user: How do I use SpotLight(Light) in Blender? Include parameters, examples, warnings and best practices.

assistant: # SpotLight(Light)

base classes — [`bpy_struct`](bpy.types.bpy_struct.html#bpy.types.bpy_struct "bpy.types.bpy_struct"), [`ID`](bpy.types.ID.html#bpy.types.ID "bpy.types.ID"), [`Light`](bpy.types.Light.html#bpy.types.Light "bpy.types.Light")

*class* bpy.types.SpotLight(*Light*)
:   Directional cone Light

    energy
    :   The energy this light would emit over its entire area if it wasn’t limited by the spot angle, in units of radiant power (W)

        Type:
        :   float in [-inf, inf], default 10.0

    shadow_buffer_clip_start
    :   Shadow map clip start, below which objects will not generate shadows

        Type:
        :   float in [1e-06, inf], default 0.05

    shadow_filter_radius
    :   Blur shadow aliasing using Percentage Closer Filtering

        Type:
        :   float in [0, inf], default 1.0

    shadow_jitter_overblur
    :   Apply shadow tracing to each jittered sample to reduce under-sampling artifacts

        Type:
        :   float in [0, 100], default 10.0

    shadow_maximum_resolution
    :   Minimum size of a shadow map pixel. Higher values use less memory at the cost of shadow quality.

        Type:
        :   float in [0, inf], default 0.001

    shadow_soft_size
    :   Light size for ray shadow sampling (Raytraced shadows)

        Type:
        :   float in [0, inf], default 0.0

    show_cone
    :   Display transparent cone in 3D view to visualize which objects are contained in it

        Type:
        :   boolean, default False

    spot_blend
    :   The softness of the spotlight edge

        Type:
        :   float in [0, 1], default 0.15

    spot_size
    :   Angular diameter of the spotlight beam

        Type:
        :   float in [0.0174533, 3.14159], default 0.785398

    use_absolute_resolution
    :   Limit the resolution at 1 unit from the light origin instead of relative to the shadowed pixel

        Type:
        :   boolean, default False

    use_shadow_jitter
    :   Enable jittered soft shadows to increase shadow precision (disabled in viewport unless enabled in the render settings). Has a high performance impact.

        Type:
        :   boolean, default False

    use_soft_falloff
    :   Apply falloff to avoid sharp edges when the light geometry intersects with other objects

        Type:
        :   boolean, default True

    use_square
    :   Cast a square spot light shape

        Type:
        :   boolean, default False

    inline_shader_nodes()
    :   Get the inlined shader nodes of this light. This preprocesses the node tree
        to remove nested groups, repeat zones and more.

        Returns:
        :   The inlined shader nodes.

        Return type:
        :   [`bpy.types.InlineShaderNodes`](bpy.types.InlineShaderNodes.html#bpy.types.InlineShaderNodes "bpy.types.InlineShaderNodes")

    *classmethod* bl_rna_get_subclass(*id*, *default=None*, */*)
    :   Parameters:
        :   **id** (*str*) – The RNA type identifier.

        Returns:
        :   The RNA type or default when not found.

        Return type:
        :   [`bpy.types.Struct`](bpy.types.Struct.html#bpy.types.Struct "bpy.types.Struct") subclass

    *classmethod* bl_rna_get_subclass_py(*id*, *default=None*, */*)
    :   Parameters:
        :   **id** (*str*) – The RNA type identifier.

        Returns:
        :   The class or default when not found.

        Return type:
        :   type