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title: "Point Light"
canonical: "https://documentation.chaos.com/space/LAV/125143638/Point%20Light"
format: markdown
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This page offers information about imported and native Point lights in Chaos Vantage. Overview The  Max Point Light  is the representation of the Point 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  Point Light  is the representation of the Point light that is imported from any application except 3ds Max. It has fewer parameters than the Max Point Light. 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 Point Light Parameters The following parameters are available when creating Max Point Light in Vantage or importing it from 3ds Max. Enabled  – Turns on and off the point light. Color  – Changes the color of the point light.  See the  Color example  below. Intensity  – Specifies the intensity of the point light's brightness.  See the  Intensity example  below. Decay type  –  Sets the type of decay (reduction of a light's intensity over distance) to use for the light. 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. Projector tex  – Specifies the texture that would 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.  See the  Shadows example  below. 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.  See the   Affect Specular example  below. 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. Point Light Parameters The following parameters are available when importing Point Lights from applications other than 3ds Max. Enabled  – Turns on and off the point light. Color  – Changes the color of the point light. S ee the  Color example  below. Intensity  – Specifies the intensity of the point light's brightness. S ee the  Intensity example  below. 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.  See the  Shadows example  below. 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.  See the   Affect Specular example  below. 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 Point 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 Intensity This example shows the effect of the Intensity parameter. Intensity = 50 Intensity = 100 Intensity = 200 Intensity = 300   Shadows This example shows the effect of the Shadows parameter. Shadows is off Shadows is on Affect Diffuse This example shows the effect of the Affect diffuse parameter. Affect diffuse is off Affect diffuse is on Affect Specular This example shows the effect of the Affect specular parameter. Affect specular is off Affect specular is on