DirectionalLight creates parallel light rays to illuminate geometric shapes. Light is scoped and only illuminates geometry within its enclosing parent group! No source location is needed since rays are parallel from an infinitely distant source. DirectionalLight nodes do not attenuate with distance. Lights have no visible shape themselves and shine through occluding geometry.
The DirectionalLight node belongs to the Lighting component and its container field is children. It is available since X3D version 3.0 or later.
SFNode [in, out] metadata NULL [X3DMetadataObject]
Metadata are not part of the X3D world and not interpreted by the X3D browser, but they can be accessed via the ECMAScript interface.
SFBool [in, out] global FALSE
Global lights illuminate all objects within their volume of lighting influence. Scoped lights only illuminate objects within the same transformation hierarchy.
SFBool [in, out] on TRUE
Enables/disables this light source.
SFColor [in, out] color 1 1 1 [0,1]
Color of light, applied to colors of objects.
SFFloat [in, out] intensity 1 [0,1]
Brightness of direct emission from the light.
SFFloat [in, out] ambientIntensity [0,1]
Brightness of ambient (nondirectional background) emission from the light. Interchange profile hint: this field may be ignored, applying the default value regardless.
SFVec3f [in, out] direction 0 0 -1 (-∞,∞)
Orientation vector of light relative to local coordinate system.
Animate direction to simulate time-of-day sunlight effects.
SFColor [in, out] shadowColor 0 0 0 [0,1]
Color of shadow, applied to colors of objects.
SFFloat [in, out] shadowIntensity 0 [0,1]
Intensity of shadow.
SFFloat [in, out] shadowBias 0.005 [0,1]
The shadowBias value controls the visibility of shadow acne.
SFInt32 [ ] shadowMapSize 1024 [0,∞)
Size of the shadow map in pixels, must be power of two.