Emissive lighting
This scene reproduces the Cornell box commonly used for CG rendered lighting tests and exploration. In this case, rather than use light actors in the scene, we'll see how far we can get by just using the Emissive property of a Material assigned to a BSP in the scene. There are numerous cases where this would be a good way to go; it all boils down to being able to get realistic dispersion of light around the form of the light source. If your light is a cable or tube, or is enclosed (as shown next) then it is inefficient, and sometimes difficult, to manage several PointLights spread around the area.
Getting ready
Load the provided map Packt_08_CornellEmissive_Start.UDK. There are two BSP boxes in the scene and a PlayerStart actor.
How to do it...
Select the BSP floor surface, right-click, and choose Select Surfaces | All Matching Brush (Shift + B).
In the Material Editor, highlight the Material Packt.Material.Packt_CornellBase and then right-click in the editor and choose Apply...