Spot Light
A Spot Light simulates a cone of light with a specific point and direction in space. It illuminates only objects inside in the cone and can be used to generate shadows. Like point lights, spotlights have a maximum distance.
Properties
Light
PROPERTY | DESCRIPTION |
Color | Defines the color used for light emitted. We use a color picker that can use RGB, HSV or HEX inputs. |
Intensity | Specifies strength of the light. Numeric Range:
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Cone Angle | Specifies the angle of the spotlight cone. The value works in degrees. Numeric Range:
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Cone Falloff | Determines how the light transitions from full strength to no lighting since the cone. It can also be thought of as blurring the emitted light. Numeric Range:
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Cutoff Distance | Specifies a threshold for the light’s intensity. It will cut off the light emitted when an object is beyond the threshold. This setting uses meters as a unit. Numeric Range:
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Decay Exponent | The light intensity is proportional to the exponent value of the distance from the light. This is another way to describe how far the light intensity reaches. Numeric Range:
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Shadow
Enabling Shadow allows for real-time webGL rendered shadows to be cast from light source.
PROPERTY | DESCRIPTION | ||||||||||
Enable | Enables casting of shadows from light sources. | ||||||||||
Bias | Computes the shadow at a point that is displaced toward the light from the actual surface being shaded. Can be used to minimize incorrect self-shadowing. Numeric Range:
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Map Size | This determines the size of the shadow texture. The smaller the resolution is less detailed but loads faster.
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128 | Saves out a 128x128 texture for the shadow. | ||||||||||
256 | Saves out a 256x256 texture for the shadow. | ||||||||||
512 | Defaulted value. Saves out a 512x512 texture for the shadow. | ||||||||||
1024 | Saves out a 1024x1024 texture for the shadow. | ||||||||||
2048 | Saves out a 2048x2048 texture for the shadow. | ||||||||||
Near Clip | Specifies the starting distance from the light where the real-time webGL shadows will be calculated. Numeric Range:
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Far Clip | Specifies the ending distance from the light where the real-time webGL shadows will be calculated Numeric Range:
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Show Frustum | Enabling this brings up a representation of your light’s emission and clipping distance. | ||||||||||
Frustum Color | Lets you choose a color for the Frustum. |
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