> For the complete documentation index, see [llms.txt](https://help.depence.com/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://help.depence.com/depence-construction/arealights.md).

# Arealights

An Arealight emits light from a rectangular plane object with variable sizes. They can be used to simulate any big light sources in a rectangular shape like video walls, screens or even windows in indoor scenes.&#x20;

Additionally to a diffuse term, the Arealight also calculates a very realistic specular reflection. These reflections are f.e. very important for Video-Screens. &#x20;

<figure><img src="https://content.gitbook.com/content/SJPsyh5CBOise9BtVNGO/blobs/pxqM0s2jVfTQLzP9dngc/image.png" alt=""><figcaption><p>White Arealight </p></figcaption></figure>

### Create an Arealight

1. Place a Plane Object in your scene via Menu > Create > 3D-Objects > Plane
2. Create an Arealight Menu > Create > Lights > Arealight
3. In the 3D-Hierachy, Drop the Arealight below the Plane object \
   ![](https://content.gitbook.com/content/SJPsyh5CBOise9BtVNGO/blobs/OIUDRV2Ydv42YrasFxPN/image.png)

{% hint style="warning" %}
Arealights only work on **Plane-Objects created by Depence**. They cannot be used on imported 3D-Models.&#x20;
{% endhint %}

### Texturing

The Arealight uses the material applied to the Plane-Object for its lighting calculation. This opens many possibilities.&#x20;

<figure><img src="https://content.gitbook.com/content/SJPsyh5CBOise9BtVNGO/blobs/ekjOeiiTvkMmhiODDt0E/AreaLight.jpg" alt=""><figcaption></figcaption></figure>

### Masking

While the Arealight only works on rectangular plane objects, it is possible to use alpha masking to create other shapes.&#x20;

<figure><img src="https://content.gitbook.com/content/SJPsyh5CBOise9BtVNGO/blobs/MygIJ2RdK7gLaM2CQ4Jc/image.png" alt=""><figcaption><p>Different shapes using alpha masked textures</p></figcaption></figure>

### Limitations

{% hint style="warning" %}
Arealights are very GPU heavy! Even if they are black (f.e. due to inactive video source)! Make sure to keep them on separate layers and disable in performance critical scenarios.
{% endhint %}

### Shadows

Since Depence R4.1, Area Lights feature a new shadow approximation with variable penumbra. The resulting soft shadows are indirectly influenced by the largest dimension of the Area Light, creating more natural-looking shadow transitions.

<figure><img src="https://2214631663-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FSJPsyh5CBOise9BtVNGO%2Fuploads%2F1cUebpyxYxwaUM0xhZ1V%2Fimage.png?alt=media&amp;token=6d8f2f7c-4ba6-4f49-a014-3ad58a582529" alt=""><figcaption></figcaption></figure>

{% hint style="info" %}
Area Light shadows are only an approximation and are not physically accurate. In close proximity to the light source and near the outer boundaries of the light, shadows may be missing or appear less accurately.
{% endhint %}


---

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