Reference / Nodes

3D Lights & Camera

Four nodes, three light types and one camera, that wire into a scene3d composer (or directly into Root) to light and frame a 3D scene.

Position, rotation and scale of every light and camera live on the node's inspector under a transform editor. The directional, point and spot lights share the same port shape, the type is fixed by the node class.

Directional Light 3D

directionalLight3d3D / Lights

Sun-style infinite-distance light. Direction taken from the node's rotation. Casts the scene's only shadow map.

Inputs
PortTypeDefaultRangeNotes
colorcolor1, 1, 1, 1,
intensityfloat1,
rangefloat10,Ignored for directional, kept for port-shape uniformity.
innerAnglefloat30,Ignored for directional.
outerAnglefloat45,Ignored for directional.
Outputs
PortTypeDefaultRangeNotes
lightlight,,

The only light type that casts shadows in the deferred pipeline. Wire one into the scene before complaining that nothing is lit.

Point Light 3D

pointLight3d3D / Lights

Omni-directional light at the node's position. Falloff governed by range.

Inputs
PortTypeDefaultRangeNotes
colorcolor1, 1, 1, 1,
intensityfloat1,
rangefloat10,Distance at which the light hits zero.
innerAnglefloat30,Ignored for point.
outerAnglefloat45,Ignored for point.
Outputs
PortTypeDefaultRangeNotes
lightlight,,

Use point lights for accents, a glowing object, a torch, a lamp. They don't cast shadows, so they read more atmospheric than contributing form.

Spot Light 3D

spotLight3d3D / Lights

Cone of light from the node's position along its forward axis. Inner and outer angles control falloff.

Inputs
PortTypeDefaultRangeNotes
colorcolor1, 1, 1, 1,
intensityfloat1,
rangefloat10,
innerAnglefloat30,Inside this angle (degrees), full intensity.
outerAnglefloat45,Outside this angle, zero. Smooth falloff between.
Outputs
PortTypeDefaultRangeNotes
lightlight,,

Theatrical spotlight feel. Aim it by rotating the node's transform, the cone follows the local +Z axis.

Camera 3D

camera3d3D / Camera

Perspective or orthographic camera. Position from transform, look direction from transform's forward.

Inputs
PortTypeDefaultRangeNotes
fovfloat60,Vertical field of view, in degrees. Ignored in orthographic mode.
nearPlanefloat0.1,
farPlanefloat100,
Outputs
PortTypeDefaultRangeNotes
cameracamera,,

The projection mode (perspective vs orthographic) and the orthographic size are inspector fields. Without a connected camera, the scene falls back to an internal arcball you can tumble in the preview, wire one in to lock the framing.

For animated camera moves, drive the position fields from sineWave or accumulator modifiers. Or set up an auto-orbit on the inspector and let it run.