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 / LightsSun-style infinite-distance light. Direction taken from the node's rotation. Casts the scene's only shadow map.
| Port | Type | Default | Range | Notes |
|---|---|---|---|---|
| color | color | 1, 1, 1, 1 | , | |
| intensity | float | 1 | , | |
| range | float | 10 | , | Ignored for directional, kept for port-shape uniformity. |
| innerAngle | float | 30 | , | Ignored for directional. |
| outerAngle | float | 45 | , | Ignored for directional. |
| Port | Type | Default | Range | Notes |
|---|---|---|---|---|
| light | light | , | , |
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 / LightsOmni-directional light at the node's position. Falloff governed by range.
| Port | Type | Default | Range | Notes |
|---|---|---|---|---|
| color | color | 1, 1, 1, 1 | , | |
| intensity | float | 1 | , | |
| range | float | 10 | , | Distance at which the light hits zero. |
| innerAngle | float | 30 | , | Ignored for point. |
| outerAngle | float | 45 | , | Ignored for point. |
| Port | Type | Default | Range | Notes |
|---|---|---|---|---|
| light | light | , | , |
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 / LightsCone of light from the node's position along its forward axis. Inner and outer angles control falloff.
| Port | Type | Default | Range | Notes |
|---|---|---|---|---|
| color | color | 1, 1, 1, 1 | , | |
| intensity | float | 1 | , | |
| range | float | 10 | , | |
| innerAngle | float | 30 | , | Inside this angle (degrees), full intensity. |
| outerAngle | float | 45 | , | Outside this angle, zero. Smooth falloff between. |
| Port | Type | Default | Range | Notes |
|---|---|---|---|---|
| light | light | , | , |
Theatrical spotlight feel. Aim it by rotating the node's transform, the cone follows the local +Z axis.
Camera 3D
camera3d3D / CameraPerspective or orthographic camera. Position from transform, look direction from transform's forward.
| Port | Type | Default | Range | Notes |
|---|---|---|---|---|
| fov | float | 60 | , | Vertical field of view, in degrees. Ignored in orthographic mode. |
| nearPlane | float | 0.1 | , | |
| farPlane | float | 100 | , |
| Port | Type | Default | Range | Notes |
|---|---|---|---|---|
| camera | camera | , | , |
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.