Inheritance #

OmniLight3D
Table of contents

OmniLight3D #

is_instantiable, Node3D, Node, core, not_builtin_classes

Omnidirectional light, such as a light bulb or a candle.

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 ProjectSettings.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, GeometryInstance3D.extra_cull_margin must be increased on the mesh. Otherwise, the light may not be visible on the mesh.

Members #

var light_specular: float = 0.5#

var omni_attenuation: float = 1.0#

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_range: float = 5.0#

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 Node3D.scale (the light's scale or its parent's scale).

var omni_shadow_mode = SHADOW_CUBE#

See ShadowMode.

var shadow_normal_bias: float = 1.0#

Methods #

Annotations #

Constants #

const SHADOW_DUAL_PARABOLOID = 0 enum ShadowMode#

Shadows are rendered to a dual-paraboloid texture. Faster than SHADOW_CUBE, but lower-quality.

const SHADOW_CUBE = 1 enum ShadowMode#

Shadows are rendered to a cubemap. Slower than SHADOW_DUAL_PARABOLOID, but higher-quality.

Constructors #

Enums #

ShadowMode#

enum ShadowMode { SHADOW_DUAL_PARABOLOID = 0, SHADOW_CUBE = 1, }

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Tutorials #