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.
Parameters
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.
Parameter Details
Position X Move along the local x-axis.
Position Y Move along the local y-axis.
Position Z Move along the local z-axis.
Rotation Heading Rotate around the local y-axis.
Rotation Pitch Rotate around the local x-axis.
Rotation Bank Rotate around the local z-axis.
Scale X Scale along the local x-axis.
Scale Y Scale along the local y-axis.
Scale Z Scale along the local z-axis.
Control the inheritance of the transforms from the parent.
Parameter Details
Position Toggle inheritance of the Position from the parent.
Rotation Toggle inheritance of the Rotation from the parent.
Scale Toggle inheritance of the Scale from the parent.
World Position Only Inherit the world position from the parent only, rotation and scale will be ignored. Overrides above properties.
Inherit Time Toggle inheritance of time from the parent.
These properties control the core behaviours of the node.
Parameter Details
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 by the light, creating a simple fog around it.
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 can be found here.
Show Light Cone Show a cone in the scene to represent the lights current position and rotation.
These properties control shadow properties from the light.
Parameter Details
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.
- Ray Traced : Soft shadows are ray traced. Raytracing must be enabled in the Root Node.
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.
Translucency Allows translucent shadows to be generated by Glass Materials.
Raytraced Shadow Samples Sets the number of samples used to calculate raytraced shadows.
Inputs
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.
Parameter | Details |
---|---|
Position X | Move along the local x-axis. |
Position Y | Move along the local y-axis. |
Position Z | Move along the local z-axis. |
Rotation Heading | Rotate around the local y-axis. |
Rotation Pitch | Rotate around the local x-axis. |
Rotation Bank | Rotate around the local z-axis. |
Scale X | Scale along the local x-axis. |
Scale Y | Scale along the local y-axis. |
Scale Z | Scale along the local z-axis. |
Control the inheritance of the transforms from the parent.
Parameter | Details |
---|---|
Position | Toggle inheritance of the Position from the parent. |
Rotation | Toggle inheritance of the Rotation from the parent. |
Scale | Toggle inheritance of the Scale from the parent. |
World Position Only | Inherit the world position from the parent only, rotation and scale will be ignored. Overrides above properties. |
Inherit Time | Toggle inheritance of time from the parent. |
These properties control the core behaviours of the node.
Parameter | Details |
---|---|
Light Type | Choose which type of light is used in the scene.
|
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 by the light, creating a simple fog around it. |
Falloff Mode | Change how the light falloff is calculated.
|
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 can be found here. |
Show Light Cone | Show a cone in the scene to represent the lights current position and rotation. |
These properties control shadow properties from the light.
Parameter | Details |
---|---|
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.
|
Shadow Map Size | Change the resolution of the shadow map. |
Penumbra Softness Mode | How the softness of the shadow penumbra is generated.
|
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. |
Translucency | Allows translucent shadows to be generated by Glass Materials. |
Raytraced Shadow Samples | Sets the number of samples used to calculate raytraced shadows. |
Name | Description | Typical Input |
---|---|---|
Projection Image | Add 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. | Loader |
Affected Nodes | Choose which nodes are affected by the light node. by default, all are affected. | 3D Object |
Texture Projection Node | Controls 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 Controller | Depreciated feature. | |
Transform Modifiers | Apply the transforms of another node to this node. | Null |
Target Node | Modifiy the rotations of the node to always direct the z axis towards the input. | Null |
Local Transform Override | Apply the transforms of another node to this node, relative to its parent. | Null |