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OmniLight3D
Inherits: Light3D < VisualInstance3D < Node3D < Node < Object
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.
Tutorials
Properties
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Enumerations
enum ShadowMode: 🔗
ShadowMode SHADOW_DUAL_PARABOLOID = 0
Shadows are rendered to a dual-paraboloid texture. Faster than SHADOW_CUBE, but lower-quality.
ShadowMode SHADOW_CUBE = 1
Shadows are rendered to a cubemap. Slower than SHADOW_DUAL_PARABOLOID, but higher-quality.
Property Descriptions
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.
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).
ShadowMode omni_shadow_mode = 1
🔗
void set_shadow_mode(value: ShadowMode)
ShadowMode get_shadow_mode()
See ShadowMode.