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Light

  • Writer: Solar Chin
    Solar Chin
  • Oct 18, 2024
  • 2 min read


6 types of light sources:

-ambient

-directional

-point

-spot

-area

-volume


you can add a light by going to [create] -> [light]



ambient:

-brightens all parts of the scene uniformly

-useful for: simulating a combination of direct ad indirect lighting


directional:

-even illumination for a scene using parallel rays of light

-useful for: extremely far away sources eg. sunlight


point:

-light radiates in all directions from a single point

-ideal for: omni-directional sources eg. lightbulb


spot:

-creates a cone of light in one direction

-useful for: beams of light eg, flashlight, lighthouse


area:

-2D rectangular light sources

-longer render time

-useful for: windows, ceiling lights


volume:

-light fills a 3D shape (sphere, cylinder, etc.)

-useful for : a visual representation of the extent of the light



three point lighting


key light:

-main source illuminating the object


secondary (fill light):

-highlights details of the object and the shadows that the key light leaves

-only about 50% of the key light


backlight:

-'halo effect' where the object has a light silhouette around it

-separates the object from the background


angle between the lights are stages between 20-45*



attribute of lights:

-intensity

-fall-off/decay

-cone angle

-penumbra angle

-drop-off

-colour


intensity:

-how much light emitted from the light sources


decay:

-how much light diminishes away from the sources

cone angle


width of the lights cone of influence:

-area outside out not illuminated


penumbra angle:

-fall off at edges of cone angle

-gives a softer edge to the light cone


drop off:

-how much the light diminishes at the outer edges


colour:

-set an RGB colour for the light -affects colour of the scene



shadow effects:

-hard shadows

-default shadow option

-faster render time


-soft shadows

-creates soft and more realistic faced edges around shadow

-longer render time


-fall-out

-acts like a colour gradient

-shadow becomes lighter at the top



shading

shading is a combination of the basic material of an object and an features


blinn:

-simulates diffuse reflection and soft specular highlights

-takes into account viewing angle for specular highlight (phong does not)

-used for: metallic surfaces


lambert:

-simulates diffuse relation, no specular highlights

-used for: matte surfaces


phong:

-simulates diffuse reflection and hard specular highlights

-faster render time than blinn

-used for: shiny surfaces


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