Lights from Blender to GE: Difference between revisions

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==== All lights types ====
==== All light types: ====
Range = Custom Distance →  Distance (40 in Blender = 40 in GE)
Range = Custom Distance →  Distance (40 in Blender = 40 in GE)


Cast Shadow Map = Shadow need to be checked (Lights tab)
Cast Shadow Map = Shadow need to be checked (Lights tab)
==== Color: ====
=== Standard Light Settings ===
{| class="wikitable"
!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
|-
! colspan="8" |Static Lights
|-
|Red
|0.65, 0.055, 0.074
|
|
|
|
|
|
|-
|Orange
|0.569, 0.286, 0.161
|
|
|
|
|
|
|-
|White
|0.3, 0.3, 0.3
|
|
|
|
|
|
|}

Revision as of 22:50, 25 August 2022

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.

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 light types:

Range = Custom Distance →  Distance (40 in Blender = 40 in GE)

Cast Shadow Map = Shadow need to be checked (Lights tab)

Color:

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