Hi all,
In some offline renderers you can create custom attenuation curves for lights, so the light has say 0 intensity at the source, building up to max intensity 10 feet away, then fading out to 0 over the next 20 feet (or whatever, you can build wavy sine curves if that’s the effect you’re after). I was wondering if this was possible in Unreal5 with Lumen?
For context I’ve been tasked with lighting a narrow cave. The player has no lights. The cave is natural with no lights. I can have some glowing moss and the occasional patch of luminescent mushrooms but the art director doesn’t want the cave filled with these, just used sparingly here and there as pathfinding hints for the player.
I’m allowed to place dim cheat-lights, as long as they feel natural. The problem is if the player walks past a light, the player model gets lit really harshly as their head is only a couple feet away from the light source…If I could set a “near attenuation” distance this problem could be avoided.
Or else any other tips on how to light a natural, cramped space would be greatly appreciated!
Cheers,