Class OmniLight3D
Omnidirectional light, such as a light bulb or a candle.
- Inheritance
-
OmniLight3D
Remarks
An Omnidirectional light is a type of Light3D that emits light in all directions. The light is attenuated by distance and this attenuation can be configured by changing its energy, radius, and attenuation parameters.
Note: When using the Mobile rendering method, only 8 omni lights can be displayed on each mesh resource. Attempting to display more than 8 omni lights on a single mesh resource will result in omni lights flickering in and out as the camera moves. When using the Compatibility rendering method, only 8 omni lights can be displayed on each mesh resource by default, but this can be increased by adjusting rendering/limits/opengl/max_lights_per_object.
Note: When using the Mobile or Compatibility rendering methods, omni lights will only correctly affect meshes whose visibility AABB intersects with the light's AABB. If using a shader to deform the mesh in a way that makes it go outside its AABB, extra_cull_margin must be increased on the mesh. Otherwise, the light may not be visible on the mesh.
See Also
Properties
omni_attenuation
Controls the distance attenuation function for omnilights.
A value of 0.0
will maintain a constant brightness through most of the range, but smoothly attenuate the light at the edge of the range. Use a value of 2.0
for physically accurate lights as it results in the proper inverse square attenutation.
Note: Setting attenuation to 2.0
or higher may result in distant objects receiving minimal light, even within range. For example, with a range of 4096
, an object at 100
units is attenuated by a factor of 0.0001
. With a default brightness of 1
, the light would not be visible at that distance.
Note: Using negative or values higher than 10.0
may lead to unexpected results.
var omni_attenuation : float = 1.0
Property Value
Remarks
omni_range
The light's radius. Note that the effectively lit area may appear to be smaller depending on the omni_attenuation in use. No matter the omni_attenuation in use, the light will never reach anything outside this radius.
Note: omni_range is not affected by scale (the light's scale or its parent's scale).
var omni_range : float = 5.0
Property Value
Remarks
omni_shadow_mode
See ShadowMode.
var omni_shadow_mode : int = 1