| [+]Light Type | Lighttype | Selects the type of light source. |
| [+]Color | Color | Sets the color of the light. |
| Dimmer | Dimmer | Multiplies the intensity of the light. |
| [+]Falloff | Falloff | Determines how light fades with distance: Physical with the square of the distance, Legacy by the attenuation settings only. |
| Attenuated | Attenuated | Enables distance-based light intensity falloff. |
| Attenuation Start | Attenuationstart | Distance at which light attenuation begins. |
| Attenuation End | Attenuationend | Distance at which light attenuation reaches zero. |
| Attenuation Rolloff | Attenuationexp | Sets the exponent of the attenuation rolloff curve. |
| Cone Angle | Coneangle | Sets the cone angle of a spot light. Angles are given in degrees. |
| Cone Delta | Conedelta | Sets the width of the soft falloff at the cone edge of a spot light. |
| Cone Rolloff | Coneroll | Sets the intensity falloff curve of a spot light toward its cone edge. |
| Normalize by Area | Normarea | Area lights: the Dimmer sets the total emitted light, so resizing the panel keeps the scene brightness. |
| Double Sided | Doublesided | Makes area and spot lights emit from both sides of the surface. |
| Beam Angle | Beamangle | Sets how far an area light spreads around its panel normal, in degrees. 180 emits over the full hemisphere. |
| Beam Delta | Beamdelta | Sets the width of the soft edge outside the Beam Angle of an area light, in degrees. |
| Projection / Environment Map | Projmap | Sets the texture projected from the light, or the HDR environment map of an Environment Light. |
| Projection Amount | Projamount | Blends the projection map with white: 1 projects the full map, 0 ignores it. |
| HDRI | Hdri | Enable when the map is HDR or linear. Off treats it as sRGB. |
| [+]Environment Map Rotate | Envlightmaprotate | Rotates the environment map of an Environment Light. Angles are given in degrees. |
| Cast Shadows | Castshadows | Enable shadow casting in Aura. |
| Shadow Softness | Shadowsoft | Sets the radius of the light source in world units. Larger values give softer shadow edges, 0 gives a hard point light. |
| Diffuse Contribution | Diffusecontrib | Controls how much this light contributes to diffuse shading. |
| Specular Contribution | Specularcontrib | Controls how much this light contributes to specular reflections. |
| Scattering Intensity | Scatterint | Sets how strongly this light scatters in the Aura fog. Set to 0 for no beams from this light. |
| Visible to Camera | Visibletocamera | Enable visibility to the camera in Aura. |
| Visible to Reflections | Visiblerefl | Enable visibility in reflections in Aura. |
| Surface Casts Shadows | Surfshadows | Makes the visible panel of an area light block other lights, casting shadows like any surface. Needs Visible to Camera. |
| Affected Geometry | Affectgeo | Sets the POPX Geo operators this light illuminates. Accepts a pattern of operators, empty lights all of them. |
| Excluded Geometry | Excludegeo | Sets the POPX Geo operators this light does not illuminate. Accepts a pattern of operators. |