# Light Objects A **Light** object is an object element that is used to add different kinds of lights to a [SimPropContainer Object](../simpropcontainer-objects/) *only*. When you select this object type you will be presented with a list of different light object elements listed in the [Objects](../../menus/the-view-menu/#objects) window: {{< image-center src="images/2_DevMode/scenery_editor/Objects/light/light_1_objects.png" alt="The Light Object Elements Listed In The Objects Window" >}} Light object elements are a visual effect that can be used to create different types of lights within a SimProp Container object, and initially you can create one of the four main light types: Disk, Point, Spot and Street Light. Note that the different light types shown in the Objects window are simply different configurations of the same properties, so you can quickly place lights of the same type, but once placed, they are all fully configurable. Clicking the {{< button "Add" />}} button will place the selected light in the SPC and then you can use [The Edition Gizmo](../../../the-edition-gizmo/) to move it around and position it as required. {{< image-center src="images/2_DevMode/scenery_editor/Objects/light/light_2_placing.png" alt="Placing A Light In The SimProp COntainer" >}} Once you have added your light to the SPC, you can then go ahead and edit its **properties**. ### Properties The **Properties** window for a Light object looks like this: {{< image-center src="images/2_DevMode/scenery_editor/Objects/light/light_3_properties.png" alt="The Light Row Object Properties" >}} - ##### Name This is the name of the light object element as defined from its file. - ##### Display Name This is the name of the light as it will be displayed in the [The Scenery Contents List](../../the-scenery-editor/#the-scenery-contents-list). This can be edited and is helpful for identifying elements when you have a lot of items in the content list. - ##### Light Type This lets you select the *type* of light to use, either **Street Light** or **Advanced Light**. If you choose the advanced light, then you can also select the **Shape Type**. - ##### Shape Type When You have selected the **Advanced Light** type, then you can also select the shape of the light, which can be either **point**, **spot**, or **disk**. - ##### Light Intensity This sets the intensity of the light, in {{< glossterm >}}candela{{< /glossterm >}}. - ##### Customise Colour Enabling this option will change the *temperature* control to show RGB colour options, permitting you to set the light colour using those values instead of using a Kelvin value. - ##### Temperature This sets the light *temperature* which will affect the colour of the light. The following chart shows the approximate light tone associated with given temperatures: {{< image-center src="images/3_Models_And_Textures/Plugins/Lights/light_temperature.png" alt="Colour Chart For Light Temperature" >}} The other available options for a light will change depending on the **Light Type** and **Shape Type**, so below we'll show each of them separately along with a visual of what they look like in the simulation. #### Street Light {{< image-center src="images/2_DevMode/scenery_editor/Objects/light/light_4_street.png" alt="The Street Light Type With Properties" >}} The street light is a conical shaped light type that has multiple setup options permitting it to be synced with the day/night cycle of the simulation world, as well as set up flashing/strobe effects and other parameters unique to this light type. - ##### Cone Angle The spread angle of the light, from 0° to 360°. If you wish to simulate an *omnidirectional* light, then set the Cone Angle to 360°. - ##### Symmetrical Cone When this is checked, the light cone will be mirrored, so you have two cones facing opposite directions. - ##### Night Only When this is checked, the light will be *on* at night and *off* during the day. When not checked the light will be on all the time, regardless of the time of day. - ##### Lens Flare When Lens Flare is checked, a flare effect will be added to the light. This will also show an additional option: - **Flare Only** - Checking this will disable the light *except* for the flare effect. - ##### Animation This section is used to set up animation effects for the light and has the following additional options: - **Flash Frequency** - This is the number of times that the light will "flash" in a second. Setting this to 0 means the light does not flash. - **Flash Duration** - The duration of one flash in seconds. - **Flash Phase** - The flash phase is the offset in seconds to the flash frequency. For example, if the frequency is set to 6 and the phase to 0, then there will be one flash every ten seconds and the flashing will start at zero seconds of the model being spawned (6 flash / 1 minute = one flash every 10 seconds). If the frequency is set to six and the phase is set to three, then there will be one flash every ten seconds but it won't start until three seconds after the model has spawned. This parameter is useful to synchronize or desynchronize several lights inside the same SPC or make the light flash at different intervals and give different effects. - **Rotation Speed** - The number of revolutions per minute for the light. This value is only relevant when the light angle is under 360°. - **Rotation Phase** - The rotation phase is the offset in seconds to the rotation speed. #### Advanced Point Light {{< image-center src="images/2_DevMode/scenery_editor/Objects/light/light_5_point.png" alt="The Advanced Point Light Type With Properties" >}} The **point light** is a single omnidirectional light source that has the following customisation options: - ##### Source Radius This sets the radius of the source light, in meters. #### Advanced Spot Light {{< image-center src="images/2_DevMode/scenery_editor/Objects/light/light_6_spot.png" alt="The Advanced Spot Light Type With Properties" >}} The **spot** light is a conical light source with the following additional edition options: - ##### Outer Cone Angle This sets the outer cone angle. The outer cone is where the light will be "feathered" from the maximum intensity of the inner cone angle, to the minimum intensity of the outer cone angle. - ##### Inner Cone Angle This sets the inner cone angle. The inner cone is where the light is at maximum intensity. #### Advanced Disk Light {{< image-center src="images/2_DevMode/scenery_editor/Objects/light/light_7_disk.png" alt="The Advanced Disk Light Type With Properties" >}} The **disk** light is a disk shaped light source with the following additional options: - ##### Source Radius This sets the radius of the disk-shaped light source. - ##### Outer Cone Angle This sets the outer cone angle. The outer cone is where the light will be "feathered" from the maximum intensity of the inner cone angle, to the minimum intensity of the outer cone angle. - ##### Inner Cone Angle This sets the inner cone angle. The inner cone is where the light is at maximum intensity. #### Additional Options The following options are available for all light types and shapes: - ##### Only In Edition When this is checked, the light will *only* be visible when the the SimProp is being edited, but *not* when placed in the simulation. - ##### Optimizable Checking this option means that the decal object can be "optimized" - ie: the simulation will modify the spawn probability - based on the user graphics settings and platform: - Ultra: 100 % - High: 50 % - Medium: 25% - Low: 12% - xbox: 12%