Visuals: Configuring Lights - Krunklehorn/io-scene-gzrs2 GitHub Wiki
Realspace uses the nearest dynamic light source to light player models at runtime. Realspace's light system is empirical, while Blender's is physically based.
To get around this, the plugin has a translation layer for approximating light data and keeping the result synchronized between both engines.
- Add a light to the scene and set it's type to "Dynamic". Only point lights are supported in-game.
- Switch your viewport shading mode to "Display Render Preview".
- If your geometry appears black, navigate to the world tab and run "Toggle Lightmap Mix" or try re-applying your presets.
- Use the fly controls (Shift + ~) to move the view inside your map's boundary.
- Set the light's color as you please.
- To modify a light's power, don't tweak Blender's "Power" field directly. Instead, tweak the Realspace panel settings and use the "Recalculate Lights & Fog" button to let the plugin translate the result.
- The values listed under "Render" are global. They affect all lights in the scene.
- A good starting point is to keep the light's "Intensity" field at 1 and configure the "Attenuation End" field until the light is bright enough.
- Export and test. Notice that the player character is lit, but the world itself has no shading. We will handle this later.