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Point Light
Point Light
Use the Point Light component on an entity to create a point of light.
The Point Light component has the following settings:
Visible
Shows the light.
On initially
Specify if the light is on when created.
General Settings
See the following general settings:
Color
The color of the light.
Default value: 0xFFFFFFFF
Diffuse multiplier
Sets the strength of the diffuse color.
Default value: 1
Specular multiplier
Sets the strength of the specular brightness.
Default value: 1
Ambient
Light acts as a multiplier for cubemap values.
Point Light Settings
See the following point light settings:
Max Distance
Maximum distance, in a radius, from which this light is visible.
Default value: 2
Attenuation bulb size
Radius in meters before light falloff begins.
Default value: 0
Options
See the following options:
View distance multiplier
Adjusts the maximum view distance. For example, 1.0 uses the default and 1.1 is 10% farther than the default.
Default value: 1
Minimum spec
The minimum specification value at which this light is enabled.
Default value: Low
Cast shadow spec
The minimum specification at which shadows are cast.
Default value: Never
Voxel GI mode
Mode for light interaction with voxel global illumination (GI). Choose None, Static, or Dynamic.
Use VisAreas
Light is affected by visible areas. If unselected, light ignores visible areas.
Indoor only
Light is only rendered indoors.
Affects this area only
Light affects only the immediate area.
Volumetric fog only
Light affects only volumetric fog.
Volumetric fog
Light affects volumetric fog and surrounding area.
Shadow Settings
See the following shadow settings:
Terrain Shadows
Includes the terrain in the shadow casters for this light.
Animation
See the following animation settings:
Style
Enter a number to specify a preset light animation curve to play as defined in the Light.cfx
file. Valid values are 0 to 48. You can also use values 40 to 48 for testing and debugging.
Default value: 0
Speed
Multiple of the base animation rate. For example, a value of 2.0 makes an animation play twice as fast.
Default value: 1
Phase
Animation start offset from 0 to 1. A value of 0.1 is 10% into the animation. For example, you can use this setting to prevent lights in the same scene, with the same animation, from being animated in unison.
Default value: 0
EBus Request Bus Interface
Use the following request functions with the EBus interface to communicate with other components of your game.
For more information about using the event bus (EBus) interface, see Working with the Event Bus (EBus) system.
All light components share common EBus functions. For more information, see Light Components EBus Request Bus Interface.