Directional & Emission Light

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The Vertexix viewport in PBR View lit by the Directional Light, with an emissive surface glowing and blooming past the Bloom Threshold
The viewport in PBR View, lit by the Directional Light with an emissive material blooming past threshold.

Directional Light

ControlRangeDefault
Azimuth0–360°30°
Elevation-90–90°45°
Color—white
Intensity0–203.0

Intensity runs to 20 here, well past OpenGL View's own 0–5 light — this light replaces what used to be two fixed point lights with inverse-square falloff with one true directional light that has none, so its numbers are a re-tuned approximation of the old look rather than a direct conversion.

Emission Light

ControlRangeDefault
Emissive Boost0–102.5
Bloom Threshold0–51.0

Emissive Boost is how much brighter emissive (glowing) surfaces render than their texture's own color — it's also what lets them clear the Bloom Threshold below. Bloom Threshold sets how bright a pixel must be before it blooms; lower values catch more of the image. See Post Processing for the bloom intensity control this threshold feeds into.