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Lighting with the Graphics plugin

Every lighting button and slider in hanmen's Graphics plugin, what it does and when to reach for it.

Requirements
  • Graphics (hanmen), included in Better Repack

Press F5 to open Graphics. This covers lighting only, and it is written for Studio. Every range and default below is read out of the plugin itself.

The first thing worth knowing is that lighting is split across two tabs, and neither of them is called “Lighting”:

  • Environment holds the sky and the ambient light that fills your whole scene.
  • Lights holds every individual light, their shadows, and volumetric shafts.
Reflections are somewhere else again. Reflection intensity, bounces and resolution are lighting settings, but they live under the Probes tab, not either of these two.

Part 1. Environment: your ambient light

This is the soft, directionless light that fills everything. It is usually the difference between characters that read properly and characters that look muddy or washed out.

ControlRangeWhat it does
SourceSkybox / Trilight / Flat, default SkyboxWhere ambient light comes from. Skybox derives it from the actual sky image, so a sunset cubemap washes warm light from above and cooler bounce from below. Trilight blends three colours you pick by direction. Flat applies one colour from everywhere.
Intensity0 to 10, default 1Skybox mode only. How much the sky lights your characters. It does not change how bright the sky looks behind them. This is the first slider to touch when a scene is too dark or too washed out.
Exposure0 to 8, default 1Skybox mode only, if the sky supports it. Brightens the sky itself, and the lighting follows. Use it when the backdrop image is wrong; use Intensity when only the lighting is wrong.
Rotation0 to 360, default 0Skybox mode only, if supported. Spins the sky. This aims the sun or the brightest cloud where you want it, and is a fast way to change the direction of ambient light on a face.
Skybox TintDefault mid greySkybox mode only, if supported. Colours the sky and its light. Mid grey is neutral; brighter lifts, darker crushes, hue shifts push the whole scene warm or cool.

Trilight and Flat colours

These replace the skybox sliders when you move Source off Skybox.

ControlRangeWhat it does
Sky ColorTrilight onlyAmbient arriving from overhead. Lands on tops of heads and shoulders. Pale blue reads as daylight, warm reads as indoor ceiling bounce.
Horizon ColorTrilight onlyAmbient arriving from the sides at eye level. This does most of the work on faces, so it matters most.
Ground ColorTrilight onlyAmbient bouncing up off the floor. Fills under the chin and thighs. Match your actual floor: wood bounces warm, grass bounces green.
Ambient LightFlat onlyOne colour from every direction, no shaping at all. Keep it dark, since a bright value flattens everything fast.
Careful: moving Source away from Skybox unloads your cubemap. You lose the sky image, not just its lighting. Switch back to Skybox and re-pick it from the grid to get it back.

Part 2. Choosing a sky

At the top of the tab, CUBEMAP SKYBOX: is a read-only readout of what is loaded (or “(None)”). Below it is a grid of thumbnails, one per installed skybox, click one to load it instantly as both backdrop and light source. No custom skyboxes installed gives you “No custom cubemaps found”.

The panel below that changes completely depending on which type of sky you loaded. The six types are mutually exclusive, so pick your sky first, then tune.

Procedural sky (Unity Skybox Settings)

A sky generated mathematically, so you dial in time of day instead of hunting for an image.

ControlRangeWhat it does
Sun SourceGrid of directional lightsWhich light drives this sky. Rotate that light and the sun moves with it, this is how you set time of day. Point it near the horizon for sunrise/sunset.
SunNone / Simple / HighQualityHow the sun disc is drawn. None for overcast, Simple is cheap, HighQuality gives a proper glow and is what you want if the sun is in shot.
Sun Size0 to 1Size of the sun disc. Small reads as hard midday; large reads as sunset or an alien world.
Sun Size Convergence1 to 10How tightly the glow gathers around the disc. Low spreads a broad haze, high pulls it into a tight ball. HighQuality sun only.
Atmosphere Thickness0 to 5How much air the light travels through. Low goes airless and dark; high scatters into a hazy orange, which is the fastest fake sunset.
Sky TintColourColours the upper dome. Because this sky feeds ambient, it recolours your characters too.
Ground ColorColourThe half below the horizon. It provides your bounce colour from underneath.
Exposure0 to 8Overall sky brightness. Doubles as a master brightness for the whole environment.

