# Quantity of pointerLights

**URL:** <https://forum.babylonjs.com/t/quantity-of-pointerlights/10418>\
**Category:** Questions\
**Created:** [April 29, 2020, 6:11pm UTC](https://forum.babylonjs.com/t/quantity-of-pointerlights/10418 "2020-04-29T18:11:04Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![11116](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/11116/32/1410_2.png) [@11116](https://forum.babylonjs.com/u/11116)\
**Post date:** [April 29, 2020, 6:11pm UTC](https://forum.babylonjs.com/t/quantity-of-pointerlights/10418/1 "2020-04-29T18:11:04Z")

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PG: [https://www.babylonjs-playground.com/#JPWEAT](https://www.babylonjs-playground.com/#JPWEAT)

Tell me why only four point lights turns out to be placed?  
Maybe I’m doing something wrong?

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**Author:** ![sebavan](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/sebavan/32/57_2.png) [@sebavan](https://forum.babylonjs.com/u/sebavan)\
**Post date:** [April 29, 2020, 6:24pm UTC](https://forum.babylonjs.com/t/quantity-of-pointerlights/10418/2 "2020-04-29T18:24:44Z")

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We limit the amount of lights per object to only 4 by default for perf reasons you can change it via material.maxSimultaneousLights

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<div class="post-metadata">

**Author:** ![11116](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/11116/32/1410_2.png) [@11116](https://forum.babylonjs.com/u/11116)\
**Post date:** [April 29, 2020, 6:27pm UTC](https://forum.babylonjs.com/t/quantity-of-pointerlights/10418/3 "2020-04-29T18:27:41Z")

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I wanted to create a city with lanterns, as I understand it, is it a bad idea to use pointlights?

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<div class="post-metadata">

**Author:** ![sebavan](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/sebavan/32/57_2.png) [@sebavan](https://forum.babylonjs.com/u/sebavan)\
**Post date:** [April 29, 2020, 6:33pm UTC](https://forum.babylonjs.com/t/quantity-of-pointerlights/10418/4 "2020-04-29T18:33:53Z")

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All the materials used on meshes requiring more the 4 point lights.

The more point lights the less perf si you could also use the specific light.includedOnlyMeshes or light.excludedMeshes to control which of the point lights will impact what.
