Not to be confused with Lightning

Light (or lighting) in Minecraft affects visibility, mob spawning, and plant growth. There are three aspects of Minecraft's lighting system: light level, internal light level, and rendered brightness.

Light level [ edit ]

Light levels can be found on the debug screen in Java Edition. Light may come from two sources: the sky and certain blocks. There are 16 light levels, specified by an integer from 0 (the minimum) through 15 (the maximum).

Block light [ edit ]

T 13 12 11 10 9 8 9 10 11 12 13 T 13 12 11 10 9 8 9 8 9 10 11 12 13 12 11 10 9 8 9 10 9 8 9 10 11 12 11 10 9 8 9 10 11 10 9 8 9 10 11 10 9 8 9 10 11 12 11 10 9 8 9 10 9 8 9 10 11 12 13 12 11 10 9 8 9 8 9 10 11 12 13 T 13 12 11 10 9 8

neutral mobs from spawning. See § Mobs A torch pattern which prevents most overworld hostile andneutral mobs from spawning.

Block light comes from light-emitting blocks, and spreads using a flood fill algorithm.

The block light level decreases by one for each meter (block) of taxicab distance from the light source. This applies to each of the 3 coordinate axes. In other words, the light level decreases diagonally by the sum of the distances along each axis. For example:

If a torch with light level 14 is placed on the floor, the light level of the adjacent floor blocks in all four directions is 13, while the diagonal blocks in all four directions have a light level of 12 (14 minus 1 south, minus 1 east).

If a torch with light level 14 is placed on a wall one block above the floor, then the block on the floor that is one block southeast of and below the torch has a light level of 11 (14 minus 1 south, minus 1 east, minus 1 down).

On a surface, this effect produces a diamond-shaped pattern of illumination around the light source. In Bedrock Edition, light-filtering blocks can reduce more level of block light.

In Java Edition, when calculating lighting, the shapes of some blocks are detected, including and only including piston, daylight detector, enchanting table, farmland, lectern, stonecutter, grass path, snow, end portal frame, slab and stair, so that the light passing through them can only spread in specific directions. For example, the grass path prevents the light from propagating downward, but the light can propagate in other directions.

Sky light [ edit ]

The sky light level for blocks exposed to broad daylight is 15. Sky light cast onto blocks can spread to darker areas using a flood fill algorithm. Sky light is not reduced at night; rather, the spawning of mobs is determined by internal light values.

Opaque blocks can prevent the spread of sky light. By contrast, some transparent blocks such as glass and iron bars have no effect on the sky light level. All other transparent blocks, however, reduce the spread of sky light.

Sky light of level 15 spreading down through a transparent block, the level remains unchanged. When it spreads horizontally or upward, it reduces 1 light level. However, when it spreads through a light-filtering block, it does not follow the above two rules and attenuates specific light levels.

Sky light with a level less than 15 spreads as block light - when it propagates to adjacent (including top and bottom, six blocks in total) blocks, it is attenuated until it is 0.

In Java Edition, when calculating lighting, the shapes of some blocks are detected, including and only including piston, daylight detector, enchanting table, farmland, lectern, stonecutter, grass path, snow, end portal frame, slab, and stair. They have directional opacity, so that the light passing through them can only spread in specific directions. For example, the grass path prevents the light from propagating downward, but the light can propagate in other directions.

Light-filtering blocks [ edit ]

In Java Edition, all of the following light-filtering blocks decrease sky light by 1 level (but do not affect block light).

In Bedrock Edition, light-filtering blocks can reduce more levels of block or sky light. The following values are the amounts by which each block decreases the light level.

Light-emitting blocks [ edit ]

Comparison of the different light levels that blocks emit.

The following values are the brightness of the blocks themselves.

Internal light level [ edit ]

Internal sky light versus time and sky light

The internal light level is used for calculations within the game. The game uses the internal light level of one block to compute aspects of the game, which include mob spawning, plant growth, and daylight detector outputs.

The game uses sky light, time, and weather to calculate an internal sky light value (also known as darkening sky light), then uses the maximum level of the block light and the internal sky light to calculate the internal light (formula: (max(internal sky light,block light)) ). This value is an integer with a maximum level of 15; it can also be negative.

Here are the levels of internal sky light at a sky light of level 15:

Internal sky light Clear Rain or Snowfall Thunder Time ↓ Time ↑ Time ↓ Time ↑ Time ↓ Time ↑ 4 13670–22330 13670–22330 13670–22330 5 22331–22491 13509–13669 22331–22565 13436–13669 22331–22671 13330–13669 6 22492–22652 13348–13508 22566–22798 13203–13435 22672–23010 12990–13329 7 22653–22812‌[ JE only ]

22653–22813‌[ BE only ] 13188–13347 22799–23031 12969–13202 23011–23352 12648–12989 8 22813‌[ JE only ]–22973

22814‌[ BE only ]–22973 13027–13187 23032–23266 12734–12968 23353–23700 12300–12647 9 22974–23134 12867–13026 23267–23504 12497–12733 23701–59 11941‌[ JE only ]–12299

11942‌[ BE only ]–12299 10 23135–23296 12705–12866 23505–23745 12256–12496 60–11940‌[ JE only ]

60–11941‌[ BE only ] 11 23297–23459 12542–12704 23746–23991 12010–12255 N/A 12 23460–23623‌[ JE only ]

23460–23624‌[ BE only ] 12377–12541 23992–12009 N/A 13 23624‌[ JE only ]–23790

23625‌[ BE only ]–23790 12210–12376 N/A N/A 14 23791–23960 12041–12209 N/A N/A 15 23961–12040 N/A N/A

To obtain an internal sky light for a sky light level s less than 15, take the internal level at 15 l and subtract it with the difference between s and 15: l–(15–s).

