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ParticlePointLightInfo

14.13 Value struct

Class Documentation

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A point light that belongs to a particle system. It is the value of VfxSystemDefinitionData.PointLight.

The light belongs to the system, not to an emitter, and it never looks at particles:

  • It is created when the system's emitters are instantiated, one light per system instance, and removed with the system.
  • It is updated on every simulation step, after the emitters, from the system's age: the time since the system started, scaled by the system's time scale.
  • Its position is the system's world position plus the offset.

Once the age passes lifetime the colour is set to black and the light stays dark for the rest of the system's life.

It is drawn only on a map that has a MapDynamicLighting component. That page describes which surfaces take the light, the falloff, the masks and the light types.

Properties

0xac3cf5bd

Embed<ValueVector3> = { "constantValue": [0, 0, 0], "dynamics": null }
Type history (2 revisions)
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Offset of the light from the system's world position, in world units, as a value that can be animated over the system's age. The property's name is not yet known.

HdrScale

F32 = 5
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Extra multiplier on the colour, used only by PBR-style shaders. Non-PBR environment and character shaders ignore it.

Impact

U8 = 3
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Which kind of surface the light reaches. Bit 0x1 is environment, bit 0x2 is characters.

LightChannels

U8 = 1
15.22
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Bitmask of light channels. The light reaches an object only when the object's own light channels share a bit with it.

intensityScale

Embed<ValueFloat> = { "constantValue": 1, "dynamics": null }
Type history (2 revisions)
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Multiplier on lightColor, as a value that can be animated over the system's age.

lifetime

Option<F32> = 5
14.14
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How long the light stays on, in seconds of system age. After that it is black. A looping system that should stay lit has to set this to a large value: the default turns the light off a few seconds after the system starts.

lightColor

Embed<ValueColor> = { "constantValue": [1, 1, 1, 1], "dynamics": null }
Type history (2 revisions)
  • 14.13 - 14.13 Vec4
  • since 14.14 Embed<ValueColor>
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Colour of the light, as a value that can be animated over the system's age. The result is multiplied by intensityScale. Values above 1 make the light brighter.

radius

Embed<ValueFloat> = { "constantValue": 500, "dynamics": null }
Type history (2 revisions)
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Reach of the light, in world units, as a value that can be animated over the system's age. Brightness falls off linearly and is zero at this distance.

Referenced by 1 class · 1 property