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AVEVA™ XR Studio

Light

  • Last UpdatedOct 22, 2025
  • 4 minute read

The Light node enables you to take control of a 3D light. There are different light types characterized by different parameters and behaviors.

Note: Lights are currently under development, so not all parameters are currently supported.

Platform support

This node is fully supported on XR-Windows platform.

It is partially supported on XR-Portable Windows, XR-Portable iOS, XR-Portable Android, and XR-P WASM platforms.

Light support is restricted to FGI-backed state calculations.

XR-WIN

XR-P-WIN

XR-P-IOS

XR-P-AND

XR-P-WASM

Full support

Partial support

Partial support

Partial support

Partial support

Full support

Limited support

Limited support

Limited support

Limited support

Light types

The light node supports two types of lights.

Light type

Description

Omni

The light emanates from a point and goes in all directions. This type is mainly used for generating diffuse light.

Direct

Light emanates from a circle and has a direction so that the lighted area has a cylinder shape. This kind of light can be used for casting shadows. The cylinder has two radii: the falloff (maximum) and the hotspot. The intensity is at the top inside the hotspot, while there's attenuation and diff.

Guidelines

  • When a light has a type, it cannot be changed at runtime.

  • Not all the customization parameters apply to both the light types.

Code example

This is a code example for the Light node.

<Light name="SpotFlag" light="Mesh_Flag|SpotFlag" position="11.83189 29.11901 9.897886" color="1 1 1" falloff="59.8" hotspot="57.5" intensity="1" targetPosition="22.80067 -12.76238 16.30802"/>

Light fields

These are the fields for Light node. Only the node-specific fields are indicated, not fields obtained by inheritance.

Field inheritance: NodeBase > Light

Fields

Type

Use

Default value

Description

attenuationStart

sfloat

Optional

Not set

At what distance from the source the attenuation starts. 0 means no attenuation.

attenuationEnd

sfloat

Optional

Not set

At which distance the attenuation ends .

affectOnlyIfAssigned

sbool

Optional

false

If set to true the light is considered by the shaders ($shaderGen) only if explicitly declared.

color

svec3

Mandatory

Not set

Color of the light.

light

sstring

Mandatory

Not set

Complete name (including pipes '|') of the 3D light object.

lighting\affectDiffuse

sbool

Optional

true

Set to false to not influence material diffuse.

lighting\affectSpecular

sbool

Optional

true

Set to false to not influence material specular.

falloff

sfloat

Optional

Not set

Width of the Direct light cylinder.

hotspot

sfloat

Optional

Not set

Width of the Direct light hot area cylinder.

intensity

sfloat

Optional

Not set

Intensity of the light.

position

svec3

Mandatory

Not set

Position of the light.

target

sstring

Optional

Not set

Complete name (including pipes '|') of the 3D Direct light target object.

targetPosition

svec3

Optional

Not set

Position of the Direct light target. It defines cylinder length and direction.

type

senum

Read only

Not set

Can be Omni or Direct based on the content of the MWX (template or not).

shadow\castshadow

sbool

Optional

Not set

Set to true to force shadows cast.

shadow\colorAlpha

sfloat

Optional

Not set

0-1 shadow alpha color intensity.

shadow\colorRed

sfloat

Optional

Not set

0-1 shadow red color intensity.

shadow\colorGreen

sfloat

Optional

Not set

0-1 shadow green color intensity.

shadow\colorBlue

sfloat

Optional

Not set

0-1 shadow blue color intensity.

shadow\noDistanceTest

sbool

Optional

Not set

Set to true to disable distance check for shadows generation.

shadow\excludeHumans

sbool

Optional

Not set

Set to false to exclude humans shadows generation.

shadow\excludeMeshes

sbool

Optional

Not set

Set to false to exclude meshes shadows generation.

shadow\refreshFrameRate

sfloat

Optional

Not set

Shadows FPS calculation.0 means no realtime shadows.

shadow\mapBias

sfloat

Optional

Not set

Adjust shadow distance respect the shadow casting object.

shadow\mapSize

sint

Optional

Not set

Increases/decreases shadow aspect smoothness. Use 2n values like 32,64.

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