | 0.000 = 0) | ||
==== All lights types ==== | ==== All lights types ==== | ||
Range = Custom Distance → Distance (40 in Blender = 40 in GE) | Range = Custom Distance → Distance (40 in Blender = 40 in GE) |
Revision as of 22:35, 25 August 2022
Requirements to follow this tutorial
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.
Let’s begin
Light types
GE | Blender |
---|---|
Point | Point |
Spot | Spot |
Directional | Sun |
Note: Area light type in Blender is not supported in GE
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 lights types
Range = Custom Distance → Distance (40 in Blender = 40 in GE)