point_light
A light at the object's position: in every direction (a bulb, a fire), or a spotlight cone (a flashlight, a headlight) when cone is set.
In scene text
point_light { color (1, 0.8, 0.6) intensity 1 range 1 }Add it in the Inspector (Add Component), in scene text as above, or ask your AI. Fields you leave out keep their defaults.
Fields 15
| Field | Type | Unit / range | What it does |
|---|---|---|---|
color | colour (r, g, b) | — | Light color, 0...1 per channel. |
intensity | number | lm, 0 … 1 | Brightness in lumens. A street lamp is about 2000. |
range | number | m, 0.1 … 500 | Distance where the light fades out. |
cone | number | °, 0 … 179 | Spotlight cone, full angle in degrees (a flashlight is about 35, a headlight 50); 0 shines in every direction. It points along the object's +Z: rotate the object to aim it, rotation (90, 0, 0) points down. |
softness | number | 0 … 1 | Spotlight edge: 0 hard, 1 fades from the centre. |
length | number | m, 0 … 50 | A tube light this long along the object's +X (fluorescent tubes about 1.2): long soft pools of light and long highlights on wet or glossy surfaces. 0 is a point. |
width | number | m, 0 … 50 | With length, a glowing rectangle this wide along +Y (light panel, window, screen), shining toward +Z. |
room_center | (x, y, z) | m | World-space centre of the light room box, independent of lamp placement. |
room_size | (x, y, z) | — | Full XYZ room box dimensions: all positive, or (0,0,0) to disable. |
room_mode | text | — | none |
beam | text | — | auto |
shadows | true / false | — | Casts shadows (a place in the shadow atlas among the lamps that do). false for fills that only lift the dark: a window's sky glow, a bounce card. They then cost no shadow map. |
baked | true / false | — | Baked into the light_volume around it: a still lamp whose light on still things is precomputed (with real shadows) instead of shaded every frame, and needs no shadow map. Its brightness may still change (power on/off): the volume follows it. Leave moving or flickering lamps live. |
emitter_radius | number | m, 0 … 100 | Finite spherical emitter radius: soft near-field attenuation and shadow filtering for area-ish bulbs/panels; 0 is a point. Range is measured from the centre. |
air | number | 0 … 1 | How strongly it lights the haze and mist it shines through (its light shaft): 1 as the air would; 0 none. Not set: 0.3 for a light tagged flashlight (a torch at the eye: the mist in front of the lens would otherwise glow like a wall over what the beam lights), 1 for the rest. |
Arcwright Beta 2 (0.4.0) · generated from the engine source (25e375c86)Something wrong or missing? Tell us