SpotLight3D
Hereda: Light3D < VisualInstance3D < Node3D < Node < Object
Un foco, como un reflector o una linterna.
Descripción
A Spotlight is a type of Light3D node that emits lights in a specific direction, in the shape of a cone. The light is attenuated through the distance. This attenuation can be configured by changing the energy, radius and attenuation parameters of Light3D.
Light is emitted in the -Z direction of the node's global basis. For an unrotated light, this means that the light is emitted forwards, illuminating the front side of a 3D model (see Vector3.FORWARD and Vector3.MODEL_FRONT).
Note: When using the Mobile rendering method, only 8 spot lights can be displayed on each mesh resource. Attempting to display more than 8 spot lights on a single mesh resource will result in spot lights flickering in and out as the camera moves. When using the Compatibility rendering method, only 8 spot 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, spot 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.
Tutoriales
Propiedades
light_specular |
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shadow_bias |
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shadow_normal_bias |
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Descripciones de Propiedades
The spotlight's angle in degrees. This is the angular radius, meaning the angle from the -Z axis, the cone's center, to the edge of the cone. The default angular radius of 45 degrees corresponds to a cone with an angular diameter of 90 degrees.
Note: spot_angle is not affected by Node3D.scale (the light's scale or its parent's scale).
float spot_angle_attenuation = 1.0 🔗
The spotlight's angular attenuation curve. See also spot_attenuation.
float spot_attenuation = 1.0 🔗
Controla la función de atenuación de la distancia para los focos.
Un valor de 0.0 mantendrá un brillo constante en la mayor parte del rango, pero atenuará suavemente la luz en el borde del rango. Usa un valor de 2.0 para luces físicamente precisas, ya que da como resultado la atenuación de la ley del inverso del cuadrado adecuada.
Nota: Establecer la atenuación a 2.0 o más puede hacer que los objetos distantes reciban una luz mínima, incluso dentro del rango. Por ejemplo, con un rango de 4096, un objeto a 100 unidades se atenúa por un factor de 0.0001. Con un brillo predeterminado de 1, la luz no sería visible a esa distancia.
Nota: Usar valores negativos o valores superiores a 10.0 puede conducir a resultados inesperados.
The maximal range that can be reached by the spotlight. Note that the effectively lit area may appear to be smaller depending on the spot_attenuation in use. No matter the spot_attenuation in use, the light will never reach anything outside this range.
Note: spot_range is not affected by Node3D.scale (the light's scale or its parent's scale).