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.
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.
Let's test the process of using a light box:
There is a common problem of light bleeding becoming apparent with the deferred approach: the boundaries of lighting are not controllable. Deferred light for example placed in one room can bleed through the wall into another room.
Thankfully, there is a tool available for artists where they can specify a custom stencil culling geometry for each light source in the scene.
This approach is very cheap provided that the clipping geometry is rather coarse and the stencil tagging is very fast on consoles.
You may want to know the limits of using light shapes or what occurs when trying to link to multiple light shapes.
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