# Feature Request: Light Source Angle Node

**URL:** <https://forums.unrealengine.com/t/feature-request-light-source-angle-node/437044>\
**Category:** Rendering\
**Tags:** translucent, subsurface, unreal-engine, FeatureRequest, Lighting, question\
**Created:** [November 5, 2018, 9:01am UTC](https://forums.unrealengine.com/t/feature-request-light-source-angle-node/437044 "2018-11-05T09:01:03Z")\
**Posts on this page:** 1\
**Page:** 1

<div class="post-metadata">

**Author:** ![CorsairOfLight](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/corsairoflight/32/485641_2.png) [@CorsairOfLight](https://forums.unrealengine.com/u/CorsairOfLight)\
**Post date:** [November 5, 2018, 9:01am UTC](https://forums.unrealengine.com/t/feature-request-light-source-angle-node/437044/1 "2018-11-05T09:01:03Z")

</div>

This would be great for faking direct translucency. Essentially, it would be a node that puts out a basic alpha gradient in the material, radiating from the center of an overlapping light source.

 ![258562-fakesss2.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/e/5/6/e56949976c9522034c5e5fd80e945dd3a27b44fa.jpeg)

An emissive map could easily be hooked up to this simple node, eliminating the need for direct translucency computation.

 ![258563-fakesss.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/4/2/3/4230162f6f2df327917bcc2057466b7da8dfe887.jpeg)

A feature like this could be essential for many situations involving translucent materials, therefore I highly recommend and request! Thank you for your attention.
