File: PointLight.md | Updated: 11/15/2025
A light that gets emitted from a single point in all directions. A common use case for this is to replicate the light emitted from a bare lightbulb.
This light can cast shadows - see the PointLightShadow for details.
const light = new THREE.PointLight( 0xff0000, 1, 100 );
light.position.set( 50, 50, 50 );
scene.add( light );
Constructs a new point light.
color | The light's color. Default is 0xffffff.
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intensity | The light's strength/intensity measured in candela (cd). Default is 1.
distance | Maximum range of the light. 0 means no limit. Default is 0.
decay | The amount the light dims along the distance of the light. Default is 2.
The amount the light dims along the distance of the light. In context of physically-correct rendering the default value should not be changed.
Default is 2.
When distance is zero, light will attenuate according to inverse-square law to infinite distance. When distance is non-zero, light will attenuate according to inverse-square law until near the distance cutoff, where it will then attenuate quickly and smoothly to 0. Inherently, cutoffs are not physically correct.
Default is 0.
This flag can be used for type testing.
Default is true.
The light's power. Power is the luminous power of the light measured in lumens (lm). Changing the power will also change the light's intensity.
This property holds the light's shadow configuration.