Using light boxes and light areas
Light clipping boxes and areas are used for the implementation of deferred light clipping in CryENGINE. It is a tool that will enable interior spaces to be lit far better and more accurately than they had been in previous iterations of the CryENGINE.
Getting ready
Using light boxes and light areas is highly dependent on the situation. In this example, you should have already completed the prior recipe on Optimizing the levels with VisAreas and portals.
How to do it...
Let's test the process of using a light box:
Drag-and-drop the light box from the Area tab in the RolloutBar.
Next add a light to your scene.
In the lights entity links, add a link to the light box.
The light must have the DeferredClipBounds property set to True. Once set to true, you will see the light will be clipped to that volume.
A deferred light that is linked to either a LightShape or a LightBox will be clipped to that volume regardless of whether it is inside the volume or not: