Method
Emit light from a rectangular area, giving a soft light across a scene. An image texture can be input to emit light from the image based on a texture.
*This light is great for producing a long flat light source.
Example |
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Nodegraph Example |
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Transform
Name |
Description |
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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 y-axis. |
Rotation Pitch |
Rotate the object about the x-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 |
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Colour |
The colour of the light. |
Light Cone Angle |
Change the size of the area the light covers. |
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.
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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. |
Double Sided |
Toggle whether light is emitted from both sides of the area light. |
Visible Surface |
Toggle whether the Area Light Surface is visible to the light. |
Show Light Cone |
Show a cone in the scene to represent the lights current position and rotation. |
Shadows
Name |
Description |
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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.
- Raytraced, Generates soft, transparent shadows.
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Shadow Map Size |
Change the resolution of the shadow map. |
Soften Shadows |
Toggle whether the shadows have soft edges. |
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.
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Shadow Softness |
Change how much softness is applied to the shadow edges. |
Apply Baked Shadows |
Toggle whether baked shadows are applied to the objects lit by the light node. |
Z Bias |
How much of the shadow is displayed by the Z axis from the light |
Parallel Projection |
Choose if the shadows are rendered parallel form each other. |
Parallel Projection Area |
Choose if the shadows are rendered parallel form each other. |
Inputs
Name |
Description |
Typical Node Input |
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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. |
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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
The outputs section for this node is currently being worked on.