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.

Nodegraph Example


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 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.


Name Description
Colour The colour of the light.
Brightness How bright the light is.
Scattering Intensity How much the light is scattered in the scene, creating a bright area around the light.
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.
Visible Surface Casts Shadows Toggle whether the Area Light Surface can cast shadows from other light sources.
Raytraced This will enable raytracing for the area light, allowing soft shadows to be cast. Only works with Raytracing enabled in the Root node
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.
Apply Specular Control whether this light applies specular light onto objects.
Apply Diffuse Control whether this light applies diffuse light onto objects.
Show Light Cone Show a cone in the scene to represent the lights current position and rotation.


Name Description
Raytraced Shadow Samples How many samples will be taken per frame for raytracing. Best used with continuous refinement enabled and the RT Refinement
Invert Shadows Invert the shadows made by this light.
Z Bias Increasing Z bias can improve the accuracy of grounding objects to their shadows.
Post Filter Apply a filter to the light map which blurs the output result, smoothing it out.
Translucency Allows translucent shadows to be generated by Glass Materials.


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


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