Creates a spotlight.
Icon: 
Description
Creates a spotlight, which casts a narrow beam towards a target point.
Note: The options of this command are influenced by the value of the LIGHTUNITS system variable.
Options within the command
- Specify source position
- Specifies the location of the light in 3D space.
- Specify target position
- Specifies the location of the target.
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Note: The target is the point at which the spotlight is focused.
- Name
- Specifies the name for the spotlight.
- Intensity factor
- Specifies the intensity of the light.
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Note: Enter an intensity value between 0.00 and the maximum value supported by your system (max float = maximum value of a floating-point number).
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Note: When the LIGHTINGUNITS system variable value is 0, this option is named Intensity.
- Status
- Toggles the use of light.
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- ON
- Light is included when calculating rendering.
- Photometry
- Specifies the photometric properties of the light.
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Note: This option is only available when the LIGHTUNITS value is 1 or 2.
- Intensity
- Enter the intensity expressed in candela (Cd).
- Flux
- Enter the luminous flux in lumens (Lm).
- Illuminance
- Enter the illuminance expressed in lux (Lx) or foot-candles (Fc).
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- Distance
- Enter a distance expressed in drawing units.
- Color
- Enter a color name.
- ?
- Lists the names of available colors.
- Kelvin
- Enter a Kelvin temperature expressed in degrees Kelvin.
- Hotspot
- Specifies the angle of the hotspot, the area of light concentration.
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Note: The Hotspot angle represents the angle of the central light cone.
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Note: The angle determines the size of the hotspot, regardless the distance of target.
- Falloff
- Specifies the angle of weaker illuminations surrounding the hotspot.
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Note: The Falloff angle represents the angle of the full light cone.
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Note: Outside of the falloff, there is no light.
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Note: When a Falloff angle is entered that is smaller than the Hotspot angle, the latter is set equal to the Falloff angle. When a surface is illuminated by a spotlight, there is an area of maximum illumination (hotspot) that is surrounded by an area of lesser intensity (falloff).
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Note: The difference between the hotspot angle and the falloff angle defines the area of lesser light intensity. If the falloff angle and the hotspot angle are almost equal, the edge of the light cone is rather sharp. The greater the difference between both angles, the softer the edge of the light cone.
- shadoW
- Specifies the look of shadows cast by this light.
- Off
- Disables the calculation of shadows for the light.
- Sharp
- Displays shadows with sharp edges.
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Note: Use this option to increase performance.
- soFt mapped
- Displays realistic shadows with soft edges.
- soft sAmpled
- Displays realistic shadows with softer shadows based on extended light sources.
- Shape
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- Disk
- Defines a circular shadow shape that behaves as an area light.
- Rect
- Defines a rectangular shadow shape that behaves as an area light.
- sAmples
- Specifies the sampling size of the shadow.
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Note: Larger numbers are more accurate but take longer to render.
- Visible
- Casts a shadow that represents shapes (more accurate) or that is rectangular (faster to render).
- Attenuation
- Specifies how the illumination falls off with distance from the light.
- attenuation Type
- Specifies the type of attenuation.
- None
- No attenuation so that the distance to the light source has no influence.
- Inverse linear
- Attenuation is the inverse of the linear distance from the light.
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Note: At a distance of 2 units from the light source, the light is half as strong. At a distance of 4 units, the light is one quarter as strong.
- inverse Squared
- Attenuation is the inverse of the square of the distance from the light.
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Note: At a distance of 2 units, the light is one quarter as strong. At a distance of 4 units, the light is one sixteenth as strong.
- Use limits
- Toggles whether the extent of the illumination is limited.
- attenuation start Limit
- Defines the point where the light starts to shine, measured from the center of the light.
- attenuation End limit
- Defines the point where the light stops to shine, measured from the center of the light.
- filterColor
- Specifies the color of the light.
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Note: When the LIGHTUNITS system variable’s value is 0, this option is named Color.
- Enter true color
- The RGB color model is an additive color model in which red, green, and blue light are added together in various ways to reproduce a broad array of colors. The component values are stored as integer numbers in the range 0 to 255, the range that a single 8-bit byte can offer (by encoding 256 distinct values).
- Index color
- Defines the color name by the index color.
- Hsl
- Specifies the color using three parameters Hue, Saturation and Lightness.
- Colorbook
- Enter a name from a colorbook.
- eXit
- Concludes the command and creates the light.