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 ObjectNodeNode3DVisualInstance3D Light3D
Provides a base class for different kinds of light nodes.
Light3D is the abstract base class for light nodes. As it can't be instantiated, it shouldn't be used directly. Other types of light nodes inherit from it. Light3D contains the common variables and parameters used for lighting.
Enum Param<>():Enum

PARAM_ENERGY:null = 0
Constant for accessing light_energy.


PARAM_INDIRECT_ENERGY:null = 1
Constant for accessing light_indirect_energy.


PARAM_VOLUMETRIC_FOG_ENERGY:null = 2
Constant for accessing light_volumetric_fog_energy.


PARAM_SPECULAR:null = 3
Constant for accessing light_specular.


PARAM_RANGE:null = 4
Constant for accessing [member OmniLight3D.omni_range] or [member SpotLight3D.spot_range].


PARAM_SIZE:null = 5
Constant for accessing light_size.


PARAM_ATTENUATION:null = 6
Constant for accessing [member OmniLight3D.omni_attenuation] or [member SpotLight3D.spot_attenuation].


PARAM_SPOT_ANGLE:null = 7
Constant for accessing [member SpotLight3D.spot_angle].


PARAM_SPOT_ATTENUATION:null = 8
Constant for accessing [member SpotLight3D.spot_angle_attenuation].


PARAM_SHADOW_MAX_DISTANCE:null = 9
Constant for accessing [member DirectionalLight3D.directional_shadow_max_distance].


PARAM_SHADOW_SPLIT_1_OFFSET:null = 10
Constant for accessing [member DirectionalLight3D.directional_shadow_split_1].


PARAM_SHADOW_SPLIT_2_OFFSET:null = 11
Constant for accessing [member DirectionalLight3D.directional_shadow_split_2].


PARAM_SHADOW_SPLIT_3_OFFSET:null = 12
Constant for accessing [member DirectionalLight3D.directional_shadow_split_3].


PARAM_SHADOW_FADE_START:null = 13
Constant for accessing [member DirectionalLight3D.directional_shadow_fade_start].


PARAM_SHADOW_NORMAL_BIAS:null = 14
Constant for accessing shadow_normal_bias.


PARAM_SHADOW_BIAS:null = 15
Constant for accessing shadow_bias.


PARAM_SHADOW_PANCAKE_SIZE:null = 16
Constant for accessing [member DirectionalLight3D.directional_shadow_pancake_size].


PARAM_SHADOW_OPACITY:null = 17
Constant for accessing shadow_opacity.


PARAM_SHADOW_BLUR:null = 18
Constant for accessing shadow_blur.


PARAM_TRANSMITTANCE_BIAS:null = 19
Constant for accessing shadow_transmittance_bias.


PARAM_INTENSITY:null = 20
Constant for accessing light_intensity_lumens and light_intensity_lux. Only used when [member ProjectSettings.rendering/lights_and_shadows/use_physical_light_units] is true.


PARAM_MAX:null = 21
Represents the size of the Param enum.
Enum BakeMode<>():Enum

BAKE_DISABLED:null = 0
Light is ignored when baking. This is the fastest mode, but the light will not be taken into account when baking global illumination. This mode should generally be used for dynamic lights that change quickly, as the effect of global illumination is less noticeable on those lights.
Note: Hiding a light does not affect baking LightmapGI. Hiding a light will still affect baking VoxelGI and SDFGI (see [member Environment.sdfgi_enabled]).


BAKE_STATIC:null = 1
Light is taken into account in static baking (VoxelGI, LightmapGI, SDFGI ([member Environment.sdfgi_enabled])). The light can be moved around or modified, but its global illumination will not update in real-time. This is suitable for subtle changes (such as flickering torches), but generally not large changes such as toggling a light on and off.
Note: The light is not baked in LightmapGI if editor_only is true.


BAKE_DYNAMIC:null = 2
Light is taken into account in dynamic baking (VoxelGI and SDFGI ([member Environment.sdfgi_enabled]) only). The light can be moved around or modified with global illumination updating in real-time. The light's global illumination appearance will be slightly different compared to BAKE_STATIC. This has a greater performance cost compared to BAKE_STATIC. When using SDFGI, the update speed of dynamic lights is affected by [member ProjectSettings.rendering/global_illumination/sdfgi/frames_to_update_lights].
set get float distance_fade_begin<>():float set get
The distance from the camera at which the light begins to fade away (in 3D units).

