Class reference

OmniLight3D

Inherits Light3D

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

Description

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.

Properties

float light_specular = 0.5

float omni_attenuation = 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.

float omni_range = 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).

int omni_shadow_mode = 1

float shadow_normal_bias = 1.0

Constants

SHADOW_DUAL_PARABOLOID = 0

Enum: ShadowMode

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

SHADOW_CUBE = 1

Enum: ShadowMode

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

Tutorials

Source revision 4f5b14abade2
Connection interrupted. Reload×

Rejoining the server...

Rejoin failed... trying again in seconds.

Failed to rejoin.
Please retry or reload the page.

The session has been paused by the server.

Failed to resume the session.
Please retry or reload the page.