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title: "Spot Light"
canonical: "https://documentation.chaos.com/space/LAV/125079578/Spot%20Light"
format: markdown
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This page offers information about imported and native Spot lights in Chaos Vantage. Overview The  Max Spot Light  is the representation of the Spot light from 3ds Max in Chaos Vantage. It can be either created using the  Create new Light object  tool from the Toolbar or imported with a  .vrscene  file. The  Spot Light  is the representation of the Spot light that is imported from any application except 3ds Max. It has fewer parameters than the Max Spotlight. You can use the right mouse button click to reset the parameters numeric values to defaults. Lights that have  [G]  in front of their name are grouped and share properties. Changing any value will be instanced in all the grouped lights. You can ungroup lights by clicking the checkbox in front of " Grouped with ## other lights ". Listed parameters can be filtered by using the  Compact ,  Basic ,   and  Advanced  buttons. Max Spot Light Parameters The following parameters are available when creating Max Spot Light in Vantage or importing it from 3ds Max. Enabled  – Turns on and off the spot light. Color  – Changes the color of the spot light.  See the  Color example  below. Intensity  – Specifies the intensity of the spot light's brightness. Shape type  – Specifies the shape area from which the light casts rays.  See the  Shape Type example  below. Circle  – Sets a circle shape for the light. Rectangle  – Sets a rectangle shape for the light. Smooth rectangle  – Sets a rectangle shape with rounded corners for the light. Hotspot  – Specifies the angle of a spot light's cone in degrees.  See the  Hotspot example  below. Falloff  – Specifies the angle of a light's falloff in degrees.  See the   Falloff example  below. Rect. aspect  – Specifies the aspect ratio for the rectangular shape when  Shape type  is  Rectangle  or  Smooth rectangle . Overshoot  – When enabled, the light casts light in all directions. Texture projections and shadows occur only within its falloff cone.  See the  Overshoot example  below. Decay type  –  Sets the type of decay (reduction of a light's intensity over distance) to use for the light.  See the  Decay Type example  below. None  – No decay is applied and the light maintains full strength to infinity unless  Far attenuation  is enabled.  Inverse  –  Applies a slow, forgiving falloff to the light, i.e., a gradual, soft, and aesthetically pleasing decrease in light intensity as it moves away from the light source. If you double the distance from the light source, the brightness is reduced in half. The decrease in the intensity can be calculated by the formula  luminance=R 0  /R  where  R 0  is the  Near attenuation end  value of the light if enabled, and  R  is how far the surface is from that point ( R 0 ). Inverse square  –  Applies a fast, physically accurate falloff to the light that matches the real-world light behavior. If you double the distance from the light source, the brightness is reduced 4 times. The decrease in the intensity can be calculated by the formula  luminance = (R 0  /R) 2  where   R 0  is the  Near attenuation end  value of the light if enabled, and  R  is how far the surface is from that point ( R 0 ). Decay start  – Specifies the distance at which the light begins to decay. Value is ignored if  Near attenuation  is enabled.  See the  Decay Start example  below. Projector tex  – Specifies the texture to be used for color projection. Load projector tex  – Opens a browse window to load the texture to be used for projection. Image gamma  – Specifies the color space for the loaded  Projector tex . sRGB  – Sets the loaded projector texture to be interpreted in sRGB color space. Linear  – Sets the loaded projector texture to be interpreted in Linear color space. Auto  – Automatically determines the color transfer function. If a bitmap file name contains the string "_srgb", the transfer function is sRGB. If a bitmap file name contains the strings "_lin_srgb" or "raw", no correction is applied. For bitmap files with 8 bits per color component, 3 or 4 color components (like png, jpg, and other) and no suffix, the transfer function is sRGB. In all other cases, no correction is applied. Near attenuation  – Enables near attenuation for the light. Near attenuation   start  – Sets the distance at which the light begins to fade in. Near attenuation   end  – Sets the distance at which the light is at full intensity. Far attenuation  – Enables far attenuation for the light. Far attenuation   start  – Sets the distance at which the light begins to fade out. Far attenuation   end  – Sets the distance at which the light is at zero intensity. Shadow shape  – Specifies the shape for the light from which shadow rays are cast. Box  – Sets a box shape the light. Sphere  – Sets a sphere shape the light. U size  – Specifies the length of the box shape when  Shadow shape  is  Box  or the diameter of the sphere  Shadow shape  is  Sphere . V size  – Specifies the width of the box shape when  Shadow shape  is  Box. W size  – Specifies the height of the box shape when  Shadow shape  is  Box. Shadows  – When enabled (the default), the light casts shadows. Turn this option off to disable shadow casting for the light. The  value  moves the shadow toward or away from the shadow-casting object(s). Higher values move the shadow toward the object(s), while lower values move it away. If this value is too extreme, shadows can "leak" through places they shouldn't or "detach" from an object. Other effects from extreme values include Moire patterns, out-of-place dark areas on surfaces, and shadows not appearing at all in the rendering. Affect diffuse  – Determines whether the light affects the diffuse portion of the materials. The value controls the light's contribution to the diffuse portion of the materials.  