This page provides information on the Point Light in Unreal.
Point Lights work much like a real world light bulb, emitting light in all directions from the light bulb's tungsten filament. For any additional information, see the Unreal Point Light documentation.
||Modes Tab|| > Lights > Point Light
Point Light Properties
When rendering with V-Ray, the following parameters are supported:
Intensity – The total energy that the light emits.
Light Color – The color that the light emits.
Intensity Units – Determines how the light's Intensity setting should be interpreted.
Source Radius – Radius of light source shape. Value of 0 will treat the light as Omni Light. Values greater than 0 will treat it as a Sphere Light.
Temperature – Specifies the color value of the light expressed in Kelvin.
Use Temperature – When enabled, the color of the light is specified by the Temperature value multiplied by the Light Color value.
Affects World – When enabled (the default), the light contributes to the lighting in the level. Disabling it will stop the contribution of the light in the environment.
Cast Shadows – When enabled (the default), the light casts shadows. Turn this option off to disable shadow casting for the light.
Use Inverse Squared Falloff – Specifies whether to use the physically based inverse squared distance falloff.
Specular Scale – Multiplier on specular highlights. The value controls the light's contribution to specular reflections