Range of Lights
- Last UpdatedAug 22, 2023
- 2 minute read
An object to cast or receive shadows must enter the light ranges.
In terms of visibility, all objects whose bounding box intersects the light cone will be considered visible and the shadow will be generated.
At the rendering level, all pixels that enter the light range will be taken into account when receiving shadows, except when the bNoDistanceTest parameter is True.
Example
In this first example only the little man falls into the cone of light and therefore only the little man casts shadows. Note: that even the shadow is drawn only on pixels that are inside the light cone.

Example
In this second example, note that only the parts of the mesh that fall into the cone of light cast a shadow.

Example
In this third example, note the use of the bNoDistanceTest parameter. The left image shows false. The right image shows True.
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Only the little man falls within the range and therefore casts shadow.
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On the other hand, when the rendering part does not do the distance test, all the objects that enter a hypothetical infinite range receive a shadow.
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This is useful for letting the lights range for visibility, but without having to make them too big to include objects that receive shadows.

Example
These image examples show a range of the various types of lights.