Two Point Color sky

A minimal studio sky: two coloured lobes over a plain background. Good for clean portrait lighting with no scenery.

ControlRangeWhat it does
Colour AColourThe first ambient lobe, your key side of the wrap.
Intensity A0 to 2How strongly A contributes. At 0 that side of the wrap disappears.
Box Size (A)Four typed numbersX, Y, Z, W aiming and shaping lobe A. The first three set direction: raise Y to push it overhead. Small changes move it a lot.
Colour BColourThe second lobe. Set it opposite A’s temperature for a classic warm/cool split, or near-black for a dramatic single-sided look.
Intensity B0 to 2How strongly B contributes. Drop toward 0 to let A dominate and deepen the shadow side.
Box Size (B)Four typed numbersSame as A. Point it roughly opposite for even wrap, or bunch both to one side for falloff.

Four Point Gradient sky

Four independently aimed lobes. This is the one for hand-built stylised lighting, you can build a whole studio rig in ambient alone: key, fill, rim and floor bounce.

ControlRangeWhat it does
Color1 – Color4ColourThe four lobe colours. A common split is key, fill, rim, and ground bounce.
Direction1 – Direction4Three typed numbers eachX, Y, Z aiming each lobe. Raise Y for overhead, go negative for underneath, X and Z swing it around the subject.
Exponent1 – Exponent40 to 40 eachHow tightly each colour focuses. Low smears it into a broad soft wash; high squeezes it into a tight accent. This is your softness dial per lobe.

Hemisphere sky

The simplest of all: three colours stacked top to bottom. Fast and predictable.

ControlRangeWhat it does
North PoleColourStraight overhead. Lights tops of heads and shoulders.
EquatorColourThe horizon band at eye level. Faces sit here, so it has the biggest effect.
South PoleColourStraight down, your floor bounce. Keep it darker than Equator unless you want an uplit look.

AIO sky (the dynamic day/night sky)

A full simulated sky with animated clouds, a moon and stars. It blends between day, sunset and night automatically based on how you rotate the light you set as Sun Source, you do not pick the time of day directly.

SUN

ControlRangeWhat it does
Sun SourceGrid of directional lightsThe master time-of-day control. Rotating this light drives the sun’s position and whether the sky renders as day, sunset or night.
Sun ColorColourColour of the sun disc. Warm for natural, white for harsh midday, deep red for sunset.
Sun Min0 to 0.02Size of the sun’s solid core. The range is tiny, so very small numbers make large changes.
Sun Max0.9 to 1Where the sun’s soft edge falls off. Nearer 1 gives a crisper rim.
Sun Glow0 to 0.2Halo bleeding around the sun. Raise for a hazy hot sun, 0 for a clean disc.

SKY

ControlRangeWhat it does
Atmosphere Start-0.2 to 0.2Where the horizon haze band begins. Negative starts it below the horizon.
Atmosphere End0 to 1Where the haze finishes going up. Low hugs the horizon; high drags murk up the dome.
Day Sky / Day AtmosphereColourDaytime dome colour, and the paler haze near the horizon.
Day Range-1 to 1How much of the sun’s arc counts as day. Raise it to hold the day look longer as the sun drops.
Sunset SkyColourThe sky while the sun is near the horizon. This is the single biggest lever on golden-hour shots.
Sunset Range-1 to 1How wide the sunset window is. Raise it to stretch golden hour into an easy target.
Night Sky / Night AtmosphereColourNight dome, and horizon glow. A slight lift on the atmosphere suggests distant city light.
Night Range-1 to 1How much of the arc counts as night. Raise it to make night arrive earlier and linger.

Clouds, stars and ground. These shape the backdrop rather than your character lighting directly, but the sky still feeds ambient, so they matter.

