# PointLight(Light)

base classes — `bpy_struct`, `ID`, `Light`

class `bpy.types.``PointLight`(Light)

  Omnidirectional point Light

  `constant_coefficient`

    Constant distance attenuation coefficient

    Type: | float in [0, inf], default 1.0

  `contact_shadow_bias`

    Bias to avoid self shadowing

    Type: | float in [0.001, 9999], default 0.03

  `contact_shadow_distance`

    World space distance in which to search for screen space occluder

    Type: | float in [0, 9999], default 0.2

  `contact_shadow_thickness`

    Pixel thickness used to detect occlusion

    Type: | float in [0, 9999], default 0.2

  `energy`

    Amount of light emitted

    Type: | float in [-inf, inf], default 10.0

  `falloff_curve`

    Custom light falloff curve

    Type: | `CurveMapping`, (readonly)

  `falloff_type`

    Intensity Decay with distance

    Type: | enum in [‘CONSTANT’, ‘INVERSE_LINEAR’, ‘INVERSE_SQUARE’, ‘INVERSE_COEFFICIENTS’, ‘CUSTOM_CURVE’, ‘LINEAR_QUADRATIC_WEIGHTED’], default ‘INVERSE_SQUARE’

  `linear_attenuation`

    Linear distance attenuation

    Type: | float in [0, 1], default 0.0

  `linear_coefficient`

    Linear distance attenuation coefficient

    Type: | float in [0, inf], default 0.0

  `quadratic_attenuation`

    Quadratic distance attenuation

    Type: | float in [0, 1], default 1.0

  `quadratic_coefficient`

    Quadratic distance attenuation coefficient

    Type: | float in [0, inf], default 0.0

  `shadow_buffer_bias`

    Bias for reducing self shadowing

    Type: | float in [0.001, 9999], default 1.0

  `shadow_buffer_clip_start`

    Shadow map clip start, below which objects will not generate shadows

    Type: | float in [1e-06, inf], default 0.05

  `shadow_buffer_samples`

    Number of shadow buffer samples

    Type: | int in [1, 16], default 3

  `shadow_buffer_size`

    Resolution of the shadow buffer, higher values give crisper shadows but use more memory

    Type: | int in [128, 10240], default 512

  `shadow_color`

    Color of shadows cast by the light

    Type: | float array of 3 items in [0, inf], default (0.0, 0.0, 0.0)

  `shadow_soft_size`

    Light size for ray shadow sampling (Raytraced shadows)

    Type: | float in [0, inf], default 0.25

  `use_contact_shadow`

    Use screen space raytracing to have correct shadowing near occluder, or for small features that does not appear in shadow maps

    Type: | boolean, default False

  `use_shadow`

    Type: | boolean, default True

  classmethod `bl_rna_get_subclass`(id, default=None)

    Parameters: | id (string) – The RNA type identifier.
    Returns: | The RNA type or default when not found.
    Return type: | `bpy.types.Struct` subclass

  classmethod `bl_rna_get_subclass_py`(id, default=None)

    Parameters: | id (string) – The RNA type identifier.
    Returns: | The class or default when not found.
    Return type: | type

Inherited Properties

`bpy_struct.id_data` `ID.name` `ID.name_full` `ID.is_evaluated` `ID.original` `ID.users` `ID.use_fake_user` `ID.tag` `ID.is_library_indirect` `ID.library` `ID.override_library` | `ID.preview` `Light.type` `Light.distance` `Light.color` `Light.specular_factor` `Light.use_custom_distance` `Light.cutoff_distance` `Light.node_tree` `Light.use_nodes` `Light.animation_data` `Light.cycles`

Inherited Functions

`bpy_struct.as_pointer` `bpy_struct.driver_add` `bpy_struct.driver_remove` `bpy_struct.get` `bpy_struct.is_property_hidden` `bpy_struct.is_property_overridable_library` `bpy_struct.is_property_readonly` `bpy_struct.is_property_set` `bpy_struct.items` `bpy_struct.keyframe_delete` `bpy_struct.keyframe_insert` `bpy_struct.keys` `bpy_struct.path_from_id` `bpy_struct.path_resolve` `bpy_struct.pop` | `bpy_struct.property_overridable_library_set` `bpy_struct.property_unset` `bpy_struct.type_recast` `bpy_struct.values` `ID.evaluated_get` `ID.copy` `ID.override_create` `ID.user_clear` `ID.user_remap` `ID.make_local` `ID.user_of_id` `ID.animation_data_create` `ID.animation_data_clear` `ID.update_tag`