

There’s a second option: OBJ files have a custom spill command: LIGHT_SPILL_CUSTOM 0 20 0 1 0.5 0.5 1 50 0 -1 0 0.5 your/dataref/here This light is on all the time – use full_custom_halo_night for the night version. Basically cosine(cone width * 0.5) gives you this width parameter, or pass 1.0 for an omnidirectional light. 0.5 is the “semi-width” of the cone – 60 degrees in this case.


The size is 50 meters (a huge light throw), and it points in the direction 0, -1, 0 (straight down). RGB colors for spills are in linear space, so you’ll have to experiment to get your colors perfect. The next four are the RGBA color (100% red, 50% yellow, 50% green, 100% brightness*), so it’s a very light red. (Phew!) The first 3 numbers 0,20, are the XYZ position (this light is 20 meters above our object origin). If you are creating an airplane or scenery pack and you need to create a fully customized spill light (visible in HDR mode only in v10) there are two ways to do it.įirst, we have a parameterized light called “full_custom_halo” that takes nine parameters, e.g.
