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:

  • .8 = Defaulted value

  • 100 = Max; The higher the value the more intense the color.

Cone Angle

Specifies the angle of the spotlight cone. The value works in degrees.

Numeric Range:

  • 60 = Defaulted value

  • 90 = Max; The higher the value the wider the cone.

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:

  • 0 = Defaulted value. No falloff.

  • 100 = Maximum falloff. The higher the value the softer and more gradual transition of light.

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:

  • 0 = Defaulted value. No cut off distance added.

  • 100 = 100 meters before light is cut off. The higher the value, the further the light emits.

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:

  • 0 = No decay. The light has a constant intensity.

  • 2 = Defaulted value. Softer and more gradual transition of light.

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:

  • 0 = Defaulted value. No bias.

  • 100 = The further the displaced shadow becomes.

Map Size

This determines the size of the shadow texture. The smaller the resolution is less detailed but loads faster.

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:

  • .01 = Defaulted value.

  • The higher the value the further the starting point of shadow calculation from the light source.

Far Clip

Specifies the ending distance from the light where the real-time webGL shadows will be calculated

Numeric Range:

  • 400 = Defaulted value.

  • The higher the value the further the ending point of shadow calculation from the light source.

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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