lighting

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Original

English
🇨🇳

Translation

Chinese

Lighting 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 Renders
Art Direction → Key Light → Fill/Rim → Accent → Environment
    → Volumetrics → Color Grade Prep → Validation Renders

Three-Point Lighting

三点照明

LightPurposeTypical Setup
KeyPrimary illumination45° above, 30° side
FillShadow softeningOpposite key, 1/2–1/4 intensity
RimSubject separationBehind subject, bright edge
Naming:
LGT_Key_Main
,
LGT_Fill_Soft
,
LGT_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_Main
、
LGT_Fill_Soft
、
LGT_Rim_Back

Light Types

灯光类型

TypeUse Case
SunOutdoor directional
AreaSoft studio, windows
SpotFlashlights, stage, horror
PointBulbs, 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

MoodKelvinRGB Approx
Candle/warm1800KOrange
Tungsten3200KWarm white
Daylight5500KNeutral white
Overcast6500KCool white
Moonlight8000K+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/fog
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/fog

Horror 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 shafts
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 shafts

Game vs Cinematic

游戏 vs 电影级

AspectGameCinematic
Light countMinimal (performance)Unlimited
BakedLightmaps commonPath trace
DynamicReal-time shadowsRay traced
MoodGameplay readabilityArtistic 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

  1. Create lights with naming convention via MCP
  2. Set color, intensity, angle via MCP
  3. Configure world HDRI via MCP
  4. Query light count and types
  5. Organize in
    COL_Lights
    collection
  1. 通过MCP按照命名规范创建灯光
  2. 通过MCP设置颜色、强度、角度
  3. 通过MCP配置环境HDRI
  4. 查询灯光数量与类型
  5. 整理至
    COL_Lights
    集合中

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

TopicReferenceLoad When
Horror setups
references/horror-lighting-setups.md
Horror scenes
Cinematic rigs
references/cinematic-light-rigs.md
Portfolio renders
主题参考文件加载时机
恐怖场景布光
references/horror-lighting-setups.md
恐怖场景
电影级灯光Rig
references/cinematic-light-rigs.md
作品集渲染