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Illuminate 3D renderers

In every Light you'll find theses same parameters (except Ambient Light): - one color by light passes : diffuse / specular / volumetric : see components of Surface and Volumetric Light to understand the matching parameters of theses emissions. - Attenuation is a curve representing the intensity of the light given the distance from it's emission point. Attenuation is in falloff by default but can by set to any Function. Note that the falloff is represented inside the Viewport through the lights helpers.

Note that in the case of Directional Light and Projector Light (and more to come) if you go in advanced parameters mode, you'll have access to the Shadow parameters and scene bounding box which is the box in which shadows will be computed. In that section you can adjust the shadow map samples and narrow the area where shadow will be computed.

Last thing you must now about lights is that by default the got a whit map as input (which is easier to adjust their color and all) but in any light (again except Ambient Light) you can put anything as light map. Here I took an example from the Smode pack and put it under my projector Light.



Area Light - Light defined by a plane

Ambient Light - Light coming from every directions

Directional Light - Orthographic light casting shadows

Point Light - Light emitted from a single point or sphere in all direction

Environment Light - Ambient illumination based on an environment map

Spot Light - Light emitted from a point in a direction using a radial range

Rectangular Light - Light emitted from a rectangle

Projector Light - Light emitted from a point in a direction using any 2D Layer as a map. Cast shadows


Mentioned: Ambient Light, Directional Light, Function, Projector Light, Surface, Viewport and Volumetric Light.