Particles node
Particle Light
Add dynamic lighting to particles — directional, point, or spot lights. Configurable color, intensity, position, direction, range, and spot angle for dramatic lighting effects on particle systems.
Inputs
| Port | Type | Default |
|---|---|---|
| EnableTurns this light off without removing it. With no light left in the system the particles fall back to flat, unlit colour. | bool | true |
| TypeDirectional casts parallel rays with no falloff, Point radiates from Position, Spot throws a cone along Direction. Any other value lights the particles flat. | int | 0 |
| ColorColour of the light itself, multiplied into each particle's own colour. | color | — |
| IntensityBrightness multiplier for the light. Not clamped; roughly 0…5 is the usable band before the particles blow out to white. | float | 1 |
| Position XLeft-right position of the light, in Grafit units. Point and Spot only — a Directional light ignores it. Any value works. | float | 0 |
| Position YUp-down position of the light, in Grafit units. Point and Spot only. Any value works. | float | 1 |
| Position ZDepth position of the light, in Grafit units; positive is toward the camera. Point and Spot only. | float | 0 |
| Direction XX part of the direction the light points. Directional and Spot only; only the ratio between the three components matters. | float | 0 |
| Direction YY part of the direction the light points. Directional and Spot only; all three at zero falls back to straight down. | float | -1 |
| Direction ZZ part of the direction the light points. Directional and Spot only; only the ratio between the three components matters. | float | 0 |
| RangeHow far a Point or Spot light reaches before it fades out. Anything at or below 0.001 removes the falloff, so the light carries forever. | float | 2 |
| Spot AngleHalf-angle of the spot cone in degrees; the soft outer edge sits twenty percent wider. Not clamped, but past 90 the cone simply covers everything. | float | 30 |
| ShowDraws a marker in the viewport showing where the light sits and which way it points. A preview aid only. | bool | false |
| Casts ShadowsLets this light render a shadow map so particles darken each other. Costs an extra pass, and is skipped entirely at Low or Off post-process quality. | bool | false |
| Shadow StrengthHow dark the cast shadow goes — 0 is invisible, 1 is fully shadowed. Not clamped; above 1 it overshoots into crushed black. | float | 1 |
| Shadow SoftnessBlur radius of the shadow edge; 0 gives a hard edge. Not clamped, but past roughly 10 the blur outruns the map and starts to band. | float | 0 |
| Shadow BiasNudges the shadow test off the surface to kill self-shadowing speckle. Not clamped; roughly 0.001…0.02 — too much and shadows detach from their particles. | float | 0.005 |
| Shadow QualityShadow map resolution, from Low 512 to Ultra 4096. The system uses the highest setting any shadow-casting light asks for. | int | 2 |
Outputs
| Port | Type |
|---|---|
| Config | structure |
Overview
The Particle Light node adds a light source to particles within a Particle System. Without any Light node, particles are rendered with flat color only (ambient lighting). Adding one or more Light nodes activates half-Lambert diffuse shading on particles, creating a sense of depth and dimensionality. The node supports three light types: Directional, Point, and Spot, along with configurable shadow casting.
Place the Light node inside a Particle System group. Up to 8 lights can be active simultaneously in a single system.
Light Types
0 — Directional
Infinite parallel light rays coming from a single direction, like sunlight. All particles receive light from the same angle regardless of their position.
Key parameters: Direction (X/Y/Z), Color, Intensity
The Direction vector is automatically normalized. If all components are 0, it falls back to (0, -1, 0) (downward). Position has no effect on Directional lights.
1 — Point
Omnidirectional light radiating from a single point in space, like a light bulb. Light attenuates with distance up to the Range limit.
Key parameters: Position (X/Y/Z), Range, Color, Intensity
Point lights are useful for localized illumination effects. Place them near particle clusters for dramatic, proximity-based lighting.
2 — Spot
Cone-shaped light emitting from a point in a specific direction, like a flashlight or stage spotlight. Combines position, direction, range, and cone angle.
Key parameters: Position (X/Y/Z), Direction (X/Y/Z), Range, Spot Angle, Color, Intensity
The Spot Angle defines the inner cone where light is at full intensity. Beyond this angle (up to 1.2x the spot angle), light falls off to zero, creating a soft cone edge.
Shadow System
When Casts Shadows is enabled, the Particle System generates a shadow map from this light's perspective. The shadow pipeline consists of:
- A depth-only render pass from the light's point of view.
- During the main particle lighting pass, each particle samples the shadow map to determine if it is in shadow.
- Shadow Strength controls how dark shadowed areas appear.
- Shadow Softness applies blur to the shadow edges for smoother results.
Shadow Quality is shared across the system — the highest quality value from any shadow-casting light is used for the shadow map resolution.
Use Cases
- Single Directional light for even, predictable illumination (outdoor scenes)
- Point light at the center of an explosion for dramatic radial lighting
- Spot light for focused theatrical effects on particle streams
- Colored lights to tint particles without changing particle colors
- Multiple lights for complex lighting setups (key light + fill light + rim light)
- Shadow-casting lights for depth and realism in 3D particle scenes
Tips
- Particles must have Receive Light enabled in their Particle Type node to respond to lights. This is true by default for Billboard, Stretched, and Circle modes.
- One Directional light with Intensity 1 provides natural, even illumination. Start here and add more lights as needed.
- Point and Spot lights work best when positioned near particles. Large Range values with low Intensity create soft ambient fill.
- Shadow maps are expensive. Use sparingly — one shadow-casting directional light is often sufficient.
- Increase Shadow Bias if you see self-shadowing artifacts (speckled dark patches on particle surfaces).
- Use Show to visualize light positions and directions while setting up your lighting.
- For 3D particle types (Cube, Sphere), the PBR material system on the Particle Type node has its own built-in lighting. The Particle Light node provides system-level lighting that affects all particle types.
Open Particle Light in the interactive catalog →
Particle Light is one of 381 nodes in Grafit Pro.
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