Light

Create a directional, point, spot, or area light for the 3D scene.

What it does

Light creates a light source that illuminates PBR-rendered geometry in a 3D scene. Type selects Directional (parallel rays, like the sun), Point (an omnidirectional bulb), Spot (a cone, like a flashlight), or Area (a rectangular emitter with soft, physically based falloff). Only the parameters that apply to the chosen type are shown: position and range are hidden for Directional, for instance.

The node has two outputs. light is the data form the scene's PBR lighting consumes directly. field is the same light expressed as a Colour Field, so it feeds anywhere a Colour Field is accepted: a Points or Sphere fill, a compositing graph, a volumetric preview. Wiring a Distance Field into Scene SDF gives the field output soft, distance-traced self-shadowing.

When to use it

ParameterTypeDefaultWhat it does
light_typeString"Point"Type of light source. One of: Directional, Point, Spot, Area.
positionVec3(0, 100, 0)Light position (ignored for Directional)
directionVec3(0, -1, 0)Light direction (normalized automatically)
colorVec3(1, 1, 1)Light color (RGB, linear space)
intensityNumber10Light brightness (can be > 1 for HDR)
rangeNumber200Distance at which light reaches zero
inner_angleNumber25Full intensity within this angle
outer_angleNumber35Light fades to zero at this angle
size_xNumber100Area light width (world units)
size_yNumber100Area light height (world units)
rollNumber0Rect roll around the light direction
two_sidedBooleanfalseTwo-sided emission (one-sided lights emit along the direction only)
cast_shadowsBooleanfalseCast shadows from this light (ray-traced; works for every light type)
scene_sdfSDF or Field—Optional scene SDF — wire to enable sphere-traced shadows on the field output
shadow_softnessNumber32Shadow penumbra hardness (k in `min(k·d/t, vis)`); higher = sharper

Gotchas

Position is ignored for Directional lights, which have a direction and no origin, and Direction is ignored for Point lights, which radiate equally in every direction. The parameter panel hides whichever does not apply to the current Type.

Wiring a Distance Field into Scene SDF affects the field output only. It adds no shadows to the light output, which relies on the scene renderer's own shadow handling. Use Cast Shadows for that.

Outer Angle is always held at least slightly larger than Inner Angle internally, even when the two are set equal or crossed. A spot edge that reads unexpectedly soft or hard is usually the two angles fighting.

Cast Shadows applies to every light type. A Point or Spot light casts shadows just as a Directional or Area one does.

Worked example

  1. Add a Light and leave Type as Point for an all-round bulb, or switch to Directional for a sun-like key light.

  2. Set Position (for Point/Spot/Area) or Direction (for Directional/Spot/Area) to aim the light at your scene.

  3. Raise Intensity until the geometry reads well. Values above 1 are fine for a bright HDR look.

  4. For a Spot, narrow Inner Angle for a tighter hotspot and widen Outer Angle for a softer falloff at the cone's edge.

  5. Enable Cast Shadows to have the light cast shadows in the scene. It works for every light type.

  6. Optionally wire a Distance Field into Scene SDF to add soft self-shadowing to the field output when the light is used as a Colour Field elsewhere.

See also

Environment · Material · Render · Colour fields