Light
- 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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