ControlRangeWhat it does
Clouds Density-1 to 1Master coverage. Negative thins toward clear, positive piles on toward overcast. First cloud slider to reach for.
Clouds Density Sky Edge0 to 1.5How much cloud survives near the horizon. High closes the scene in.
Clouds Thickness0.0001 to 0.3How deep and solid the cloud is, versus how much sky it covers.
Clouds Scale0 to 5Size of the formations. Low gives huge sweeping shapes, high gives small puffs.
Dome Curved-2 to 2Bends the cloud projection, reading as how high the ceiling sits.
Detail Scale 01–030 to 2 eachThree stacked layers of fine edge detail, smooth-and-painterly through to crunchy.
Sun Light Power0 to 10How hard the sun hits the clouds. High gives hot blown tops against dark undersides.
Day Clouds Transmission0 to 5How much light passes through cloud. High makes them translucent and glowing.
Day Transmission ColorColourThe colour of light coming through thin cloud, the silver-lining glow.
AmbientLight0 to 1Fills the shadowed undersides of day clouds. Low gives near-black storm bellies.
Clouds Brightness-1 to 1Overall lift or crush of day clouds.
Clouds Contract0 to 1Contrast within day clouds. High makes them read three-dimensional.
Moon Light / Moon Light PowerColour / 0 to 10Colour and strength of moonlight on night clouds.
Night Transmission Color / Night Clouds TransmissionColour / 0 to 5Glowing edges on night cloud when the moon is behind them.
Night Ambient Light0 to 1Fill on shadowed night cloud. Keep low so night holds its darks.
Night Clouds Brightness / Contrast-1 to 1 / 0 to 1Lift and punch of night clouds against the sky.
Clouds Shadow Weight0 to 1How strongly clouds self-shadow. High gives deep storm depth.
Sun Z Offset-0.5 to 0.5Cheats where the cloud lighting thinks the sun is, for when the composition needs the bright patch somewhere the sun can’t be.
Clouds PanTwo typed numbersDirection and speed clouds drift. Animation only.
Clouds Rotation0 to 7Spins the cloud layer without animating it, a framing control.
Time Scale0 to 0.05How fast clouds reshape. 0 freezes them.
Distortion Time0 to 0.05How fast the churn inside clouds animates. 0 freezes it.
BG Scale / BG Rotate0 to 0.5 / -7 to 7Star field size and rotation. Low scale gives large sparse stars.
Moon Scale1 to 40Moon size. High gives the huge cinematic moon.
Moon PositionThree typed numbersPlaces the moon exactly where the composition wants it.
Fog Color / Fog LevelColour / 0 to 1The sky’s own horizon haze. Raise Level to swallow the horizon and hide an abrupt set edge.
Ground Color / Ground LevelColour / -0.5 to 0.85The plain ground below the horizon, and where the horizon line sits. Use Level to line it up with your set’s floor.

Ground Projection sky

Normally a sky sits infinitely far away and can never line up with your floor. This type wraps the lower half onto a ground plane so the backdrop meets your set. It also carries its own colour grading, so you can grade the backdrop without touching scene post.

ControlRangeWhat it does
GROUND PROJECTIONToggle, default offThe whole point of this sky. On, the lower half projects onto a ground plane so a low camera sees terrain sitting flat instead of curving away. The two below do nothing until this is on.
Horizon-1 to 1, default 0Lines the projected horizon up with your set’s floor so the seam disappears.
Scale-50 to 50, default -30How far the virtual ground sits, so how big the world reads. Large magnitudes give a vast landscape; small pull the horizon in close.
Rotation Z-180 to 180, default 0Spins the sky to aim a feature where you want it, centred on 0 so you can swing either way.
Temperature-100 to 100, default 0White balance. Negative cools, positive warms. The standard way to match a stock sky to your placed lights.
Tint-100 to 100, default 0The green/magenta half of white balance. Kills the green cast stock outdoor HDRIs often carry.
Vibrance-1 to 1, default 0Saturates muted colours while leaving vivid ones alone. Negative drains toward bleak grey.
Perceptual0 to 1, default 0.5How the saturation weighs against perceived brightness. Leave near the middle unless Vibrance looks odd.
Hue-180 to 180, default 0Rotates every colour. Small nudges shift blue toward teal; large values give alien skies.
Offset0 to 1, default 0Lifts the blacks for a faded filmic haze. Keep at 0 for punchy night blacks.
Power0 to 2, default 1Bends the midtones. Below 1 opens the sky up, above 1 goes moodier.
Slope0 to 2, default 1Scales brightness, biting hardest in highlights. Use Offset/Power/Slope as blacks/mids/highlights.