Icon Time Internal sky light when sky light is 15 noon, during clear weather 15

noon, during Rain or Snowfall 12 noon, during a Thunderstorm 10[storm 1] midnight, during clear weather 4

↑ During thunderstorms, hostile mobs are allowed to spawn as if the internal sky light level were actually 5.

Effects of internal light [ edit ]

Note: Keep in mind that the internal light level is only one of the considerations that apply to mob spawning and plant growth.

Mobs [ edit ]

Mobs may ignore the light level they are supposed to spawn in after using /fill .[1]

↑ These restrictions apply only to Silverfish spawned in a Spawner , not from an Infested Block

Blocks [ edit ]

↑ Sunlight does not affect snow and ice. The relevant light level is what would be in the block if it were air ↑ For growth, the relevant light level is that in the block above the plant. The growth of pumpkins or melons from a stem checks the light above the stem, not the block where the pumpkin or melon grows. ↑ For growth, the relevant light level is that in the block above the plant. For uprooting, the relevant light level is the plant block itself. a b The relevant light level is that in the air block above it.

Other [ edit ]

In Java Edition, the light in predicate is internal light-level.

Level ≤3 Level 4-7 Level 8 Level 9 Level 10 Level 11 Level 12 Level 13–15 Cave Ambience [ more information needed ]

Rendered brightness [ edit ]

Lighting curves. Horizontal axis is block light, vertical is sky light.

The game uses the light level (instead of internal light level), time, and weather to compute the rendered brightness of a given block or an entity. Light is completely monochromatic and cannot be truly colored.

As mentioned above, sky light is not reduced at night, instead, the brightness curve itself changes based on the time. Entities cast circular‌[Java Edition only] or tridecagonal‌[Bedrock Edition only] shadows; however, these are unrelated to the rendering of blocks.

In general, lighting due to blocks results in a higher brightness, which is balanced by the fact that light due to blocks effectively starts at 14 (solid light source blocks emit a level of 15, but that applies to the light source block itself) while sky light brightness is 15 outdoors. Light due to blocks also tends toward orange in the middle ranges, while sky light in the Overworld daytime is white.

In the Overworld with the "Moody" brightness setting, full daylight reaches 98% brightness,[luma 1] while at night brightness is reduced to about 17%[luma 1] and is shaded blue. Full darkness is about 5% brightness.[luma 1]

In the Nether, sky lighting doesn't play a role since there is no source of sky light (although if there were, it would reach about 99% brightness.[luma 1]) Full darkness with the "Moody" brightness setting is at about 25% brightness,[luma 1] slightly darker than a block light level of 7 and no sky light in the Overworld, and is shaded orange like block light.

In the End, sky lighting wouldn't play a role even if there were a source of sky light; this can also be seen if lightning is summoned in the End (there is no flash of brightness like there is in other dimensions). Full darkness in the End with the "Moody" brightness setting is about 28% brightness,[luma 1] and is shaded toward a bluish-green rather than the orange of the Nether and of block lighting.

Smooth lighting [ edit ]

The difference between Smooth Lighting on and off.

Smooth lighting is a lighting engine that blends light levels across block faces and darkens corners using ambient occlusion to add semi-realistic shadows and glowing from light sources. It affects only rendered brightness, not the light level, so it has no effect on mob spawning or crop growth. It is set on by default. Paintings and water are unaffected.‌[Java Edition only][2]

In Bedrock Edition, smooth lighting can be turned on or off in the Video settings, accessed from the Settings menu. In Java Edition, it has three settings: Maximum, Minimum (an older version of the engine)[3], or Off, and can be changed by accessing Video Options from the Options menu.

History [ edit ]

Issues [ edit ]

Issues relating to "Light" are maintained on the bug tracker. Report issues there.

Trivia [ edit ]

In Minecraft's source code, the luminescences are defined using the floating point values in the third column. In a weird quirk, these floating point numbers are fractions of 16, but are multiplied by 15 to get the integer light value. This means that both 0/16 and 1/16 (0.0 and 0.0625) correspond to the integer light value 0.

source code, the luminescences are defined using the floating point values in the third column. In a weird quirk, these floating point numbers are fractions of 16, but are multiplied by 15 to get the integer light value.

Gallery [ edit ]

Lighting, the wool block is exposed to sunlight ("Moody" brightness setting).

Lighting, the wool block is exposed to sunlight ("Bright" brightness setting).

Lighting in the Void. Particles and entities are illuminated based on the light level at level 0.

Light being emitted from sea pickles, a sea lantern, and to a lesser extent, magma blocks.