spotlight
SpotLight {
exposedField SFFloat ambientIntensity 0
exposedField SFVec3f attenuation 1 0 0
exposedField SFFloat beamWidth 1.570796
exposedField SFColor color 1 1 1
exposedField SFFloat cutOffAngle 0.785398
exposedField SFVec3f direction 0 0 -1
exposedField SFFloat intensity 1
exposedField SFVec3f location 0 0 0
exposedField SFBool on TRUE
exposedField SFFloat radius 100
}
- The most computationally expensive of the lighting options
- beamWidth used for max intensity range
- cutOffAngle is added to beamwidth, nothing lit beyond this
- Fall off of light between beamWidth and beamWidth+cutOffAngle
- Best on curved surfaces
- Needs highly faceted objects to work well
- Incorrect effect on single large flat polygon as lighting calculated at
vertices only
- Perhaps use a transparent 1 component texture to simulate
Example