Note: Only effective for OmniLight3D and SpotLight3D.
set get bool distance_fade_enabled<>():bool set get
If true, the light will smoothly fade away when far from the active Camera3D starting at distance_fade_begin. This acts as a form of level of detail (LOD). The light will fade out over distance_fade_begin + distance_fade_length, after which it will be culled and not sent to the shader at all. Use this to reduce the number of active lights in a scene and thus improve performance.

Note: Only effective for OmniLight3D and SpotLight3D.
set get float distance_fade_length<>():float set get
Distance over which the light and its shadow fades. The light's energy and shadow's opacity is progressively reduced over this distance and is completely invisible at the end.

Note: Only effective for OmniLight3D and SpotLight3D.
set get float distance_fade_shadow<>():float set get
The distance from the camera at which the light's shadow cuts off (in 3D units). Set this to a value lower than distance_fade_begin + distance_fade_length to further improve performance, as shadow rendering is often more expensive than light rendering itself.

Note: Only effective for OmniLight3D and SpotLight3D, and only when shadow_enabled is true.
set get bool editor_only<>():bool set get
If true, the light only appears in the editor and will not be visible at runtime. If true, the light will never be baked in LightmapGI regardless of its light_bake_mode.

set get float light_angular_distance<>():float set get
The light's angular size in degrees. Increasing this will make shadows softer at greater distances (also called percentage-closer soft shadows, or PCSS). Only available for DirectionalLight3Ds. For reference, the Sun from the Earth is approximately 0.5. Increasing this value above 0.0 for lights with shadows enabled will have a noticeable performance cost due to PCSS.

Note: light_angular_distance is not affected by [member Node3D.scale] (the light's scale or its parent's scale).
Note: PCSS for directional lights is only supported in the Forward+ rendering method, not Mobile or Compatibility.
set get int light_bake_mode<>():int set get
The light's bake mode. This will affect the global illumination techniques that have an effect on the light's rendering.

Note: Meshes' global illumination mode will also affect the global illumination rendering. See [member GeometryInstance3D.gi_mode].
set get Color light_color<>():Color set get
The light's color in nonlinear sRGB encoding. An overbright color can be used to achieve a result equivalent to increasing the light's light_energy.

set get int light_cull_mask<>():int set get
The light will affect objects in the selected layers.

Note: The light cull mask is ignored by VoxelGI, SDFGI, LightmapGI, and volumetric fog. These will always render lights in a way that ignores the cull mask. See also [member VisualInstance3D.layers].
set get float light_energy<>():float set get
The light's strength multiplier (this is not a physical unit). For OmniLight3D and SpotLight3D, changing this value will only change the light color's intensity, not the light's radius.

set get float light_indirect_energy<>():float set get
Secondary multiplier used with indirect light (light bounces). Used with VoxelGI and SDFGI (see [member Environment.sdfgi_enabled]).

Note: This property is ignored if light_energy is equal to 0.0, as the light won't be present at all in the GI shader.
set get float light_intensity_lumens<>():float set get
Used by positional lights (OmniLight3D and SpotLight3D) when [member ProjectSettings.rendering/lights_and_shadows/use_physical_light_units] is true. Sets the intensity of the light source measured in Lumens. Lumens are a measure of luminous flux, which is the total amount of visible light emitted by a light source per unit of time.

For SpotLight3Ds, we assume that the area outside the visible cone is surrounded by a perfect light absorbing material. Accordingly, the apparent brightness of the cone area does not change as the cone increases and decreases in size.
A typical household lightbulb can range from around 600 lumens to 1,200 lumens, a candle is about 13 lumens, while a streetlight can be approximately 60,000 lumens.
set get float light_intensity_lux<>():float set get
Used by DirectionalLight3Ds when [member ProjectSettings.rendering/lights_and_shadows/use_physical_light_units] is true. Sets the intensity of the light source measured in Lux. Lux is a measure of luminous flux per unit area, it is equal to one lumen per square meter. Lux is the measure of how much light hits a surface at a given time.

On a clear sunny day a surface in direct sunlight may be approximately 100,000 lux, a typical room in a home may be approximately 50 lux, while the moonlit ground may be approximately 0.1 lux.
set get bool light_negative<>():bool set get
If true, the light's effect is reversed, darkening areas and casting bright shadows.

set get Texture2D light_projector<>():Texture2D set get
Texture2D projected by light. shadow_enabled must be on for the projector to work. Light projectors make the light appear as if it is shining through a colored but transparent object, almost like light shining through stained-glass.

