quinton is creating a game and is working on lighting is he wants the lighting in his scene to com from office light bulbs he has places which type of lighting should he use

1 answer

To create realistic lighting that mimics office light bulbs, Quinton should use point lights or area lights in his game engine.

  1. Point Lights: These emit light uniformly in all directions from a single point, similar to how incandescent or fluorescent bulbs operate. If the office bulbs are meant to simulate traditional bulbs, point lights would be appropriate as they create a warm glow and cast shadows, adding depth to the scene.

  2. Area Lights: If he wants to create a more diffused lighting effect (similar to larger office light fixtures or fluorescent lights), area lights can simulate the way light spreads in a more even manner over an area. They are useful for creating soft shadows and more natural light distribution.

Additionally, adjusting the color temperature to a warmer tone (like 3000K–4000K) and experimenting with the intensity and range of the lights can also help achieve a more authentic office environment. Quinton may also want to incorporate some ambient light to balance the scene and avoid overly harsh contrasts.