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PointLight

in Lib.render.shading

The standard point light with transform gizmo. This can bring light into your scene using a combination of "Color", "Intensity" and "Decay". Beware that [SetEnvironment] also affects the lighting in your scene, even if you are not using it, because every scene is always lit by a Default CubeMap (that can be deactivated by manually adding a [SetEnvironment]).

Currently a maximum of 8 Pointlights can be used in your scene. For example by daisychaining them right before your graph goes into the camera.

Input Parameters

Name (Relevancy & Type) Description
Command (Command)
Position (Vector3) Changes the position of the PointLight:

X (-left / +right),
Y (-down / +up),
Z (-forward / +backwards)
Intensity (Single) Increases or decreases the intensity of the light in relation to its decay.
Color (Vector4) Sets the color of the light.
IsEnabled (Boolean) Turns the PointLight On / Off
ShowGizmo (GizmoVisibility) Can be used to override the "Toggle gizmos and floor grid" setting in the Output Window.

- Off: The gizmo will always be invisible
- On: The Gizmo will always be visible
- IfSelected: The Gizmo will only be visible when the PointLight Op is selected
- Inherit: The visibility of the Gizmo is controlled by the "Toggle gizmos and floor grid" setting in the Output Window.
GizmoSize (Single)
Decay (Single) Controls how far the light shines into the scene.

A low decay setting means the light is shining far.
A high decay setting means the light reaches a short distance.
Range (Single)

Outputs

Name Type
Output T3.Core.DataTypes.Command