Lights intensity

A light source does not necessarily emit light uniformly, the emitted light will be more or less intense : 

These variations in the intensity can be measured and can be simulated in Predict Engine.


The definition of a light's intensity on the UVR Light Settings component depends on the light type :

Directional lights

Lights of type "Directional" are perfect models that simulates the light coming from a single direction like an infinitely small point, infinitely far away. 


A directional light irradiance section has the following properties :

You can find other orders of magnitude for the expected illuminance values here : https://en.wikipedia.org/wiki/Orders_of_magnitude_%28illuminance%29.

There can only be one sun in the sky at a time in Predict Engine. The lights that are considered to be suns are : directional lights with a non-null radius, and environment lights. If an environment light is defined on the camera currently rendering, all directional lights in the scene will be considered as perfect : their radius will be ignored.

Luminaire lights (Point lights, Spot lights, Area lights)

Luminaire lights are defined by their intensity profile. They can be of any form.

Uniform lights

A uniform light emits light with a constant intensity and the same spectrum across the surface :


A uniform light intensity has the following properties :

You can find other orders of magnitude for the expected power values here : https://en.wikipedia.org/wiki/Lumen_%28unit%29.

The uniform light model is mainly designed to mimic the behaviour of spherical lights. To model planar light sources, please look into lambertian lights.

Lambertian lights

A lambertian light emits light with a constant luminance and the same spectrum across the surface :


A lambertian light intensity has the following properties :

You can find other orders of magnitude for the expected power values here : https://en.wikipedia.org/wiki/Lumen_%28unit%29.

The lambertian light model is mainly designed to mimic the behaviour of planar lights. To model spherical light sources, please look into uniform lights.

Radiometric lights

A radiometric light is entirely defined by a single measure :


A radiometric light has the following properties :

You can find other orders of magnitude for the expected power values here : https://en.wikipedia.org/wiki/Lumen_%28unit%29.

Photometric lights : IES profiles

A photometric light is similar to a radiometric light but its emitted spectrum is not stored with the angular and spectral behaviour measure :


A photometric light has the following properties :

IES lights can be previewed in the Unity Scene view using Gizmos :

You can find other orders of magnitude for the expected power values here : https://en.wikipedia.org/wiki/Lumen_%28unit%29.

The *.ies file also defines a geometry associated with the light. You can load this geometry with the “Load IES Geometry” button. The geometry will be added to the light’s GameObject. The geometry dimension will be defined depending on the current scene scale.

The supported types for IES files are type A and type C only, type B is not supported yet.
If you need support for other formats like LDT or CIB, please contact us or use a third party converter.

Display lights (Area lights only)

Display lights represent displays of any kind (Screen, HUD, ...) and are defined by their luminance profile. They are expected to be planar.

Uniform display

A uniform display is similar to a uniform light except it is defined by its luminance profile instead of its intensity profile. It emits light with a constant luminance and the same spectrum across the surface :


A uniform light intensity has the following properties :

You can find other orders of magnitude for the expected luminance values here : https://en.wikipedia.org/wiki/Orders_of_magnitude_%28luminance%29.

RGB displays

A display (or HUD screen) is an emitting rectangular surface made of pixels. Each pixel can emit a different colour but they all have the same angular and spectral behaviour :


An RGB display has the following properties :

You can find other orders of magnitude for the expected luminance values here : https://en.wikipedia.org/wiki/Orders_of_magnitude_%28luminance%29.

Measured displays

A display (or HUD screen) is an emitting rectangular surface made of pixels. Each pixel can emit a different colour but they all have the same angular and spectral behaviour. Apart from the texture displayed on the screen, measured displays are entirely measured :


A measured display has the following properties :

The measurement of a display is performed using  ELDIM EZConstrast MS88 and consists in measuring the emitted angular spectral radiance for each red, blue and green channels at nine pixel levels : 0, 31, 63, 95, 127, 159, 191, 223, 255. Each measurement should be exported from the ELDIM proprietary format (.i3dx) to the ELDIM binary data format (.dat).

The final measure should be composed of three directories (“blue”, “green”, and “red”) each containing the set of measurements for the corresponding pixel channel. You can give the three directories separately, or give one main directory that contains the three directories. 

One set of measurement is composed of nine *.dat files, one for each pixel level of the given channel. Files are read in lexicographic order so we recommend to add trailing zeros in the file name, for instance : red031.dat for pixel level 31 of the red channel.

Measured displays are big sets of data, they can take some time to load. You can enable an option in the performance settings of Predict Engine to load measured displays faster but with some imprecisions.

If you have display data in a different format, please contact us.