Notch Notch Manual 0.9.23
 Light | Dark


Add a point or spot Light.



Method #

Add a Light node into the scene.

Attach the Target Node input to any object, to have the light track that object.
The default light node is a spotlight, in the node properties use the Light Type drop-down menu to toggle between Spot, Omni.

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


These properties control the 3D transforms of the node. Transforms will generally be inherited by child nodes, although they can be ignored through the Inherit Transform Channels attributes.

Position XMove along the local x-axis.
Position YMove along the local y-axis.
Position ZMove along the local z-axis.
Rotation HeadingRotate around the local y-axis.
Rotation PitchRotate around the local x-axis.
Rotation BankRotate around the local z-axis.
Scale XScale along the local x-axis.
Scale YScale along the local y-axis.
Scale ZScale along the local z-axis.

Toggle which transform channels should be inherited from the parent node. By default, all transforms will be inherited.

Position XToggle inheritance of the X Position from the parent.
Position YToggle inheritance of the Y Position from the parent.
Position ZToggle inheritance of the Z Position from the parent.
Rotation HeadingToggle inheritance of the Rotation Heading from the parent.
Rotation PitchToggle inheritance of the Rotation Pitch from the parent.
Rotation BankToggle inheritance of the Rotation Bank from the parent.
Scale XToggle inheritance of the X Scale from the parent.
Scale YToggle inheritance of the Y Scale from the parent.
Scale ZToggle inheritance of the Z Scale from the parent.
World Position OnlyInherit the world position from the parent only, rotation and scale will be ignored. Overrides above properties.
Inherit TimeToggle inheritance of time from the parent.

These properties control the core behaviours of the node.

Light TypeChoose 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 ModelSets light to physically based or legacy
ColourThe colour of the light.
Light Cone AngleChange the size of the area the light covers. Only usable with the spotlight selected in the “Light Type” attribute.
Light Inner Cone AngleChange the inner angle of the lights focus.
BrightnessHow bright the light is.
Scattering IntensityHow much the light is scattered by the light, creating a simple fog around it.
Falloff ModeChange 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 DistanceInner distance within which the light remains at full strength
Attenuation DistanceMaximum distance the light reaches.
Falloff PowerChange how strong the falloff for the light is between the Inner Attenuation Distance and the Attenuation Distance.
Penumbra Falloff PowerHow quickly the edges of the spotlight falloff.
Disable Cone AttenuationWhen enabled, the cone attenuation for the spotlight is disabled.
Project ImageSelect an image to be projected from the light.
Projection Map AmountHow much the image affects the projection.
IES ProfileIES 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 can be found here.
Show Light ConeShow a cone in the scene to represent the lights current position and rotation.

These properties control shadow properties from the light.

Casts ShadowsToggle whether baked shadows are applied to the objects lit by the light node.
Shadow Map TypeChange 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.
  • Ray Traced : Soft shadows are ray traced. Raytracing must be enabled in the Root Node.
Shadow Map SizeChange the resolution of the shadow map.
Penumbra Softness ModeHow 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 SoftnessChange how much softness is applied to the shadow edges.
Invert ShadowsToggles on and off inverting the cast shadows.
Z BiasIncreasing Z bias will improve the accuracy of grounding objects to their shadows.
Post FilterToggles on and off post filter.
TranslucencyAllows translucent shadows to be generated by Glass Materials.
Raytraced Shadow SamplesSets the number of samples used to calculate raytraced shadows.


NameDescriptionTypical Input
Projection ImageAdd in an image to be projected by the light. Only functions with deferred rendering enabled. Useful for adding gobos to lights, or making a simple projector light. Only works when the Light Type is set to Spot.Video Loader
Affected NodesChoose which nodes are affected by the light node. by default, all are affected.3D Object
Texture Projection NodeControls the direction the image is projected from, independant of the light. Only functions if an image is being projected from the light.Null
Multi-Source ControllerDepreciated feature.
Transform ModifierApply the transforms of another node to this node.Null
Target NodeModifiy the rotations of the node to always direct the z axis towards the input.Null
Local Transform OverrideApply the transforms of another node to this node, relative to its parent.Null