Enabled
Turns the light on or off without removing it from the scene.
Omnidirectional 3D light
Emits light from one point in all directions with configurable color, intensity, decay and shadow behavior.
PointLight behaves like a small bulb in Fusion 3D. It is useful for local illumination, highlights and practical-style light sources.
Overview
The light has a position but no cone direction: it radiates around itself. Moving it closer to or farther from geometry changes the apparent lighting distribution.
Decay controls how intensity falls off with distance. Shadow options add depth but also increase render complexity.
PointLight must be connected into the same Merge3D scene as the geometry it should illuminate, and the material must be able to react to lights.
Imagine a bare light bulb floating in 3D space: position sets where it is, Intensity sets how bright it is, and Decay controls how quickly the light fades with distance.
Flow anatomy
The port structure shows how this node fits into a Fusion graph.
The processed result from this node.
Inspector
Start with these controls before reaching for more complicated workarounds.
Turns the light on or off without removing it from the scene.
Sets the emitted light color.
Adjusts the red channel.
Use channel-specific controls when the operation should not affect all components equally.
Adjusts the green channel.
Use channel-specific controls when the operation should not affect all components equally.
Adjusts the blue channel.
Use channel-specific controls when the operation should not affect all components equally.
Controls light strength.
Controls how illumination falls off over distance.
Allows the light to cast shadows.
Sets the shadow Color.
Sets the RGB tint of Point Light shadows.
Sets the density of generated or distributed elements.
Controls shadow-map resolution where applicable.
Uses a proxy resolution for the Point Light shadow map during interactive work.
Offsets shadow depth comparison to reduce self-shadowing artifacts.
Use the smallest value that removes acne or detached-looking shadows.
Offsets shadow depth comparison to reduce self-shadowing artifacts.
Use the smallest value that removes acne or detached-looking shadows.
Sets the transparency of Non-Transmissive Materials.
Sets the processing quality for this operation.
Use a lighter setting while building the comp if needed, then verify the final-quality result before render.
Uses linearized depth for the Point Light depth/shadow calculation where applicable.
Tightens the Point Light shadow-map projection around the relevant scene geometry.
Softens the transition at the edge of the mask, matte or effect.
Sets the horizontal position or offset.
Sets the vertical position or offset.
Sets the position or offset along the Z axis.
Lets you pick or place the Point Light’s transform position interactively in the Viewer.
Imports compatible position, rotation and scale animation from another source.
Practical setup
Add PointLight and connect it to Merge3D.
Position it near the object you want to illuminate.
Set color and intensity.
Choose an appropriate decay model.
Enable shadows only when they add meaningful depth and inspect the result in Renderer3D.
Examples
A nearby point light adds local highlights to extruded text.
Use one or more point lights around a shape.
Troubleshooting
Production notes
Related nodes