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This page provides information on the Point Light in Unreal.

Table of Contents


 

 

 

Overview


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.

 

 

UI Path


 

||Modes Tab|| > Lights > Point Light

 

 



Point Light Properties


When rendering with V-Ray the following parameters are supported:

Light

Intensity – The total energy that the light emits.

Light Color – The color that the light emits.

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.

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.

 

 

 

Lights in Unreal Engine 4.19 have the Intensity Units option. Make sure to change this to Unitless when creating an Unreal light.

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