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  • Writer's pictureHan Choi

My Lighting

Updated: Apr 15

six types of light sources

attributes to light

shadows

shading

lighting tips and tricks


Ambient. brightens all part of the scene uniformly

useful for simulating both direct and indirect light.


Directional. Even illumination of a scene using parallel rays of light.

useful for extremely far away sourses. sunlight


Point. light radiates in all direction 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. ex. flashlight, lighthouse.


Area. 2D rectangular light sources

useful for windows, ceiling lights. Longer render time.


Volume. Light fills a 3D shape. Sphere, cylinder, etc.

useful for a visual represention of the extent of the light.



THREE POINT LIGHTING


Key light. Main source illuminating the object


Secondary (fill) light. highlight details of the object.


Black light. Distinguishes the object from the background.



ATTRIBUTES OF LIGHT


-Intensity. How much light emitted from the light source.


-Cone Angle decay. How much light diminishes away from the source light. E.g. Fall off.


-Cone Angle. Width of the lights cone of influence - area outside cone not illumunated.


-Penumbra Angle. Fall off at edge of cone angle - more gives a softer edge to the light source/ cone.


Drop off. How much the light diminishes at the outer edges.


Colour. Set an RGB colour for the light.



Ways to use lights


Look to photographers for good techniques.


Think with balance


Avoid the overly dramatic


Look at natural lighting


Avoid natural hues


Normally only need a few lights


Avoid disco colours and effects.



Shadow Effects


Hard shadows Harsher edges.


Soft shadows Softer and more realistic edges.


Fall-out more colour gradient. lighter at the top.



Shading


Shading is a combination of the basic material of an object and any textures that are applied to it.


Blinn. Simulates diffuse reflection and soft specular highlights

Used for metallic surfaces


Lambert. Simulates diffuse reflection, no specular highlights

Matte surfaces.


Phong. Simulates diffuse reflection and hard specular highlights.

Faster render time than Blinn.

Useful for shiny surfaces.













































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