An Omnidirectional light is a type of Light3D that emits light in all directions. The light is attenuated by distance and this attenuation can be configured by changing its energy, radius, and attenuation parameters.
SHADOW_DUAL_PARABOLOID = 0
Shadows are rendered to a dual-paraboloid texture. Faster than SHADOW_CUBE, but lower-quality.
SHADOW_CUBE = 1
Shadows are rendered to a cubemap. Slower than SHADOW_DUAL_PARABOLOID, but higher-quality.
Controls the distance attenuation function for omnilights.
A value of 0.0
smoothly attenuates light at the edge of the range. A value of 1.0
approaches a physical lighting model. A value of 0.5
approximates linear attenuation.
Note: Setting it to 1.0
may result in distant objects receiving minimal light, even within range. For example, with a range of 4096
, an object at 100
units receives less than 0.1
energy.
Note: Using negative or values higher than 10.0
may lead to unexpected results.
The light's radius. Note that the effectively lit area may appear to be smaller depending on the omni_attenuation in use. No matter the omni_attenuation in use, the light will never reach anything outside this radius.
Note: omni_range is not affected by Node3D.scale (the light's scale or its parent's scale).
See ShadowMode.