In what situation should we use LightingOnly or DetailLighting view modes?

SQEX Japanese guys’re asking about how to use “Lighting only” and “Detail Lighting” view modes.

the two modes override their materials using LightingOnlyBrightness.

106201-aaa.png

I realize that “Lighting Only” mode entirely overrides opaque and masked materials to a material that diffuse is set to LightingOnlyBrightness. But lightmaps are rendered on meshes. and the specular value is set to 0.

And I realize that “Detail lighting” mode overrides opaque and masked material’s dffuse and specular.
Diffuse is derived from LightingOnlyBrightness and Specular is set to 0.1f by default.

But in what situation should we use these view modes?
For example, in Paragon, these how the two view modes are used?
Or is there any good method or debug using the two view modes?

Regards,

Personally I use lighting only when I want to see how clean the lightmap results are, completely removing the material. Detail lighting then lets you look at lightmaps with the material’s normal and roughness incorporated. You can now inspect the impact of the material’s normal and roughness without the BaseColor getting in the way.

These viewmodes often come into play when something is too dark (say a character) and you need an answer to the question ‘is it from the lighting or the material’.

Thank you for the detailed information!
I understand when we should use them and will tell Japanese devs this information.

Regards,
Nori