

All these values have affect on the rendering in the preview. This includes the inner and the outer cone, the range up to which the light is effective and the strength of the light. The Spot light category contains all settings that are unique for the spot light.

In that case you need to enter a duration value for the blinking. In the Light category you can specify the color of the spot light and if it should be blinking or not. Setting the position and orientation works like any other attached object. In the image below you see the different properties that you can set for a spot light. Using the Attached Object Editor you can now tweak and position the spot light. This will add a spot light object to your model. In the Add drop down menu you will find a new object for Spot light. If you want to add a new spot light to your object, you can do this from the Attached Object Editor. If this button is off, ModelConverterX will not render the spot lights for you. That’s the button I encircled in red in the image on the right.

If you are loading an object that includes special effects with dynamic lighting, make sure you have the rendering of the spot lights enabled in ModelConverterX. I’ll explain how it works in this blog post. You will find this new feature in the latest development release. This means that you can use ModelConverterX to preview the dynamic lighting and to generate the effect files that place the dynamic lights. Since my summer vacation in July I had an idea how I wanted to support the new dynamic lighting feature of Prepar3D v4 and now I have finally implemented it. I have finished a new feature for ModelConverterX, so just in time as a big Christmas present to all ModelConverterX users.
