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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 This version of documentation is OUTDATED, as it describes an older SDK version!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.

Omni Light Source

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

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

As the omni light can have different shapes, it can be used to create area lights, for example, a realistic interior or street lights.

Example scene that uses an omni light

See Also

  • A LightOmni class to edit omni lights via UnigineScript

Adding Omni Light

To add an omni light, do the following:

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

  2. Place the light somewhere in the world.

Setting Omni Light Parameters

Parameters of the omni light can be adjusted on the Light and Shadow tabs of the Nodes window. They include both the common parameters and the parameters specific for the omni light source. The specific ones are described below.

Light Settings

Texture A cubemap texture projected by the omni light. Such modulations allows 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

Shadow Settings

Shadow A shadow mask that defines shadowing of the 6 cubemap sides in the following way: positive and negative X-axis, positive and negative Y-axis, and positive and negative Z-axis. By default, no mask is applied.
Last update: 2017-07-03
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