Part 3. The Lights tab

Lights are split into Directional, Point and Spot sub-tabs, and the list only shows lights matching the tab you are on. Markers after a light’s name tell you what it is doing: a sun symbol for the sun source, a radiation symbol for volumetric, [aura] for Aura fog, [cam] for camera-attached.

ControlRangeWhat it does
Light rowClickSelects that light for editing below.
Per-light switchOn/Off, default OnTurns that one light on or off. A light that is off shows nothing in the inspector but “disabled”, so turn it on before you try to edit it.
Folder rowClickLights parented to a workspace folder collapse under a folder row with a count. Essential once you have a dozen rims and fills.
ALL ONButtonSwitches on every light of the current type.
ALL OFFButtonSwitches off every light of the current type. This is the standard way to light a scene: kill everything, then bring lights back one at a time.
Sync SelectOn/Off, default OnLinks selection with the Studio workspace tree both ways, so picking a light here also grabs its gizmo.
ExpandOn/Off, default OnAuto-opens the folder a selected light lives in so it is never hidden.
+ButtonAdds a light of the current type. In Studio it creates a real workspace light, undoable, saved with the scene, movable with the gizmo.
• • •50 and up, default 200Drag the dotted bar to resize the list. The height sticks between sessions.

Part 4. Per-light settings

ControlRangeWhat it does
LIGHT NAMETextRenames the light, and mirrors the name onto the workspace tree. Name them Key, Rim, Practical. Typing the original name back removes the custom one.
Light ColorRGB 0–255The light’s colour. Warm keys near 255/240/214 and cool fills near 200/220/255 are good starting points for skin that isn’t flat.
Intensity0 to 8, ceiling adjustable, default 1Brightness. The minus/plus buttons beside it move the slider’s ceiling by 1, so you can push well past 8 for blown-out looks.
Indirect Multiplier0 to 8, default 1How much this light bounces as indirect. Only does anything in scenes with GI data, so in most Studio maps it does nothing visible.
Linear IntensityToggleA global renderer switch that lives in the per-light panel. Flipping it rescales the brightness of every light at once.
Vertical Rotation-90 to 90Directional only. Tilts up/down. Around -50 is a high sun; near 0 sits it on the horizon for long shadows; positive lights from below.
Horizontal Rotation-179.9 to 180Directional only. Spins it around the scene. Use with Vertical to get the key off-axis from the lens, this is what kills the flat look.
Light Range0.1 to 500Point/Spot. How far it reaches before fading to nothing. If a light seems to do nothing to a distant character, this is usually why.
Spot Angle1 to 179Spot only. Cone width. Under ~30 is a hard theatrical beam. Above 90 pops a warning because shadows visibly degrade.
Sun SourceToggle, default OffDirectional only. Marks this light as the scene’s sun, so sky, fog and underwater take their cue from it. Only one light can hold it.
Additional Cam LightToggle, default OffDirectional/Spot only, and only for lights you added. Pins the light to the camera so it rides along. While on, the rotation sliders become an offset from the camera’s aim instead of world angles.

Part 5. Shadows

The big quirk: only Shadow Type is always visible. Everything else in this section only appears once Shadow Type is set to Soft. On Hard shadows there is nothing to tune at all.
ControlRangeWhat it does
Shadow TypeNone / Hard / SoftNone is right for fill lights that would otherwise muddy the scene with a second shadow. Soft is what you want for almost all posing, and is the only setting that reveals the rest.
Strength0 to 1How dark the shadow is. At 1 the shadowed area gets nothing from this light. Lower it to lift crushed blacks without adding a fill.
Softness0 to 1The name Strength takes on point/spot lights when Next-Gen Soft Shadows is on globally. Same control underneath.
Bias0 to 2, default 0.05Pushes the shadow off the surface casting it. Raise it if you see shadow acne or stripey moire on skin. Too far and shadows detach and float.
Normal Bias0 to 3A gentler fix for acne than plain Bias, try this first. Too much eats thin shadows like hair strands and fingers.
Near Plane0 to 10How close an object must be before it casts. Raising it cleans up artefacts at the cost of nearby objects losing shadows.
Custom ResolutionDefault / 512 / 1024 / 2048 / 4096 / 8192 / 16KShadow map size for this one light. Push a key to 4096+ for clean edges on close-up faces, but each step costs real VRAM.

