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Application SDK

Mesh Light

In this chapter we'll cover another area light - mesh light. It can turn a geometry plugin into a light source and can be textured.

Last updated 31 March 2026

In this chapter we'll cover another area light - mesh light. It can turn a geometry plugin into a light source and can be textured.

Parameters

Along with the common light parameters, the LightMesh plugin has the following specific ones:

  • noDecay - If set to true, light intensity will not fall off with distance. By default the inverse square law applies.
  • doubleSided - Whether to emit light from the back sides of the triangles.
  • geometry - A geometry plugin that will define the shape of the light. Note that complex geometries may make mesh lights slower and noisier.
  • tex - A texture plugin to map onto the geometry for light color. This requires that the geometry plugin has valid UV data.
  • use_tex - You also have to set this to true to actually use the tex parameter.
  • tex_resolution - The texture is actually resampled at this resolution. The default is 256, so even if you have a high resolution image, it may look pixelated if you don't increase this. This will consume more memory.

Example

Here's an example how to assign a geometry to a MeshLight:

Python

C++

C#.NET

Node.js

Result

The scene used for this render is called "Lighting_Mesh.vrscene" and can be found in the scene bundle (comments on the different parameters available inside).