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Lights

Five types, all sharing a colour, an intensity, a cast-shadows switch and visibility.

TypeWhat it doesAlso has
ambientlifts everything evenly; no direction, no shadows
directionalparallel rays, like the sun
pointradiates in all directions from a spot — a bulb, a torchdistance, decay
spota cone — a lamp, a stage lightdistance, decay, angle, penumbra
hemispheresky colour from above, ground colour from belowground colour
You aim a light by rotating it

Directional and spot lights point along the object's own forward axis — there is no target field to fill in. Want it to track something instead? Add a look-at.

A rig that works

If you are not sure where to start: one hemisphere or ambient light, plus one directional light.

The directional light gives you shape and shadows; the ambient light stops the shadow side going completely black. Tune the balance between them and most scenes look right. Add point and spot lights afterwards for the places that need drama.

Shadows are the expensive part, so switch them on for the one or two lights that matter rather than all of them.

What animates smoothly

When something changes inside a transition — a state switch with a duration, an animated step — these ease rather than jump:

WhereWhat eases
Transformposition, rotation, scale
Materialopacity, colour, emissive colour and intensity, metalness, roughness, and the physical extras
Lightcolour, intensity, distance, decay, cone angle, penumbra, ground colour
Textfont size
Mediavideo and audio volume

Everything else switches at the end of the transition instead of easing into place. Worth knowing: chroma-key settings do not ease — they snap.

Coming from an older project

Two material kinds, Lambert and Phong, no longer exist — they belong to a lighting model this renderer does not use.

Your project still opens. Materials using them are converted to standard, with shininess turned into the matching roughness. Their specular colour is not carried over, so a very shiny old material is worth a second look after you open it.


Next: Resources — models, images, sounds and how objects point at them.