User Manual: Lighting Behavior¶
This page describes what lighting usually looks like on splats and which controls give the safest, fastest results.
What You Should Expect Visually¶
- Splats react to direct lights, but shading is not identical to mesh materials.
- Shadowed areas should read clearly, with strength controlled by project lighting settings.
- Scene readability depends on both direct lighting and indirect/environment contribution.
- Lighting changes should be visible after adjusting light intensity, direction, or shadow strength.
Common Confusion Points¶
- "Everything looks flat": usually too little direct light or no meaningful light direction.
- "Shadows are too harsh": shadow strength is likely too high for the scene style.
- "Shadows seem missing": the light may not cast shadows, or receiver settings are too weak.
- "One level looks correct, another does not": each scene can have different environment and post-processing setup.
Which Setting Knobs Are Safe to Tweak First¶
direct_light_scale(first control for stronger/weaker light response)indirect_sh_scale(ambient fill amount)shadow_strength(how heavy shadows read)- Keep bias controls for later fine-tuning
Reference: - Project settings reference
When to Use Troubleshooting Docs¶
Use troubleshooting docs when lighting remains broken after initial adjustments:
- persistent incorrect shadow behavior
- severe flicker or unstable lighting from frame to frame
- startup/runtime shader errors affecting light or shadow output
Start here: - Recurring issues
Deeper Architecture (Engineers)¶
For shader/path internals and constraints: - Lighting system architecture - Render pipeline architecture