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light_omni2

light_omni2 icon

Point Entity

A sphere or tube shaped light

Keyvalues

  • Units (brightness_units) <Choices>
    Brightness Units

    • Lumens
    • Candelas
    • Nits
    • EV
    • Legacy
  • Candelas (brightness_candelas) <Float>
    Brightness in candelas

  • Nits (brightness_nits) <Float>
    Brightness in nits

  • Brightness (EV) (brightness) <Float>
    Logarithmic Brightness

  • Legacy (brightness_legacy) <Float>
    Legacy brightness value

  • Enabled (enabled) <Boolean>

  • Color (color) <Color255>

  • Color Temperature (K) (colortemperature) <Float>

  • Brightness (Lumens) (brightness_lumens) <Float>
    Brightness in lumens. (See Light Units group for alternative units of measurement).

  • Range (range) <Float>
    Clamps the distance that a light can reach.

  • Falloff (skirt) <Float>
    Controls the light falloff based on the set Range.

  • Indirect Light Type (bouncelight) <Choices>
    How Indirect (bounce) light should be represented.

    • None
    • Static
  • Indirect Light Multiplier (bouncescale) <Float>
    Increases the intensity of a lights' Indirect (bounce) light.

  • Size (size_params) <Vector>

  • Outer Angle (outer_angle) <Float>
    Used to creat hemispherical light shapes.

  • Inner Angle (inner_angle) <Float>
    Used to creat hemispherical light shapes.

  • Cookie (lightcookie) <Resource>
    Choose a light cookie texture (.vtex) to represent your light shape.

  • Bake Specular to Cubemaps (bakespeculartocubemaps) <Boolean>
    Bake specular into cubemaps. Only works when Direct Lighting Type is set to Baked.

  • Specular Softness (minroughness) <Float>
    USE WITH CAUTION: Artificially softens direct specular (not cubemaps) to simulate cheap, soft area lights. Note: Direct Lighting must be set to Stationary or Dynamic for this to have an effect.

  • Shadow Map Resolution (shadowmapsize) <Choices>

    • 4096
    • 3584
    • 3072
    • 2560
    • 2048
    • 1536
    • 1024
    • 512
    • Default
  • Shadow Priority (shadowpriority) <Choices>

    • Highest
    • High
    • Medium
    • Low
    • Default
  • Transmit Shadow Casters to Client (pvs_modify_entity) <Boolean>
    When this light is visible to a player, add its shadow casters to the player's PVS.

  • Shadow Fade Out Start Size (shadowfade_size_start) <Float>
    Screen size where the shadows will begin fading out

  • Shadow Fade Out End Size (shadowfade_size_end) <Float>
    Screen size where the shadows will be fully faded out

  • Brightness Scale (brightnessscale) <Float>
    Scale brightness by this amount, used for scripting direct light behaviour. NOTE: Only works on lights with Direct Lighting type set to Dynamic or Stationary.

  • Render Light in Cubemaps (rendertocubemaps) <Boolean>
    If true, illumination from this light renders into baked cube maps.

  • Render Light Geometry (showlight) <Boolean>
    Render the light geometry in the world

  • Light Fade Out Start Size (fade_size_start) <Float>
    Screen size where the light will begin fading out

  • Light Fade Out End Size (fade_size_end) <Float>
    Screen size where the light will be fully faded out

  • Style (light_style) <VDataChoice>
    Light Style

  • Style Output Event 0 (light_style_output_event0) <VDataChoice>
    Name of the event that triggers the OnStyleEvent0 output.

  • Style Output Event 1 (light_style_output_event1) <VDataChoice>
    Name of the event that triggers the OnStyleEvent1 output.

  • Style Output Event 2 (light_style_output_event2) <VDataChoice>
    Name of the event that triggers the OnStyleEvent2 output.

  • Style Output Event 3 (light_style_output_event3) <VDataChoice>
    Name of the event that triggers the OnStyleEvent3 output.

  • Style Target 0 (light_style_target0) <TargetDestination>
    Sets $light_emissive for use in material expressions. The emissive geometry's surface area should be approximately equal to the area light's surface area.

  • Style Target 1 (light_style_target1) <TargetDestination>
    Sets $light_emissive for use in material expressions. The emissive geometry's surface area should be approximately equal to the area light's surface area.

  • Style Target 2 (light_style_target2) <TargetDestination>
    Sets $light_emissive for use in material expressions. The emissive geometry's surface area should be approximately equal to the area light's surface area.

  • Style Target 3 (light_style_target3) <TargetDestination>
    Sets $light_emissive for use in material expressions. The emissive geometry's surface area should be approximately equal to the area light's surface area.

  • Color Mode (colormode) <Choices>
    How to calculate the light's color

    • Color
    • Color Temperature
    • Color
    • Color Temperature
  • Create Client-Only Entity (clientSideEntity) <Choices>

    • No
    • Yes
  • Cast Shadows (castshadows) <Choices>
    Whether this light casts shadow.

    • No
    • Baked & Dynamic
    • Baked Only
    • No
    • Static & Dynamic
    • Static Only
  • Direct Lighting Type (directlight) <Choices>
    How direct lighting should be represented: Static=Fully baked into lightmap (cheapest), Stationary=Dynamic direct light with baked shadows, Dynamic=Fully dynamic (Most expensive). NOTE: Stationary and Dynamic omni2's take up 6 dynamic shadow slots, and will likely not cast shadows if you have CSM shadows enabled in a light_environment.

    • None
    • Static
    • Stationary
    • Dynamic
    • None
    • Static
    • Stationary
    • Dynamic
  • Shape (shape) <Choices>
    Shape of the light

    • Sphere
    • Tube
    • Tube with end caps
    • Point
    • Sphere
    • Tube
    • Tube with end caps

Inputs

  • Enable <Void>
    Turn on the light.

  • Disable <Void>
    Turn off the light.

  • Toggle <Void>
    Toggle the light.

  • SetColor <Color255>
    Set the light's color.

  • SetColorTemperature <Float>
    Set the light's color temperature in Kelvin.

  • SetBrightness <Float>
    Set the light's brightness in EV.

  • SetBrightnessScale <Float>
    Set the light's brightness multiplier, which defaults to 1.

  • SetStyle <String>
    ',' separated list of styles from light_styles.vdata to play in sequence. The last entry will loop. The last style can be 'on'/'off' to enable/disable the light with no light style.

  • SetFogStrength <Float>
    Set the fog strength.

  • SetFogScale <Float>
    Set the fog multiplier, which defaults to 1.

Outputs

  • OnStyleEvent0 <Void>
    Fired when the current light style plays an event of the type specified by Style Output Event 0.

  • OnStyleEvent1 <Void>
    Fired when the current light style plays an event of the type specified by Style Output Event 1.

  • OnStyleEvent2 <Void>
    Fired when the current light style plays an event of the type specified by Style Output Event 2.

  • OnStyleEvent3 <Void>
    Fired when the current light style plays an event of the type specified by Style Output Event 3.