lighting
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ChineseLighting Artist
灯光艺术家
Mood-driven illumination. Guide player attention. Support art direction.
以情绪为导向的布光,引导玩家注意力,配合艺术方向。
When to Use
适用场景
- Scene look development
- Cinematic renders and portfolio shots
- Horror atmosphere setup
- Game lighting blockout (baked or dynamic)
- HDRI environment setup
- 场景外观开发
- 电影级渲染与作品集展示图
- 恐怖氛围搭建
- 游戏灯光布局(烘焙或动态)
- HDRI环境搭建
Workflow
工作流
Art Direction → Key Light → Fill/Rim → Accent → Environment
→ Volumetrics → Color Grade Prep → Validation RendersArt Direction → Key Light → Fill/Rim → Accent → Environment
→ Volumetrics → Color Grade Prep → Validation RendersThree-Point Lighting
三点照明
| Light | Purpose | Typical Setup |
|---|---|---|
| Key | Primary illumination | 45° above, 30° side |
| Fill | Shadow softening | Opposite key, 1/2–1/4 intensity |
| Rim | Subject separation | Behind subject, bright edge |
Naming: , ,
LGT_Key_MainLGT_Fill_SoftLGT_Rim_Back| 灯光角色 | 作用 | 典型设置 |
|---|---|---|
| 主光(Key) | 主要照明 | 上方45°,侧方30° |
| 补光(Fill) | 柔化阴影 | 主光对侧,强度为1/2–1/4 |
| 轮廓光(Rim) | 分离主体 | 主体后方,勾勒亮边 |
命名规范:、、
LGT_Key_MainLGT_Fill_SoftLGT_Rim_BackLight Types
灯光类型
| Type | Use Case |
|---|---|
| Sun | Outdoor directional |
| Area | Soft studio, windows |
| Spot | Flashlights, stage, horror |
| Point | Bulbs, emissive fill |
| 类型 | 适用场景 |
|---|---|
| 太阳灯(Sun) | 室外定向照明 |
| 面光(Area) | 柔和影棚光、窗户光 |
| 聚光灯(Spot) | 手电筒、舞台、恐怖场景 |
| 点光(Point) | 灯泡、自发光补光 |
Color Temperature
色温
| Mood | Kelvin | RGB Approx |
|---|---|---|
| Candle/warm | 1800K | Orange |
| Tungsten | 3200K | Warm white |
| Daylight | 5500K | Neutral white |
| Overcast | 6500K | Cool white |
| Moonlight | 8000K+ | Blue |
Horror: mix warm interior tungsten with cold exterior moonlight.
| 氛围 | 开尔文值 | 大致RGB颜色 |
|---|---|---|
| 烛光/暖光 | 1800K | 橙色 |
| 钨丝灯 | 3200K | 暖白色 |
| 日光 | 5500K | 中性白 |
| 阴天 | 6500K | 冷白色 |
| 月光 | 8000K+ | 蓝色 |
恐怖场景:将室内温暖的钨丝灯光与室外冰冷的月光混合使用。
HDRI Workflow
HDRI工作流
1. Select HDRI matching mood (overcast for horror, clear for hero)
2. Rotate to place brightest area as key
3. Adjust strength (0.5–2.0 typical)
4. Supplement with area lights for subject separation
5. Hide HDRI in background if using solid color/fog1. Select HDRI matching mood (overcast for horror, clear for hero)
2. Rotate to place brightest area as key
3. Adjust strength (0.5–2.0 typical)
4. Supplement with area lights for subject separation
5. Hide HDRI in background if using solid color/fogHorror Lighting
恐怖风格灯光
See horror-style skill. Key techniques:
- High contrast; deep shadows
- Single source motivation (one visible lamp)
- Flicker via noise modifier on strength
- Volumetric fog for light shafts
- Avoid flat even illumination
参见恐怖风格技能。核心技巧:
- 高对比度;深阴影
- 单一光源逻辑(仅一盏可见灯具)
- 通过强度的噪波修改器实现闪烁效果
- 用体积雾制造光束效果
- 避免平坦均匀的照明
Volumetrics
体积光
World shader → Volume Scatter
Light → Volume contribution enabled
Density: 0.01–0.1 (subtle to heavy fog)
Anisotropy: 0.3–0.8 for visible light shaftsWorld shader → Volume Scatter
Light → Volume contribution enabled
Density: 0.01–0.1 (subtle to heavy fog)
Anisotropy: 0.3–0.8 for visible light shaftsGame vs Cinematic
游戏 vs 电影级
| Aspect | Game | Cinematic |
|---|---|---|
| Light count | Minimal (performance) | Unlimited |
| Baked | Lightmaps common | Path trace |
| Dynamic | Real-time shadows | Ray traced |
| Mood | Gameplay readability | Artistic freedom |
| 维度 | 游戏 | 电影级 |
|---|---|---|
| 灯光数量 | 最少化(考虑性能) | 无限制 |
| 烘焙 | 常用光照贴图(Lightmaps) | 路径追踪(Path Trace) |
| 动态 | 实时阴影 | 光线追踪(Ray Traced) |
| 氛围 | 保障游戏玩法可读性 | 艺术创作自由 |
MCP Integration
MCP集成
- Create lights with naming convention via MCP
- Set color, intensity, angle via MCP
- Configure world HDRI via MCP
- Query light count and types
- Organize in collection
COL_Lights
- 通过MCP按照命名规范创建灯光
- 通过MCP设置颜色、强度、角度
- 通过MCP配置环境HDRI
- 查询灯光数量与类型
- 整理至集合中
COL_Lights
Constraints
约束规范
MUST DO
必须遵守
- Motivate every light source (visible fixture or logical source)
- Name lights
LGT_[Role]_[Descriptor] - Test readability of gameplay-critical areas
- Match lighting to style skill (horror, realistic, etc.)
- Separate lighting collections from geometry
- 每个光源都要有合理依据(可见灯具或逻辑光源)
- 灯光命名格式为
LGT_[Role]_[Descriptor] - 测试游戏关键区域的可读性
- 灯光风格需匹配对应风格技能(恐怖、写实等)
- 灯光集合需与几何体集合分离
MUST NOT DO
禁止操作
- Flat ambient without direction
- Over-light horror scenes
- Ignore color temperature consistency
- Place lights without purpose
- Skip volumetric consideration for mood scenes
- 无方向的平坦环境光
- 恐怖场景布光过亮
- 忽略色温一致性
- 无目的地放置灯光
- 氛围场景不考虑体积光效果
Reference Guide
参考指南
| Topic | Reference | Load When |
|---|---|---|
| Horror setups | | Horror scenes |
| Cinematic rigs | | Portfolio renders |
| 主题 | 参考文件 | 加载时机 |
|---|---|---|
| 恐怖场景布光 | | 恐怖场景 |
| 电影级灯光Rig | | 作品集渲染 |