Method

Add a Light node into the scene.

Example
Nodegraph Example

Transform

Name Description
Position X Move its position along the x-axis in local space.
Position Y Move its position along the y-axis in local space.
Position Z Move its position along the z-axis in local space.
Rotation Heading Rotate the object about the x-axis.
Rotation Pitch Rotate the object about the y-axis.
Rotation Bank Rotate the object about the z-axis.
Scale X Scale along the x-axis.
Scale Y Scale along the y-axis.
Scale Z Scale along the z-axis.

Inherit Transform Channels

Toggle which transform channels should be inherited. By default, all are on.

Attributes

Name Description
Light Type Choose which type of light is used in the scene.
  • Spot, light is emitted from a point within a restricted cone.
  • Omni, light is emitted in all directions from a point.
Lighting Model Sets light to physically based or legacy
Colour The colour of the light.
Light Cone Angle Change the size of the area the light covers. Only usable with the spotlight selected in the “Light Type” attribute.
Light Inner Cone Angle Change the inner angle of the lights focus.
Brightness How bright the light is.
Scattering Intensity How much the light is scattered in the scene, creating a bright area around the light.
Falloff Mode Change how the light falloff is calculated.
  • Inner / Outer Radius (Legacy), light falloff is calculated between the inner and outer radii.
  • Inv-Squared Distance (Physical), the light falloff is calculated based on a physically accurate system.
Inner Attenuation Distance Inner distance within which the light remains at full strength
Attenuation Distance Maximum distance the light reaches.
Falloff Power Change how strong the falloff for the light is between the Inner Attenuation Distance and the Attenuation Distance.
Penumbra Falloff Power How quickly the edges of the spotlight falloff.
Disable Cone Attenuation When enabled, the cone attenuation for the spotlight is disabled.
Project Image Select an image to be projected from the light.
Projection Map Amount How much the image affects the projection.
IES Profile IES light profiles are published lighting profiles from manufacturers that show the lighting energy and patterns produced by their lighting systems. Notch is able to use these profiles to accurately replicate real-world lighting in its environments. A good resource site for these profiles is Lithonia lighting which can be found here: Lithonia Lighting
Show Light Cone Show a cone in the scene to represent the lights current position and rotation.

Shadows

Name Description
Casts Shadows Toggle whether baked shadows are applied to the objects lit by the light node.
Shadow Map Type Change how the shadow maps are calculated.
  • PCF (Standard), Generates harsher edged shadows.
  • Variance (Soft), Generates smooth, soft shadows.
  • Sharp Shadow Map, Generates hard, sharp shadows using a hybrid raytracing / shadow map technique.
Shadow Map Size Change the resolution of the shadow map.
Penumbra Softness Mode How the softness of the shadow penumbra is generated.
  • Constant, shadows have a constant penumbra, regardless of distance from the light.
  • Varying, the shadow penumbra is greater the further away it is from the light source.
Shadow Softness Change how much softness is applied to the shadow edges.
Invert Shadows Toggles on and off inverting the cast shadows.
Z Bias Increasing Z bias will improve the accuracy of grounding objects to their shadows.
Post filter Toggles on and off post filter.
Raytraced Shadow Samples Sets the number of samples used to calculate raytraced shadows.

Inputs

Name Description Typical Node Input
Projection Image Add in an image to be projected by the light. Video Loader
Affected Nodes Choose which nodes are affected by the light node. by default, all are affected. 3D Object
Texture Projection Node Connect a node from which to project the image from. Only functions if an image is being projected from the light. Null
Multi-Source Controller Depreciated feature.
Transform Modifier Links all transform properties to the input node. Null
Target Node Always faces the x-axis towards the inputs anchor point. Null
Local Transform Override Override the transformation values of the node, relative to its parent. Null

Outputs

All nodes connected to this node are treated as if flowing to the parent node, and inherits any transformation changes along the chain.