# Light Omni *Light Omni* is a point source emitting light in all directions (360�degrees) and realistically reproducing shadow cast. This type of light serves to simulate light sources with bright center and equal roll-off of intensity. An example of such a light is an ordinary household lightbulb, uncovered and hanging from the ceiling. *Light Omni* proves useful for general lighting purposes in indoor scenes because of its nondirectional qualities. Please note that as *Light Omni* uses cubemap modulation, the shadowing by this source requires **6 passes** and can be expensive. *Light Omni* has a variety of [shapes](../../../objects/lights/parameters/index.md#shape) and, therefore, can be used to create *area lights*, for example, realistic interior or street lights. ![](index.png) *Example scene that usesLight Omni* ### See Also - The *[LightOmni](../../../api/library/lights/class.lightomni_cpp.md)* class to manage *Light Omni* via API - The part of the Lighting video tutorial dedicated to [working with *Light Omni*](https://youtu.be/6PNOp963S4U?t=38) ## Adding Light Omni To add *Light Omni*, do the following: 1. On the Menu bar, click *Create -> Light -> Omni* ![](create_omni.png) 2. Place the light somewhere in the world. ![](add_omni.png) ## Setting Light Omni Parameters Parameters of *Light Omni* can be adjusted on the *Node* tab of the *[Parameters](../../../editor2/node_parameters/index.md)* window. Both [common parameters](../../../objects/lights/parameters/index.md) and the parameters specific for the *Light Omni* source are available. The specific ones are described below. ![](light_settings.png) ### Light Settings | Mode | The type of texture used to define light's distribution: - **IES** � light distibution is defined by the IES profile, a lighting industry standard of describing how the light is cast based on real-world measured light fixtures. ![](ies_comparison.png) *Light Omnisources without and with IES profile* - **Simple** � a cubemap texture is projected by *Light Omni*. Such modulations allow you to re-light the affected scene area in a new way at the same performance cost, create variegated light scattering patterns and, for example, imitate several light sources. ![](cubemap_texture.png) *Cubemap texture* ![](omni_texture_0.png) *Modulation by texture* | |---|---| | Texture | A cubemap or *IES* texture projected by *Light Omni*. | ### Shadow Settings | Enabled | Toggles rendering of shadows produced by this light source on and off. | |---|---| | Shadow Side Enabled | *Light Omni* makes shadows to be cast to the six cubemap sides. By default, shadows are cast in all directions: positive and negative X axis, positive and negative Y axis, and positive and negative Z axis. Any direction can be disabled, if necessary. |