In the real world, sunlight and light from a lamp or spotlight are very different, and this difference is also noticeable in 3D graphics. Therefore, programs have different types of light sources that mimic real lighting.
- Point light. This is a type of lighting in which light rays diverge in all directions. Objects closer to the light source appear brighter than those further away. The difference in lighting shows that there is a large distance between objects. Point light has no specific shape and is used to imitate single light sources. For example, a candle or a light bulb.
- Directional light. It is the opposite of point lighting—the rays of light illuminate all objects with the same intensity and run parallel to each other. The light source itself is located at a distance from the object. Directional light is used to simulate sunlight or moonlight. The color and position of the light source can be changed.
- Spotlight. Unlike point light, which has the shape of a clear spot of light, spotlight light comes in the form of a cone. The center of the cone is the brightest, and closer to the edges, the light softens and dims. This parameter helps to recreate the light of headlights, street lamps, and table lamps.
- Emissive light. This light source mimics an object’s ability to reflect bright light, so it is usually combined with other types of lighting. It is most often used to give an object a realistic effect. For example, it could be streetlights or bright signs in a glass display window.
- Ambient light. This is a soft and non-directional light source with rays emanating in different directions. It differs from the above parameters in that it does not emanate from a specific point, but occupies the space between several sources. For example, there are two lamps in a room that shine clearly from top to bottom, but the room is still bright. This is Ambient light. It can be used as the main light source, but in combination with others.
- Diffuse light. This is directional light that scatters on all surfaces with equal intensity and reflects off dull surfaces. For example, its source can be a lamp hanging high above the object.
- Specular light. It can also be called glare. This is a type of light that reflects off a shiny object. Unlike Emissive light, this parameter does not give a soft, blurred reflection, but a clear and uniform one. Its brightness depends on the proximity to the main light source and the material of the object.