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Omni Light Source

The omni light 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. Omni Light proves useful for general lighting purposes in indoor 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 expensive.

Omni Light 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 Omni Light

See Also#

Adding Omni Light#

To add 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 Omni Light can be adjusted on the Node tab of the Parameters window. Both common parameters and the parameters specific for the omni light 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.

    Omni light sources without and with IES profile
  • Simple — a cubemap texture is projected by the omni light. 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 the omni light.

Shadow Settings#

Enabled Toggles rendering of shadows produced by this light source on and off.
Shadow Side Enabled The omni light 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: 09.04.2021
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