reckfellENGINE

Direct and indirect light

Distinguish sources, light transport, reflections and screen effects before configuring a level.

On this page

Identify where light comes from

Direct light travels from a source to a surface. Indirect light arrives after interacting with other surfaces: for example, a white floor near a colored wall receives a tint from bounced light. This needs geometry/material/lighting data and a specific calculation or baking method.

Raising uniform ambient is different from calculating that path. A bright material also does not automatically become a lamp for the whole level.

MechanismSuppliesNot established by enabling it alone
Light3DDirect illumination within its influenceMultiple bounces between surfaces
Environment ambientGeneral illumination supportCorrect color transfer and room boundaries
Manual fillAn artistic approximationAutomatic response to arbitrary geometry changes
A GI method with level dataApproximate indirect illuminationIdentical quality/cost across renderers
Local reflection captureReflected surroundings for materialsComplete diffuse light transport
SSAO/glowContact darkening/haloNew physical light sources

Establish a control frame

  1. Assign a predictable material and one understandable direct source. Remove unrelated effects from the comparison.
  2. Fix camera, background, tone mapping and exposure.
  3. Inspect lit/shadow sides, floor contact and material color.
  4. Add only the selected indirect method or an explicitly identified manual fill.
  5. Move the source/object and determine which data actually updates.

The runnable manual fill example creates a white cube, floor, opaque divider and blue Omni fill. It verifies manual color changes rather than actual GI: without shadows, the source lights surfaces across the divider.

Choose the next diagnostic

  • Dark nonmetal wall: check direct light, ambient and material before indirect-lighting requirements.
  • Dark metal: check reflection sources and roughness separately; stronger ambient does not replace reflection setup.
  • Bright colored surface with dark neighbors: Emission does not guarantee neighboring illumination without another mechanism.
  • Old lighting persists after geometry edits: identify baked data requiring updates.
  • Light crosses a room boundary: inspect light shadows, geometry and the selected method’s approximations.

Account for limitations early

Static lighting needs lightmap UV preparation and baking. Updated GI needs appropriate bounds, data detail and update budget. Reflections need capture placement and changing-environment behavior. These are distinct settings, not one quality toggle.

Verify support in the current renderer. For example, VoxelGI is not implemented in current Compatibility, while manual colored fill is verified there and in Forward+. One method’s successful check does not establish every GI system.

This article explains the model and diagnostic sequence. Manual-fill verification is not presented as LightmapGI, VoxelGI, SDFGI or ReflectionProbe acceptance. Choose a method.

Reckfell Engine documentationBack to top ↑
QUICK LINKSGetting startedEntity hierarchyC# & .NET 10Scenes and prefabs
Reckfell guides and full API K
reckfellENGINE
RECKFELL ACCOUNT

Sign in

Sign in to your Reckfell account.

One account for the entire Reckfell platform.