Notch Notch
Manual 1.0 Manual 0.9.23
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Lighting

Lighting

Updated: 4 Dec 2023

Shades particles based on the area of effect from lights.

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Method #

This node shades particles based on scene lighting. The lighting calculation is an approximation based on the particle’s distance to the light and its facing direction, which is determined by either the particle’s normal if available or the orientation of the camera, giving a specular-like result. The Facing Direction Amount parameter controls the weighting of the facing direction effect so it can be blended out, leaving only the attenuation distance to generate the lighting effect.

Shadows cast between particles are not calculated by this node. To calculate shadows from particles use either the Volume Shadow Shading or Voxel Cone Shading nodes.

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.

ParameterDetails
Position X Position x in local space
Position Y Position y in local space
Position Z Position z in local space
Rotation Heading Rotation around y axis in local space
Rotation Pitch Rotation around x axis in local space
Rotation Bank Rotation around z axis in local space
Scale X Scale along the x axis in local space
Scale Y Scale along the y axis in local space
Scale Z Scale along the z axis in local space

Control the inheritance of the transforms from the parent.

ParameterDetails
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.

ParameterDetails
Facing Direction Amount Weighting of the facing direction calculation as part of the lighting effect.
Facing Angle Range The angle range of the facing direction calculation: larger values produce a softer result.
Blend Mode Choose how the particle colours blend to the source colours
Blend Amount Control how much the new shading affects the particles.

Inputs

NameDescriptionTypical Input
Affecting LightsThe light nodes used to calculate lighting on the particles.Light
Affected EmittersChoose which particle emitters can be affected by the affector.Primitive Emitter
Transform ModifiersApply 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