Lights
Lights
Any placed prop can also be a light source. This is not an emissive texture — it is a real draw call that lights the world around it, casts shadows and reaches as far as you tell it to.
Open M → Light source and turn it on.
Types
| Type | Shape | Shadows |
|---|---|---|
| Point | Casts in every direction | No |
| Point + shadow | Every direction | Yes |
| Spot | A cone, pointing along the prop's forward axis | No |
| Spot + shadow | Cone | Yes |
Point for lamps, bulbs, fires and signs. Spot for anything aimed: a floodlight, a spotlight, a wall washer, a car headlight.
Settings
| Setting | What it controls |
|---|---|
| Colour | Full RGB picker |
| Range | How far the light reaches, in metres |
| Intensity | Brightness |
| Radius | Softness of the light's edge |
| Shadow | Shadow strength (shadow types only) |
Every one of them previews live as you drag, so you set them by eye rather than by number.
Aiming a spot
A spot light points along the prop's forward axis. To aim it, rotate the prop. It is usually easiest to attach the light to a model that already points somewhere — a floodlight housing, a wall lamp — so the model and the light agree.
Working with lights
Set the time first. Open the environment panel and set night. A light tuned at noon will be wrong after dark, and there is no way to judge intensity against a bright sky.
Range costs more than intensity. A large range means the light is evaluated against more of the scene. When a light is too weak, raise intensity before you raise range.
Fewer, better lights. Three well-placed lights read better than ten overlapping ones, and cost a fraction as much.
Storage and export
Light settings are stored with the prop and re-applied whenever it spawns, for every player.