Point Light - Lumberyard User Guide

Point Light

Open 3D Engine (O3DE), the successor to Lumberyard, is now available in Developer Preview. Download O3DE or visit the AWS Game Tech blog to learn more.

Use the Point Light component on an entity to create a point of light.

The Point Light component has the following settings:


Shows the light.

On initially

Specify if the light is on when created.

General Settings

See the following general settings:


The color of the light.

Default value: 0xFFFFFFFF

Diffuse multiplier

Sets the strength of the diffuse color.

Default value: 1

Specular multiplier

Sets the strength of the specular brightness.

Default value: 1


Light acts as a multiplier for cubemap values.

Point Light Settings

See the following point light settings:

Max Distance

Maximum distance, in a radius, from which this light is visible.

Default value: 2

Attenuation bulb size

Radius in meters before light falloff begins.

Default value: 0


See the following options:

View distance multiplier

Adjusts the maximum view distance. For example, 1.0 uses the default and 1.1 is 10% farther than the default.

Default value: 1

Minimum spec

The minimum specification value at which this light is enabled.

Default value: Low

Cast shadow spec

The minimum specification at which shadows are cast.

Default value: Never

Voxel GI mode

Mode for light interaction with voxel global illumination (GI). Choose None, Static, or Dynamic.

Use VisAreas

Light is affected by visible areas. If unselected, light ignores visible areas.

Indoor only

Light is only rendered indoors.

Affects this area only

Light affects only the immediate area.

Volumetric fog only

Light affects only volumetric fog.

Volumetric fog

Light affects volumetric fog and surrounding area.

Shadow Settings

See the following shadow settings:

Terrain Shadows

Includes the terrain in the shadow casters for this light.


See the following animation settings:


Enter a number to specify a preset light animation curve to play as defined in the Light.cfx file. Valid values are 0 to 48. You can also use values 40 to 48 for testing and debugging.

Default value: 0


Multiple of the base animation rate. For example, a value of 2.0 makes an animation play twice as fast.

Default value: 1


Animation start offset from 0 to 1. A value of 0.1 is 10% into the animation. For example, you can use this setting to prevent lights in the same scene, with the same animation, from being animated in unison.

Default value: 0

EBus Request Bus Interface

Use the following request functions with the EBus interface to communicate with other components of your game.

For more information about using the event bus (EBus) interface, see Working with the Event Bus (EBus) system.

All light components share common EBus functions. For more information, see Light Components EBus Request Bus Interface.