class-description NEWS COMMUNITY STORE TUTORIALS SIGN UP LOGIN LOGOUT ROKOJORI NEWSLETTER SIGN UP LOGIN LOGOUT NEWS COMMUNITY STORE TUTORIALS TOGGLE FULLSCREEN VOLLBILD AN/AUS ObjectNodeNode3DVisualInstance3DLight3D OmniLight3D
Omnidirectional light, such as a light bulb or a candle.

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.

Enum ShadowMode<>():Enum

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.

float omni_attenuation<>():float

Controls the distance attenuation function for omnilights.

A value of 0.0 will maintain a constant brightness through most of the range, but smoothly attenuate the light at the edge of the range. Use a value of 2.0 for physically accurate lights as it results in the proper inverse square attenutation.

Note: Setting attenuation to 2.0 or higher may result in distant objects receiving minimal light, even within range. For example, with a range of 4096, an object at 100 units is attenuated by a factor of 0.0001. With a default brightness of 1, the light would not be visible at that distance.

Note: Using negative or values higher than 10.0 may lead to unexpected results.

float omni_range<>():float

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).

ShadowMode omni_shadow_mode<>():ShadowMode

See ShadowMode.




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