User Guide (Version 1.13)

Environment Probe

Component entity system is in preview release and is subject to change.

Use the Environment Probe component to achieve the right visual quality for a space. Environment probes help to determine proper reflections, ambient diffuse values, particle diffuse values, and shadow colors.

For information about how to blend environment probes to create a smooth transition, for example, from day to night, see Blending Environment Probes.

The Environment Probe component has the following settings:


Shows the light.

On initially

Specify if the light is on when created.

General Settings

See the following general settings:


The color of the light.

Default value: 0xFFFFFFFF

Diffuse multiplier

Sets the strength of the diffuse color.

Default value: 1

Specular multiplier

Sets the strength of the specular brightness.

Default value: 1

Environment Probe Settings

See the following environment probe settings:

Area dimensions

The width, height, and depth in meters of the environment probe's effective area.

Sort priority

Priority number for probe rendering. Lower priority numbers (for example, 0 or 1) are rendered on top of the higher priority numbers (for example, 100).

Default value: 0


Cubemap resolution in pixels that is generated by this probe.

Default value: 256

Box projected

Enables box projection. Does not require regeneration of the cubemap.

Box height

Height of the box projection.

Box length

Length of the box projection.

Box width

Width of the box projection.

Attenuation falloff

The value that the light begins to falloff. For example, a value or 1.0 means the light starts to fall off at 1.0 meter.

Specify a value from 0.0 to 1.0.


See the following options:

View distance multiplier

Adjusts the maximum view distance. For example, 1.0 uses the default and 1.1 is 10% farther than the default.

Default value: 1

Minimum spec

Minimum specular at which the light is enabled.

Default value: Low

Voxel GI mode

Mode for light interaction with voxel global illumination (GI).

Default value: None

Ignore vis areas

Light ignores vis areas.

Indoor only

Light is only rendered indoors.

Affects this area only

Light affects only the immediate area.

Volumetric fog only

Light affects only volumetric fog.

Volumetric fog

Light affects volumetric fog and surrounding area.


See the following animation settings:


Type a number to specify a preset light animation curve to play as defined in the Light.cfx file. Valid values are 0 to 48. You can also use values 40 to 48 for testing and debugging.

Default value: 0


Multiple of the base animation rate. For example, a value of 2.0 makes an animation play twice as fast.

Default value: 1


Animation start offset from 0 to 1. A value of 0.1 is 10% into the animation. For example, you can use this setting to prevent lights in the same scene, with the same animation, from being animated in unison.

Default value: 0

Cubemap Generation

See the following cubemap generation settings:


Click Generate to generate or regenerate a cubemap for this probe. The button is enabled only when Use customized cubemap is deselected.

View cubemap

Displays a preview of the cubemap in the viewport. You can only select this option when a cubemap exists.

Use customized cubemap

If selected, you can specify a custom cubemap for Cubemap asset. If deselected, a cubemap is generated.

Cubemap asset

File path for the cubemap asset.

For more information about the Environment Probe component, see the following:

EBus Request Bus Interface

Use the following request functions with the EBus interface to communicate with other components of your game.

For more information about using the event bus (EBus) interface, see Working with the Event Bus (EBus) System.

All light components share common Ebus functions. For more information, see Light Components EBus Request Bus Interface.