Lighting plays a massive role in creating the right vibe, so I’d like to share my thoughts on this and explain a bit about the lighting features in Limscape. Broadly speaking, there are two types of light sources.
The first, and least resource-intensive, is an emissive material. It acts like a softbox—it doesn’t cast hard shadows, but it can create visual artifacts (noisy dots on surfaces) if the emissive object is too small.
The second type is the actual light source, which is much more resource-intensive. It produces practically no artifacts and has a large visibility range. However, having just 4 of these lights in a scene with a range of 3000 units already puts a significant load on the system. Therefore, if you need to illuminate a larger area over a greater distance, it's better to increase the bounced light parameter