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3D Impressions Help - Lighting |
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Lighting Models
Each object within the scene can be affected by light in a number of ways, depending on how you would like it to look.
Below shows the different types of lighting you can achieve and how to obtain them.
No Lighting
This is where the object is not affected by any lighting, which results in the object being drawn using its material color.
This results in objects looking flat.
To achieve this, you need to set the Material's 'Base Lighting' property to 'No'. |
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Diffuse & Ambient Lighting
Here, the appearance of the surface facing the scene's light object is affected by the color of that light.
Whereas the surface that is in its own shadow is affected by the scene's Ambient Light Color.
To achieve this, you need to have a Light Object in your scene and set the Material's 'Base Lighting' property to 'Yes' and 'Base Specular Power' property to zero. |
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Specular, Diffuse & Ambient Lighting
This is where objects can be made to look shiny, by adding a reflection of the light source.
To achieve this, you need to have a Light Object in your scene and set the Material's 'Base Lighting' property to 'Yes' and 'Base Specular Power' property to non-zero.
The larger the Specular Power value, the more shiny the object looks as the reflection gets smaller. A typical value is '100'. |
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Specular Colorized
You can also change the color for the Specular highlight to give a different effect.
To achieve this, set the Material's 'Base Specular Color' property to non-white. |
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Scene's Ambient Lighting
This global scene setting affects all objects that have its Material's 'Base Lighting' property set to 'Yes'.
Typically, this is a dark color.
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< | A value of true-black will mean surfaces not in the light are completely black with no hint of the object's Base Color. |
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A value of true-white means no shading but specular highlights are still visible. |
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