Light

Light  -  Illuminate 3D renderers

LightV9 LightV9 LightV9 LightV9

In every Light you’ll find theses same parameters (except AmbientLight Icon Ambient Light ):

  • One color by light passes : diffuse / specular / volumetric : see components of SurfaceGeometryRenderer Icon Surface and VolumetricLightLayer Icon Volumetric Light to understand the matching parameters of theses emissions.
  • Attenuation is a curve representing the intensity of the light given the distance from it’s emission point. Attenuation is in falloff by default but can by set to any FunctionV9 Icon Function . Note that the falloff is represented inside the ViewportWorkspaceComponent Icon Viewport through the lights helpers.

Lights01 Lights01

Note that in the case of DirectionalLight Icon Directional Light and ProjectorLight Icon Projector Light (and more to come) if you go in advanced parameters mode, you’ll have access to the Shadow parameters and scene bounding box which is the box in which shadows will be computed. In that section you can adjust the shadow map samples and narrow the area where shadow will be computed.

LightsShadow LightsShadow

Last thing you must know about lights is that by default the got a white map as input (which is easier to adjust their color and all) but in any light (again except AmbientLight Icon Ambient Light ) you can put anything as light map.

For example, here it’s an image from the Smode pack under the projector Light:

Lights03 Lights03


Variables:

  • Placement: Placement of the light