The game doesn’t have any form of dynamic global Illumination, so Larian uses LightProbe to capture HDRI map around itself and then calculate and “bake” indirect lighting.
There are 2 types of light probes:
Since I make levels mostly for one picture, I always use Distant one and then move it around to tune the lighting for my needs.
You should use Local for interiors and stuff, or to adjust some specific parts.
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A level must have at least one Distant light probe
Do not edit Intensity. I think it does nothing in the actual game, haven’t really tested though
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Don’t forget that you can also change its size using Edit shape bounds tool (square with dots with a rhombus shaped square inside) in the tool bar
To render them, you need to select LightProbe and toggle forth and back Inifinite Capture or Enabled (I haven’t figure out a better consistent way) to update the lighting; you should see the changes immediately, and then you can save your level.
The difference between a level with correctly rendered LightProbes and one with incorrectly rendered:
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Incorrect
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Correct
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In the incorrectly-rendered level, there’s no indirect lighting, which results in harsh shadows.
Whenever you make changes with a probe, you need to save your level in order for the LightProbe to save the rendered HDRI maps !!! If you have a lot of LightProbes, EACH LightProbe will render the map for EACH LightingResources in the LightingTrigger, so rendering will take some time !!! You should mainly focus on 1-4 LightingResources, and when you are finished with the level, only then add additional LightingResources, and make the final render.
Level has better and correct lighting. Gives you flexibility over controlling your lighting. Reflective materials need them to correctly reflect, with no light probes, these materials will be black.