Light Sources
Light Sources
While overall world lighting is globally controlled through the Lighting service, places can also include localized light sources like lamps, torches, spotlights, TV screens, etc.
Lighting Technology »
The Technology property — modifiable only in the Properties window — sets your experience’s lighting technology. Future is the most realistic and accurate, but you may opt for another setting. See enum/Technology for details.
Shared Properties
All light objects share various properties from the Light class, including Light/Color|Color, Light/Brightness|Brightness, and Light/Shadows|Shadows.
Color
Light/Color|Color defines the Datatype/Color3 value of the emitted light.
Brightness
Light/Brightness|Brightness defines the point light’s brightness with maximum effect at the center. Note that brightness is still limited to the light’s defined range, so increased brightness will not light up a larger region around the light.
Shadows
If Light/Shadows|Shadows is set to true, shadows will be projected where light is blocked by an obstacle.
PointLight
A PointLight emits light spherically from a single point. This object is ideal for non-directional light sources like bulbs, torches, and fireballs.
Range
A point light’s PointLight/Range|Range defines the radial distance of illumination from the light’s position, measured in studs.
SpotLight
A SpotLight emits light in the shape of a cone with a spherical base. This object is ideal for directional light sources like street lamps, flashlights, and headlights.
Face
The spotlight’s SpotLight/Face|Face property determines which face/axis light is emitted from, as shown from this streetlamp’s glowing light part.
Angle
SpotLight/Angle|Angle defines the angle of light emission from the cone’s apex. The maximum value is 180 which illuminates a full half sphere from the apex.
Range
SpotLight/Range|Range determines the distance of illumination from the source. The maximum value is 60, measured in studs.
SurfaceLight
A SurfaceLight emits light from the surface/face of a BasePart. This object is useful for light sources like TV or computer screens, lighted billboards, and fluorescent panels.
Face
The surface light’s SurfaceLight/Face|Face property determines the face of the BasePart from which light emanates. Notice that light is emitted from the entire surface, not a point upon it.
Angle
SurfaceLight/Angle|Angle defines the angle of light emission from the part’s surface. An angle of 0 means that light travels directly outward from the surface while an angle of 180 means light travels outward perpendicular to the surface.
Range
Range determines the distance of illumination from the surface. The maximum value is 60, measured in studs.