# Local Lights

Local lights are mostly used for light sources such as lamps, candles, and artificial lights. They can also be used for adding to an area that needs more diffuse or bounced light, or for a dramatic shadow effect.

## Point lights

To create a point light, right click in the 2d view and choose light.

1. Point lights use the following variables.

1. Color # # #: The color of the light.
2. Radius #: The range the light can illuminate within.
3. Def(def preset: The falloff definition of the light. This variable uses a one pixel high texture to set the type of falloff you want. You can find existing def setting on the light.gdt file in texture assets or you can make a custom falloff type by making a new texture and adding it to the lights.gdt file yourself

Def examples:

light_point_linear: basic linear falloff curve

light_point_quadratic: hotspot is closer to center

light_point_linear_nocenter: basic linear falloff without lumination at the center. Use this for situations that require an object to cast a shadow but not be illuminated by placing the light near the said object.

tunsten_lamp: Used to simulate standard bulb type lights.

## Spot lights

To create a spot light, make a point light and a null object(by right clicking in the 2d view and selecting info/null) and then press W to connect the light to the null.

Spot lights use all of the point light variable as well as the following.

1. Exponent #: The transition between the fov variables. This variable is an integer. Higher numbers will result in a smoother look. Without setting an exponent, the Fov_inner will have no effect on the light.
2. Fov_inner #: The tightness of the hot spot.
3. Fov_outer #: The angle of the spot light cone.

Spotlight Examples:

exponent 0 fov outer 100

exponent 1 fov outer 100

exponent 2 fov outer 100

exponent 1 fov outer 100 fov inner 60