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Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

Light Omni

Light Omni is a point source emitting light in all directions (360 degrees) and realistically reproducing shadow cast. This type of light serves to simulate light sources with bright center and equal roll-off of intensity. An example of such a light is an ordinary household lightbulb, uncovered and hanging from the ceiling. Light Omni proves useful for general lighting purposes in indoor scenes because of its nondirectional qualities.

Please note that as Light Omni uses cubemap modulation, the shadowing by this source requires 6 passes and can be expensive.

Light Omni has a variety of shapes and, therefore, can be used to create area lights, for example, realistic interior or street lights.

Example scene that uses Light Omni

See Also#

Adding Light Omni#

To add Light Omni, do the following:

  1. On the Menu bar, click Create -> Light -> Omni

  2. Place the light somewhere in the world.

Setting Light Omni Parameters#

Parameters of Light Omni can be adjusted on the Node tab of the Parameters window. Both common parameters and the parameters specific for the Light Omni source are available. The specific ones are described below.

Light Settings#

Mode

The type of texture used to define light's distribution:

  • IES — light distibution is defined by the IES profile, a lighting industry standard of describing how the light is cast based on real-world measured light fixtures.

    Light Omni sources without and with IES profile
  • Simple — a cubemap texture is projected by Light Omni. Such modulations allow you to re-light the affected scene area in a new way at the same performance cost, create variegated light scattering patterns and, for example, imitate several light sources.

    Cubemap texture

    Modulation by texture
Texture A cubemap or IES texture projected by Light Omni.

Shadow Settings#

Enabled Toggles rendering of shadows produced by this light source on and off.
Shadow Side Enabled Light Omni makes shadows to be cast to the six cubemap sides. By default, shadows are cast in all directions: positive and negative X axis, positive and negative Y axis, and positive and negative Z axis. Any direction can be disabled, if necessary.
Last update: 2021-12-13
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