This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
Professional (SIM)
UnigineEditor
Interface Overview
Assets Workflow
Version Control
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Lighting
Sandworm
Using Editor Tools for Specific Tasks
Extending Editor Functionality
Built-in Node Types
Nodes
Objects
Effects
Decals
Geodetics
World Nodes
Sound Objects
Pathfinding Objects
Players
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
C++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
Materials and Shaders
Rebuilding the Engine Tools
GUI
Double Precision Coordinates
API
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
Content Creation
Content Optimization
Materials
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials
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 This version of documentation is OUTDATED, as it describes an older SDK version!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 Projected

Light Projected is a light source casts light from a single point forming a focused beam aimed in a specific direction. This type of light is visualized in a form of a pyramid. Due to its form, it is versatile and can be conveniently used to simulate the numerous light emitting sources: for example, car headlights, flash light, or street lamps.

Light Projected can produce shadows of accurate perspective projection. They require only a single rendering pass and are performance-cheap if compared to World Light and Omni Light.

As the Light Projected can have different shapes, it can be used to create area lights.

Example scene that uses Light Projected

See Also#

Adding Projected Light#

To add Light Projected, do the following:

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

  2. Place the light somewhere in the world.

Setting Projected Light Parameters#

Parameters of Light Projected can be adjusted in the Node tab of the Parameters window. It contains both the common parameters and the parameters specific for Light Projected source. The specific ones are described below.

Light Settings#

Field of view

A field of view of Light Projected. This parameter defines the angle of the light clipping in range from 1 (only a very narrow segment is illuminated) to 175 degrees (the whole hemisphere is lit).

Field of view = 20
Field of view = 65
Field of view = 90
Near clipping

The near clipping plane that truncates the light pyramid to necessary extent. This parameter adjusts the distance relative pyramid vertex for cutting off the top surface. The default 0.1 fits to represent a very small snip emitting the light.

Near clipping = 0
Near clipping = 0.5
Mode

The type of texture used to define light 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 Projected without and with IES profile
  • Simple — an arbitrary 2D texture is projected onto the scene. All the surfaces receiving the formed light pattern are redrawn in additional rendering pass, this is required because of manipulations with texture matrix.

    1st texture projected
    2nd texture projected
Texture A simple or IES texture projected by Light Projected.
Relative to FOV

The IES texture rendering mode:

  • Disabled — the unchanged IES texture is clipped by the light source's Field of View.
  • Enabled — the IES texture is scaled to fit within the light source's Field of View.

Attenuation Settings#

Penumbra

A light penumbra is used to simulate edge gradual falloff. This parameter determines how fast the intensity decreases from the center of spot to the non-illuminated areas border.

  • If the attenuation power is set to 0 or close to it, the edge between illuminated and non-illuminated areas will be sharp.
  • Increasing the value up will render softly dispersed light at the non-illuminated areas border.
Penumbra = 0
Penumbra power = 1
Penumbra power = 5
Last update: 2023-06-23
Build: ()