Part 6. Cookies

Projects a texture through the light like a real gobo. Spot and point lights only, directional lights don’t get this. Cookies are the fastest way to make flat CG lighting look like it came from somewhere real: blinds, leaves, window panes.

ControlRangeWhat it does
Enable Cookie TextureToggle, default OffTurns projection on and reveals the picker.
Cookie Texture:ReadoutWhich texture is loaded, or None.
ClearButtonRemoves the cookie and returns a plain unshaped beam. Only appears once one is loaded.
Cookie texture gridClickThumbnails of every valid cookie for this light type; the current one is outlined in cyan. Spot lights use flat textures, point lights use cube textures, each from their own folder.
Reload Cookie TexturesButtonRescans the folders. Press it after dropping in new files without restarting.

Part 7. Layers

ControlRangeWhat it does
Culling MaskOne button per layer, all on by defaultWhich layers this light illuminates. This is the tool for lighting a character without touching the map, or rimming hair only. Switch off everything except what you want.
Render ModeAuto / ForcePixel / ForceVertexHow much effort the renderer spends. ForcePixel guarantees full quality on a key so it never silently degrades. ForceVertex is cheap and only fit for distant fill.

Part 8. Volumetric light shafts

Read this first. The master VOLUMETRIC LIGHT RENDERER is off by default and gates everything. The classic trap is enabling volumetrics on a light, seeing no beams, and assuming it's broken. Find it under the Lights tab's Volumetrics sub-tab (it's mirrored in Post Processing).
ControlRangeWhat it does
VOLUMETRIC LIGHT RENDERERToggle, default OffMaster switch. Turning it off kills every beam without touching per-light settings, which makes it a great A/B compare and a quick way to reclaim framerate while posing.
ResolutionFull / Half / Quarter, default HalfBuffer size for the shafts. Full for a final still where a beam cuts a hard edge; Quarter while posing.
Use Bilateral BlurToggle, default OnSmooths the buffer while keeping edges. Leave it on, at Half/Quarter it’s what stops beams looking blocky against silhouettes.
Visualize Light TextureToggle, default OffDiagnostic view showing just the raw volumetric buffer on black. Great for tuning a faint beam. Switch it off before rendering.

Then per light (the header is spelled VOLEMETRIC SETTINGS, that’s a typo in the plugin, not a different feature):

ControlRangeWhat it does
Enable Volumetric LightToggle, default OffMakes this light throw visible shafts. Every volumetric light is a full render pass, so use it on the one or two lights that sell the shot.
Sample Count1 to 32, default 8Steps along each ray. Low bands the shaft into stripes; 16–24 is a good still. This is the single biggest performance cost.
Scattering0 to 3, default 0.10How thick the air is, so how visible the beam is. The main creative dial and the first to touch.
Extinction0 to 0.1, default 0How fast the beam fades with distance. At 0 a long shaft looks like a solid painted bar. The range is tiny, so small changes matter.
Skybox Extinction0 to 1, default 0How much the haze dims the sky behind the beam. Raise it outdoors so the whole scene reads as hazy; 0 for a clean interior shaft.
Mie G0 to 0.999, default 0.10How much the beam throws light forward. High values flare dramatically only when the camera looks toward the light, crank it for backlit shots.
Height FogToggle, default OffMakes the haze pool low instead of filling evenly. Reveals the two below.
Height Scale0 to 0.5, default 0.10How fast fog thins going up. Low gives a tight mat of ground mist.
Ground Level-100 to 100, default 0The height the fog settles at. Match your floor, or raise it to float a bank at chest height.
NoiseToggle, default OffBreaks the beam up with drifting cloud. A perfectly clean shaft reads as CG; a broken one reads as photographed.
Noise Scale0 to 0.2, default 0.02Size of the blotches. The range is small, so move in small steps.
Noise Intensity0 to 1, default 1How hard the noise carves in. Pull to about a third if it distracts from the character.
Noise Intensity Offset0 to 1, default 0.30Lifts the pattern so the beam never fully breaks. This decides between subtle texture and a shredded beam.
Noise VelocityX/Y, default 3.00 / 3.00Drift speed. Set both to 0 for stills.
Max Ray Length0 to 1000, default 400How far shafts travel. Only actually affects directional lights, point and spot beams are bounded by Light Range instead.
Shaped beams need shadows. If the light's Shadow Type is None, the haze is uniform and you will never get the beams-through-a-window look, because nothing is blocking the light in the fog. Set the light to cast shadows first, then tune Scattering.