See the  Affect Diffuse example  below. Affect specular  – Determines whether the light affects the specular portion of the materials. The value controls the light's contribution to specular reflections. Use global mult.  – When enabled, uses the  Enable Lights  value (Render tab > Advanced mode > Lighting rollout) as a multiplier to  Intensity  value. When disabled, the light is independent from the global multiplier. Soft shadows  – When enabled, the light shape is considered for illumination and the light is going to generate soft shadows. When disabled, the light is going to generate sharp shadows. Area speculars  – When enabled, the shape of the light is visible in the specular reflections. When disabled, the particular light is rendered as a point light in the specular reflections. Spot Light Parameters The following parameters are available when importing Spot Lights from applications other than 3ds Max. Enabled  – Turns on and off the spot light. Color  – Changes the color of the spot light.  See the  Color example  below. Intensity  – Specifies the intensity of the spot light's brightness. Cone angle  – Specifies the angle of a spot light's cone in degrees. Penumbra angle  – Specifies the penumbra angle from the spot light's cone in degrees. Falloff type  – Specifies the falloff interpolation type for the penumbra angle. Linear  – Sets a linear falloff interpolation. Smooth  – Sets an ease curve falloff interpolation. Decay power  – Specifies how quickly the light’s intensity decreases with distance. Dropoff  – Specifies the rate at which light intensity decreases from the start to the end of the spot light beam. Shadow radius  – Specifies the radius for the spot light so that soft shadows can be achieved. Small values produce sharp shadows while large generate softer shadows. Enable barn door  – Enables a barn door effect for the spot light. Left  – Specifies the angle for the left door. Right  – Specifies the angle for the right door. Top  – Specifies the angle for the top door. Bottom  – Specifies the angle for the bottom door. Enable decay regions  – Enables illuminated region within a spot light’s beam. Start distance   (1,2,3)  – Specifies the start distance for each of the illuminated regions. End distance (1,2,3)  – Specifies the end distance for each of the illuminated regions. Shadows  – When enabled (the default), the light casts shadows. Turn this option off to disable shadow casting for the light. The  value  moves the shadow toward or away from the shadow-casting object(s). Higher values move the shadow toward the object(s), while lower values move it away. If this value is too extreme, shadows can "leak" through places they shouldn't or "detach" from an object. Other effects from extreme values include Moire patterns, out-of-place dark areas on surfaces, and shadows not appearing at all in the rendering. Affect diffuse  – Determines whether the light affects the diffuse portion of the materials. The value controls the light's contribution to the diffuse portion of the materials.  See the  Affect Diffuse example  below. Affect specular  – Determines whether the light affects the specular portion of the materials. The value controls the light's contribution to specular reflections. Use global mult.  – When enabled, uses the  Enable Lights  value (Render tab > Advanced mode > Lighting rollout) as a multiplier to  Intensity  value. When disabled, the light is independent from the global multiplier. Soft shadows  – When enabled, the light shape is considered for illumination and the light is going to generate soft shadows. When disabled, the light is going to generate sharp shadows. Area speculars  – When enabled, the shape of the light is visible in the specular reflections. When disabled, the particular light is rendered as a point light in the specular reflections. Examples The following examples demonstrate the effect that individual Spot Light parameters have on the scene. Click on any image to view it at a higher resolution. Color This example shows the effect of the Color parameter. Color is red Color is green Color is blue Shape Type This example shows the effect of the Shape type parameter. Shape type = Circle Shape type = Rectangle Shape type = Smooth rectangle Hotspot This example shows the effect of the Hotspot parameter. Hotspot = 0 Hotspot = 10 Hotspot = 45 Falloff This example shows the effect of the Falloff parameter. Falloff = 10 Falloff = 45 Falloff = 90 Decay Type This example shows the effect of the Decay type parameter. Decay type = None Decay type = Inverse Decay type = Inverse square Decay Start This example shows the effect of the Decay start parameter. Decay start = 1 Decay start = 3 Decay start = 5 Overshoot This example shows the effect of the Overshoot parameter. Overshoot is off Overshoot is on Affect Diffuse This example shows the effect of the Affect diffuse parameter. Affect diffuse is off Affect diffuse is on