:github_url: hide .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. .. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. .. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/OmniLight3D.xml. .. _class_OmniLight3D: OmniLight3D =========== **Inherits:** :ref:`Light3D` **<** :ref:`VisualInstance3D` **<** :ref:`Node3D` **<** :ref:`Node` **<** :ref:`Object` Omnidirectional light, such as a light bulb or a candle. .. rst-class:: classref-introduction-group Description ----------- An Omnidirectional light is a type of :ref:`Light3D` that emits light in all directions. The light is attenuated by distance and this attenuation can be configured by changing its energy, radius, and attenuation parameters. \ **Note:** When using the Mobile rendering method, only 8 omni lights can be displayed on each mesh resource. Attempting to display more than 8 omni lights on a single mesh resource will result in omni lights flickering in and out as the camera moves. When using the Compatibility rendering method, only 8 omni lights can be displayed on each mesh resource by default, but this can be increased by adjusting :ref:`ProjectSettings.rendering/limits/opengl/max_lights_per_object`. \ **Note:** When using the Mobile or Compatibility rendering methods, omni lights will only correctly affect meshes whose visibility AABB intersects with the light's AABB. If using a shader to deform the mesh in a way that makes it go outside its AABB, :ref:`GeometryInstance3D.extra_cull_margin` must be increased on the mesh. Otherwise, the light may not be visible on the mesh. .. rst-class:: classref-introduction-group Tutorials --------- - :doc:`3D lights and shadows <../tutorials/3d/lights_and_shadows>` .. rst-class:: classref-reftable-group Properties ---------- .. table:: :widths: auto +------------------------------------------------+----------------------------------------------------------------------+-------------------------------------------------------------------------------+ | :ref:`float` | :ref:`omni_attenuation` | ``1.0`` | +------------------------------------------------+----------------------------------------------------------------------+-------------------------------------------------------------------------------+ | :ref:`float` | :ref:`omni_range` | ``5.0`` | +------------------------------------------------+----------------------------------------------------------------------+-------------------------------------------------------------------------------+ | :ref:`ShadowMode` | :ref:`omni_shadow_mode` | ``1`` | +------------------------------------------------+----------------------------------------------------------------------+-------------------------------------------------------------------------------+ | :ref:`float` | shadow_normal_bias | ``1.0`` (overrides :ref:`Light3D`) | +------------------------------------------------+----------------------------------------------------------------------+-------------------------------------------------------------------------------+ .. rst-class:: classref-section-separator ---- .. rst-class:: classref-descriptions-group Enumerations ------------ .. _enum_OmniLight3D_ShadowMode: .. rst-class:: classref-enumeration enum **ShadowMode**: .. _class_OmniLight3D_constant_SHADOW_DUAL_PARABOLOID: .. rst-class:: classref-enumeration-constant :ref:`ShadowMode` **SHADOW_DUAL_PARABOLOID** = ``0`` Shadows are rendered to a dual-paraboloid texture. Faster than :ref:`SHADOW_CUBE`, but lower-quality. .. _class_OmniLight3D_constant_SHADOW_CUBE: .. rst-class:: classref-enumeration-constant :ref:`ShadowMode` **SHADOW_CUBE** = ``1`` Shadows are rendered to a cubemap. Slower than :ref:`SHADOW_DUAL_PARABOLOID`, but higher-quality. .. rst-class:: classref-section-separator ---- .. rst-class:: classref-descriptions-group Property Descriptions --------------------- .. _class_OmniLight3D_property_omni_attenuation: .. rst-class:: classref-property :ref:`float` **omni_attenuation** = ``1.0`` .. rst-class:: classref-property-setget - void **set_param** **(** :ref:`float` value **)** - :ref:`float` **get_param** **(** **)** The light's attenuation (drop-off) curve. A number of presets are available in the **Inspector** by right-clicking the curve. .. rst-class:: classref-item-separator ---- .. _class_OmniLight3D_property_omni_range: .. rst-class:: classref-property :ref:`float` **omni_range** = ``5.0`` .. rst-class:: classref-property-setget - void **set_param** **(** :ref:`float` value **)** - :ref:`float` **get_param** **(** **)** The light's radius. Note that the effectively lit area may appear to be smaller depending on the :ref:`omni_attenuation` in use. No matter the :ref:`omni_attenuation` in use, the light will never reach anything outside this radius. \ **Note:** :ref:`omni_range` is not affected by :ref:`Node3D.scale` (the light's scale or its parent's scale). .. rst-class:: classref-item-separator ---- .. _class_OmniLight3D_property_omni_shadow_mode: .. rst-class:: classref-property :ref:`ShadowMode` **omni_shadow_mode** = ``1`` .. rst-class:: classref-property-setget - void **set_shadow_mode** **(** :ref:`ShadowMode` value **)** - :ref:`ShadowMode` **get_shadow_mode** **(** **)** See :ref:`ShadowMode`. .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)` .. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)` .. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)` .. |constructor| replace:: :abbr:`constructor (This method is used to construct a type.)` .. |static| replace:: :abbr:`static (This method doesn't need an instance to be called, so it can be called directly using the class name.)` .. |operator| replace:: :abbr:`operator (This method describes a valid operator to use with this type as left-hand operand.)`