# Lighting

## Beams

The <mark style="color:blue;">Max Spotlight Range</mark> settings are used to extend or reduce the global beam distance rendering.&#x20;

Reducing it can help to increase the rendering performance *(A distance of 200m is not needed in a small room)*.

![Max Spotlight Range - 5m](/files/cMl0FSVzG1y6ZjTnDxHH) ![Max Spotlight Range - 50m](/files/tMB1BBWUOJffXjoH6XUS)

## **Fog & Haze**

The Fog & Haze can be adapted to your need by adjusting 2 main parameters:&#x20;

* Density
* Texture *(clouds)*

### Density

The Fog & Haze density represents the amount of Fog & Haze visible on the scene.

![Density - 0%](/files/I8eRdgaC0xfyCRTSzwrw) ![Density - 20%](/files/dZzj9Tc2IWMwfEjFmVQo) ![Density - 200%](/files/EGxVgUCdZzy6LsFcosht)

### Clouds

The Fog & Haze clouds can be adapted to your need by adjusting the transparency *(structure)* of the clouds and their size *(scale).*

![Clouds Scale - 100x (small texture)
Structure Clouds - 20% (low transparency)](/files/4bEvphJ0w04YpNkxZZH5) ![Clouds Scale - 17x (big texture)
Structure Clouds - 95% (high transparency)](/files/LH5CNDR0jkOVvzPHVPmc)

## **Gobo & Projection**

| Lense Aberration | Simulates the effect of chromatic aberration on the light lense. |
| ---------------- | ---------------------------------------------------------------- |

## Ambient Indirect Lighting

The ambient lighting feature, renders an approximation of indirect lighting in realtime.&#x20;

<figure><img src="/files/VuHTvAUQX1QgIJr2h0Di" alt=""><figcaption><p>Indirect Lighting On/Off</p></figcaption></figure>

The "Haze" property can also adds a depth haze effect to the scene.&#x20;

{% hint style="info" %}
&#x20;Keep the scene (head) light ![](/files/0V2mpVbVVvvHSJ5YQ3Kn) off, otherwise it might look unrealistic.&#x20;
{% endhint %}

## Indirect Lighting Volume

The calculation and quality of indirect lighting is depending on the size of your scene. Therefore Depence automatically uses the maximum boundaries of all 3D models in the Scene. But sometimes there are objects bigger or far away from the point of interest. In those cases it is better to manually define the important area. This can be done with an Indirect-Lighting-Volume object.

1. Go the Main Menu : `Create > Rendering > Indirect Lighting Volume`
2. Adjust the size to cover the important area of your scene

<figure><img src="/files/AYcJSz9NM094fwy1GD6M" alt=""><figcaption><p>Indirect Lighting Volume</p></figcaption></figure>


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