A Spot Light is a type of Positional Light that specifies an elliptic cone of influence, further restricting the light's volume of illumination. The elliptic cone is cut off by the sphere of influence inherited from the Positional Light, resulting in a "snow-cone" (optionally smashed in one direction) shaped influence volume. Attenuation factors are also inherited.
| SE_BOOLEAN | apply_to_children; | (notes) |
|---|---|---|
| SE_BOOLEAN | override_positional_lights; | (notes) |
| SE_BOOLEAN | override_infinite_lights; | (notes) |
| SE_BOOLEAN | active_light_value; | (notes) |
| SE_FLOAT32 | radius; | (notes) |
| SE_FLOAT64 | constant_attenuation_factor; | (notes) |
| SE_FLOAT64 | linear_attenuation_factor; | (notes) |
| SE_FLOAT64 | quadratic_attenuation_factor; | (notes) |
| SE_FLOAT64 | horizontal_drop_off_rate; | (notes) |
|---|---|---|
| SE_FLOAT64 | vertical_drop_off_rate; | (notes) |
3D position in 3 space. This will be affected by hierarchical transformations.
lobe shape The direction and axes will be affected by hierarchical transformations.
Flag to allow lights to limit their scope to only affecting their children. If apply_to_children is False then the light is assumed to apply globally.
Flag to reset the current cumulative definition of local Light_Sources If override_positional_lights is True then all Positional Light Sources in the current scope are cleared.
Flag to reset the current cumulative definition of Infinite Light_Sources. If override_infinite_lights is True then all Positional Light Sources in the current scope are cleared.
SE_TRUE = on, SE_FALSE = off this is the default/active state of the light
(in meters) The radius and position define the sphere of influence. This will be affected by hierarchical transformations.
Constant 'a' in the attenuation quadratic (a + bd + cd**2)
Constant 'b' in the attenuation quadratic (a + bd + cd**2)
Constant 'c' in the attenuation quadratic (a + bd + cd**2)
per degree Specifies the horizontal angular intensity distribution of the light. A value of 0.0 specifies a light that equally illuminates all objects within the cone of influence, and instantly falls to an intensity of 0.0 at the edge of the cone of light. The higher the drop off rate, the more focused the light.
per degree
Specifies the vertical angular intensity distribution of the light.
A value of 0.0 specifies a light that equally illuminates all
objects within the cone of influence, and instantly falls to an
intensity of 0.0 at the edge of the cone of light.
The higher the drop off rate, the more focused the light.
The intensity dropoff is computed as follows:
Given a point on a ray in the cone at fixed distance D from the cone apex,
if I0 = intensity on the <Lobe Data> direction axis at distance D
Ah = the horizontal angle of the ray in degrees from direction vector
Av = the vertical angle of the ray in degrees from direction vector
then the intensity I at the point is:
case: 0< horizontal_drop_off_rate
0< vertical_drop_off_rate
I= I0*(1-|Ah|*horizontal_drop_off_rate)*(1-|Av|*vertical_drop_off_rate)
case: 0= horizontal_drop_off_rate
0< vertical_drop_off_rate
I= I0*(1-|Av|*vertical_drop_off_rate)
case: 0< horizontal_drop_off_rate
0= vertical_drop_off_rate
I= I0*(1-|Ah|*horizontal_drop_off_rate)