Sky lights are a very good choice for outdoor scenes where a lot of sky is visible. Under the hood a Sky Light uses a cube texture and samples it (low mip map) to simulate realistic directional irradiance. A Sky Light can use a custom texture or a baked one. To update the capture, press the Bake button under the object properties.
|Color||Light emission color.|
|Additive Color||Additional light color to add. Source texture colors are sumed with it. Can be used to apply a custom ambient color.|
|Radius||Light range (in world units). Use a very high value to apply light globally.|
|Brightness||Light brightness parameter. Controls the intensity of the light emitted by this actor.|
|View Distance||Controls light visibility range. The distance at which the light becomes completely faded. Use a value of 0 to always draw a light.|
|Mode||Defines the sky light source mode. Possible options:|
|Sky Distance Threshold||Distance from the light at which any geometry should be treated as part of the sky (in world units).
|Custom Texture||Custom light texture. Used only if Mode is set to Custom Texture.|
If Mode is set to Capture Scene, then use the Bake button to update the captured image.
To learn more about cube textures in Flax see this page.
Volumetric Fog Properties
|Scattering Intensity||Controls how much this light will contribute to the Volumetric Fog. When set to 0, there is no contribution.|
|Cast Shadow||If checked, light will cast a volumetric shadow to Volumetric Fog. Also shadow casting by this light should be enabled in order to make it cast volumetric fog shadows.|
To learn more about Volumetric Fog effect see this page.