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.

Tutorials

Properties

float

omni_attenuation

1.0

float

omni_range

5.0

ShadowMode

omni_shadow_mode

1

float

shadow_normal_bias

1.0 (overrides Light3D)


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

  • void set_param ( float value )

  • float get_param ( )

The light's attenuation (drop-off) curve. A number of presets are available in the Inspector by right-clicking the curve.


float omni_range = 5.0

  • void set_param ( float value )

  • float get_param ( )

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

See ShadowMode.