Understanding how various types of lighting work is essential in 3D modeling. It gives the renders a realistic look and used appropriately, adds unique mood to the scene.
Everything that I’ll include in this post is based on information from the Pluralsight article: https://www.pluralsight.com/blog/film-games/understanding-different-light-types Although, I narrowed it down and listed the features of each light:
Spot Lights:
– directionality
– emitted through a cone (we can control how wide the angle is)
– depending on how wide it is – either softer or harder
– objects closer to it will be brighter
– you can create unique light illumination (light coming through a crack in the door/conical light shape that a flash light provides)
– commonly used to create three point lighting (creating studio lighting effects)
Point Light:
– most common light types found in 3D software
– very similar to incandescent light bulb that emits light in all directions
– sphere of light filling an area
– great when you need to illuminate areas with a smooth falloff in all directions, or create a light that was a single point as its source, like a lamp or candle
– in case of Cinema 4D it’s just called “Light”
Area Light:
– casts directional light rays from within a set boundary, either a rectangle or circle
– perfect for recreating florescent lights or something that is rectangular
– ceiling light: for example florescent ceiling lighting or light shining through a window
– unlike other light types, it doesn’t emit light from a single point
– generally more realistic
– leads to extended render time (more points = more complex structure)
Directional Light:
– mimics lighting from the sun
– emits parallel light rays in a single direction but the light reaches out into infinity
– like a giant flash light very far away from the objects
– always centred and never dies off
– city light: perfect to illuminate a city or large open spaces
– in Cinema 4D: infinite lights
Volume Light:
– creates a volumetric light
– only Maya calls it that, but other 3D applications do it through different light settings for any given light type
– used for creating volumetric light patterns (showing beams of light shining through the environment, like fog, or streaming through an open window
Ambient Light:
– casts soft light rays in every direction
– doesn’t cast shadow or shading
– simulates more of a secondary light that is coming from all different angles and is applied to all objects in the scene
– great for filling in areas on a render that do not have enough illumination
– ambient cartoon light: great for creating cartoony like light effects
Best results come when various types of light are balanced and mixed together.