Hi,
As mentioned in our previous post, we are currently working a small modeling tool, and we would like to keep the scene lighting deliberately simple.
Ideally, we would like to have an ambient light that affects the whole scene uniformly, without having a position or direction and without casting any shadows. In other words, we are looking for something closer to a constant ambient contribution than to a traditional Directional, Point, or Spot Light.
We went through the Flax lighting documentation and noticed that SkyLight is described as providing ambient lighting. In particular, it has an Additive Color property that can be used to apply a custom ambient color, and its Radius can be set to a very high value to affect the scene globally.
However, as we understand it, SkyLight is primarily intended for image-based lighting and uses a cubemap/scene capture to compute irradiance. Therefore, we are not sure whether it can be configured to behave as a completely uniform ambient light, independent of any sky/cubemap and lighting direction.
Is there a way to achieve this with the existing SkyLight, for example by relying only on its Additive Color?
Or is there another mechanism in Flax that would allow us to add a simple constant ambient-light contribution to every surface in the scene, without using Emissive materials and without producing shadows?
Apologies if some parts of this post seem repetitive compared to the previous one, but we felt it was better not to mix all the topics together.
Thanks! ![]()