FBX SDK Programmer's Guide > Nodes and the Scene Graph > FBX Node Attributes >

# Lights

## Creating a Light

Lights in the FBX SDK are abstracted by the FbxLight class. A FbxLight is created like any other object in a scene.

By default, a FbxLight points along a node's negative Y axis.

    // Create a node for our light in the scene.
    FbxNode* lLightNode = FbxNode::Create(pScene, "lightNode");

    // Create a light.
    FbxLight* lLight = FbxLight::Create(pScene, "light");

    // Set the node attribute of the light node.
    lLightNode->SetNodeAttribute(lLight);

    // Add the light node to the root node in the scene.
    FbxNode* lRootNode = pScene->GetRootNode();
    lRootNode->AddChild(lLightNode);

NoteA scene's ambient lighting is defined in its global settings, accessible via FbxScene::GetGlobalSettings(). Consult the FbxGlobalSettings class documentation for more information.

## Light Type

The behavior of the light can be defined by setting its FbxLight::LightType property.

    // Set the type of the light to a spotlight.
    lLight->LightType.Set(FbxLight::eSPOT);

The following table summarizes the behavior of each light type.

Light Type (FbxLight::ELightType) | Description
--- | ---
FbxLight::eSPOT | Light spreads in a conical shape from its origin, like a spotlight. The FbxLight::InnerAngle and FbxLight::OuterAngle properties determine the parameters of the cone in degrees.
FbxLight::ePOINT | Light spreads uniformly in all directions from its origin.
FbxLight::eDIRECTIONAL | Light spreads in a cylindrical shape from its origin.

## Pointing a Light

A spotlight or a directional light can be forced to consistently point towards a specific target in the scene. To do this, the light's node must have its target set using FbxNode::SetTarget(). The FbxMarker node attribute is used in the target node.

    // Create a node to contain the marker. This will be our target node.
    FbxNode* lTargetNode = FbxNode::Create(pScene, "targetNode");

    // Create a marker node attribute.
    FbxMarker* lMarker = FbxMarker::Create(pScene, "lightMarker");

    // Set the marker as the target node's attribute.
    lTargetNode->SetNodeAttribute(lMarker);

    // Set our light node's target.
    lLightNode->SetTarget(lTargetNode);

By default, a FbxNode uses its positive X axis as the aiming constraint. Recall that a newly created light points along the node's negative Y axis by default. To make the light point along the node's positive X axis, a rotation offset of 90 degrees must be applied to the light's node using FbxNode::SetPostTargetRotation(). Consult the "Node Target Management" section in the FbxNode class documentation for more information.

## Color and Intensity

A light's color is defined in its FbxLight::Color property. The default RGB value of a light is (1.0, 1.0, 1.0), represented as a FbxDouble3.

    // Set the light's color to (0, 1, 0.5).
    lLight->Color.Set(FbxDouble3(0.0, 1.0, 0.5));

The intensity of a light is defined in its FbxLight::Intensity property. The default value of the intensity is 100.0, represented as a FbxDouble1.

    // Set the light's intensity to 50.0
    lLight->Intensity.Set(50.0)

## Light Decay

The decay type of the light is defined in its FbxLight::DecayType property.

    // Set the decay type of the light to quadratic decay.
    lLight->DecayType.Set(FbxLight::eQUADRATIC);

The following table summarizes the decay types available.

Decay Type (FbxLight::EDecayType) | Description
--- | ---
FbxLight::eNONE | No decay. The light's intensity will not diminish with distance.
FbxLight::eLINEAR | Linear decay. The light's intensity will diminish linearly with the distance from the light.
FbxLight::eQUADRATIC | Quadratic decay. The light's intensity will diminish with the squared distance from the light. This is the most physically accurate decay rate.
FbxLight::eCUBIC | Cubic decay. The light's intensity will diminish with the cubed distance from the light.

NoteOther distance-based attenuation properties are available such as FbxLight::EnableNearAttenuation and FbxLight::EnableFarAttenuation. Consult the FbxLight class documentation for more information.

## Shadows

Shadows are enabled using the FbxLight::CastShadows boolean property. The color of the light's shadow is defined in the FbxLight::ShadowColor property. The default RGB value of a light's shadow is (0.0, 0.0, 0.0), represented as a FbxDouble3. A shadow texture may also be applied using FbxLight::SetShadowTexture().