Part 9. Aura (only if you have Aura 2)

A separate, higher-quality fog system. This whole section only appears when Aura 2 is on the light, and the global Aura layer has to be on too.

ControlRangeWhat it does
Enable Aura LightToggle, default OffLets this light feed the Aura fog volume so it lights the air, not just surfaces.
Strength0 to 1, default 1.00How much it feeds the fog. Drop it when a bright key blows out the atmosphere but its surface lighting is right.
Use ScatteringDefault / True / FalseWhether it scatters. Set False on a light you want lighting surfaces but staying invisible in the air.
Override Scattering / Overriding ScatteringToggle / 0 to 1, default 0.50Lets this light ignore the global scattering and use its own.
Scattering Bias-1 to 1, default 0Nudges scattering off the global without a full override. Positive pushes glow toward camera.
Override Color / Overriding ColorToggle / RGBMakes the fog around this light a different colour than the light. Good for a warm practical throwing cool haze.
Enable Out Of Phase ColorToggle, default OffAdds a second colour seen when looking away from the light, the two-tone cinematic fog look.
Out Of Phase Color / StrengthRGB, default cyan / 0 to 1, default 0.10The away-facing colour and how strong. Keep strength low; a little reads clearly. Cool here against a warm key is the teal-and-orange trick.
Use ShadowToggle, default OnWhether fog respects shadows. On is what carves beams out of window frames. Off is a uniform glow, and cheaper.
Use CookieToggle, default OnProjects the cookie into the fog too, so the beam itself carries the pattern.
Cookie Distance Falloff (Start / End / Power)0 to 1 (0.10 / 0.25) / 0.10 to 10 (2.00)Where the cookie pattern fades in along the beam and how sharply.
Distance Falloff (Threshold / Power)0 to 1 (0.50) / 0.10 to 10 (2.00)Where the fog starts dropping off with distance, and the curve. Lower threshold hugs the haze to the source.
Angular Falloff (Threshold / Power)0 to 1 (0.80) / 0.10 to 10 (2.00)How far toward the cone edge fog stays full before fading. High power gives a hard-edged beam.
Aura and the volumetric renderer are two separate systems. Enabling both stacks them, which usually reads as a mistake. Pick one per scene.

Gotchas worth knowing

  • The Environment tab is heavily contextual. Only a fraction of its controls are on screen at once, and Exposure / Rotation / Tint only appear if the loaded sky actually supports them. Don’t be surprised when the panel changes shape as you switch skies.
  • “Default from the sky asset” means the value isn’t fixed by the plugin, each skybox file ships its own. The only fixed defaults are Intensity (1), Exposure (1), Rotation (0), Tint (mid grey) and the ground-projection group.
  • Every slider has a typed number box. For the very narrow ranges (Sun Min, Time Scale, Noise Scale) type the value instead of dragging.
  • The Intensity ceiling is global. The minus/plus buttons change it for every light, and it sticks for the session. Typing a number above the ceiling raises it silently.
  • Sun Source is exclusive. Turning it on for a new light takes it off the old one.
  • Animation speeds keep running in the viewport. For stills set Clouds Pan, Time Scale, Distortion Time and Noise Velocity to 0, or two shots you meant to match won’t.
  • Map Light Presets don’t exist in Studio. The Save / Load / Reset Map Lights buttons are only drawn outside Studio. In Studio the scene file already saves all of this when you save the scene.
  • Height Scale has a load quirk: a light saved without a height-fog value restores at 1.0, above the slider’s own max of 0.5. It reads pinned until you touch it, and then you can’t get back above 0.5.
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