Constant

A constant lighting event.

Parameter
Type
Description

Color Type

None - The element has no lighting. Solid - A single, uniform light value is applied for the duration of the event. Gradient - Lighting transitions smoothly between two or more values across space or time. Reference - Lighting is driven by an external source or predefined lighting asset.

Color

Swatch

The color type current color and selection

Interp Type

Geometry - Color interpolation follows the underlying geometry of the scene or object. Colors are distributed based on shape, surface, or spatial relationships, allowing lighting to conform naturally to complex forms. Linear - Color interpolation progresses along a straight axis or direction. Colors blend evenly from one end to the other, producing clean, directional gradients across the scene. Start and end points of the color can be defined by X, Y, and Z coordinates. Radial - Color interpolation radiates outward from a central point. Values transition based on distance from the center, creating circular gradients, halos, or spotlight-like effects. RADIUS CENTER POINT

Blend Mode

Normal - The lighting event is applied directly without blending. Its color and intensity fully replace any underlying lighting values. Multiply - Lighting values are multiplied with the existing lighting, resulting in darker output. This mode is useful for adding shadows, depth, or dimming effects without introducing new light. Screen - Lighting values are inverted, multiplied, and then inverted again, producing a brighter result. Screen is commonly used to add light, glow, or highlights while preserving detail. Overlay - Combines Multiply and Screen behavior based on the underlying lighting. Dark areas become darker and bright areas become brighter, increasing contrast while maintaining overall balance. Add - Lighting values are added to the existing lighting, increasing brightness and intensity. This mode is ideal for energetic effects, flares, or emphasizing peaks. Subtract - Lighting values are subtracted from the existing lighting, reducing brightness. Useful for creating cutouts, fades, or dramatic lighting drops. Darken - For each color channel, the darker value between the event and underlying lighting is used. This preserves shadows and prevents the lighting from becoming brighter than what already exists. Lighten - For each color channel, the lighter value between the event and underlying lighting is used. This preserves highlights and ensures the lighting does not reduce existing brightness.

Fade In/Out

Decimal

Method - Defines how the fade is calculated over time. The method determines the curve or behavior of the transition, such as linear, eased, or custom, shaping how smoothly or dramatically the fade progresses. Units - Specifies the measurement used to evaluate the fade. -Percentage - Defines the fade length as a proportion of the total event duration. The fade-in completes after the specified percentage of the event has elapsed, allowing the transition to scale automatically with longer or shorter events. -Time Length - Defines the fade duration explicitly in time. This sets how long the fade-in takes from start to completion, independent of other units or scene scaling, ensuring consistent timing across the animation. -Normalize - Controls whether fade values are scaled to a consistent range. When enabled, the fade is automatically adjusted so its output fits within expected minimum and maximum limits, ensuring smooth, predictable transitions regardless of input values. Length - Sets the duration or extent of the fade.

Inspector for constant lighting event
Constant color being manipulated to pink

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