Note: Unlike BaseMaterial3D whose filter mode can be adjusted on a per-material basis, the filter mode for light projector textures is set globally with [member ProjectSettings.rendering/textures/light_projectors/filter].
Note: Light projector textures are only supported in the Forward+ and Mobile rendering methods, not Compatibility.
set get float light_size<>():float set get
The simulated size of the light in Godot units, affecting shading and shadows. For OmniLight3Ds and SpotLight3Ds, increasing this value simulates a spherical area light, expanding the size of specular highlights. If shadows are enabled, a penumbra is rendered, making shadows appear blurrier. For AreaLight3Ds, only the shadows are affected. Penumbras are simulated with percentage-closer soft shadows, or PCSS, which has a noticeable performance cost for values above 0.0.

Note: light_size is not affected by [member Node3D.scale] (the light's scale or its parent's scale).
Note: PCSS for positional lights is only supported in the Forward+ and Mobile rendering methods, not Compatibility.
set get float light_specular<>():float set get
The intensity of the specular blob in objects affected by the light. At 0, the light becomes a pure diffuse light. When not baking emission, this can be used to avoid unrealistic reflections when placing lights above an emissive surface.

set get float light_temperature<>():float set get
Sets the color temperature of the light source, measured in Kelvin. This is used to calculate a correlated color temperature which tints the light_color.

The sun on a cloudy day is approximately 6500 Kelvin, on a clear day it is between 5500 to 6000 Kelvin, and on a clear day at sunrise or sunset it ranges to around 1850 Kelvin.
set get float light_volumetric_fog_energy<>():float set get
Secondary multiplier multiplied with light_energy then used with the Environment's volumetric fog (if enabled). If set to 0.0, computing volumetric fog will be skipped for this light, which can improve performance for large amounts of lights when volumetric fog is enabled.

Note: To prevent short-lived dynamic light effects from poorly interacting with volumetric fog, lights used in those effects should have light_volumetric_fog_energy set to 0.0 unless [member Environment.volumetric_fog_temporal_reprojection_enabled] is disabled (or unless the reprojection amount is significantly lowered).
set get float shadow_bias<>():float set get
Used to adjust shadow appearance. Too small a value results in self-shadowing ("shadow acne"), while too large a value causes shadows to separate from casters ("peter-panning"). Adjust as needed.

set get float shadow_blur<>():float set get
Blurs the edges of the shadow. Can be used to hide pixel artifacts in low-resolution shadow maps. A high value can impact performance, make shadows appear grainy and can cause other unwanted artifacts. Try to keep as near default as possible.

set get int shadow_caster_mask<>():int set get
The light will only cast shadows using objects in the selected layers.

set get bool shadow_enabled<>():bool set get
If true, the light will cast real-time shadows. This has a significant performance cost. Only enable shadow rendering when it makes a noticeable difference in the scene's appearance, and consider using distance_fade_enabled to hide the light when far away from the Camera3D.

set get float shadow_normal_bias<>():float set get
Offsets the lookup into the shadow map by the object's normal. This can be used to reduce self-shadowing artifacts without using shadow_bias. In practice, this value should be tweaked along with shadow_bias to reduce artifacts as much as possible.

set get float shadow_opacity<>():float set get
The opacity to use when rendering the light's shadow map. Values lower than 1.0 make the light appear through shadows. This can be used to fake global illumination at a low performance cost.

set get bool shadow_reverse_cull_face<>():bool set get
If true, reverses the backface culling of the mesh. This can be useful when you have a flat mesh that has a light behind it. If you need to cast a shadow on both sides of the mesh, set the mesh to use double-sided shadows with [constant GeometryInstance3D.SHADOW_CASTING_SETTING_DOUBLE_SIDED].

set get float shadow_transmittance_bias<>():float set get
Color get_correlated_color<>():Color
Returns the Color of an idealized blackbody at the given light_temperature. This value is calculated internally based on the light_temperature. This Color is multiplied by light_color before being sent to the RenderingServer.

float get_param<>( int param=, param:int=, ):float
Returns the value of the specified [enum Light3D.Param] parameter.

void set_param<>( int param=, param:int=, float value=, value:float=, ):void
Sets the value of the specified [enum Light3D.Param] parameter.




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