Blender 3D: Noob to Pro/Understanding Blender Lights

Blender provides several different kinds of lights:

There are two different kinds of shadows that lights may cast: buffered and ray-traced. The main difference is that buffered shadows are much quicker to calculate, but take more memory, and can be of lower quality without some fiddling. Also strand-rendered materials (as can be used for hair or fur) cannot cast ray shadows with the Blender Internal renderer, so you have to use buffer shadows for them so their shadows look realistic.

Only spot lamps can cast buffered shadows. Hemi lamps cannot cast shadows at all.

Lamp Type Buffer Shadow Ray Shadow
Point No Yes
Sun No Yes
Spot Yes Yes
Hemi No No
Area No Yes

Light Settings

Blender’s lights offer many settings you can mess with to adjust their effect, such as:

Lighting Without Lamps

It is possible to light a scene without lamps, or with fewer lamps. In the World Context of the Properties Window, there are three options, for “Environment Lighting”, “Ambient Occlusion” and “Indirect Lighting”.

Environment Lighting adds a shadowless light that seems to come from all directions and fill all parts of the scene.

Ambient Occlusion (“AO” for short) is supposed to mimic the effect of shadows darkening corners and crevices of real-world objects (in theory this should naturally fall out of accurate lighting calculations, but it is easier to compute it separately); Blender also allows you to use AO to brighten parts of the scene outside those corners and crevices.

Indirect Lighting tries to mimic light bouncing off diffuse surfaces and illuminating other diffuse surfaces. It only works when the “Gather” option (next panel down) is set to “Approximate”.

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