How Lights Work

Falcon vs. Cheetah

AI draft: generated from the Cheetah 3D 8.1.1 manual; not yet reviewed by the author.

Cheetah 3D has two render engines, and you switch between them with Render > Renderer (or by holding down the render settings icon in the toolbar).

End of AI draft.

Lights in Falcon

AI draft: generated from the Cheetah 3D 8.1.1 manual; not yet reviewed by the author.

Lights work the same way in both renderers, with a few Falcon-only extras:

End of AI draft.

Lights in Cheetah

Because Cheetah 3D is a ray tracer and ray tracing works backwards from the observer to the light source, lights do not work exactly the way you might expect.

To begin with, lights don’t “shine”. They’re simply used to calculate how brightly lit surfaces are. Without a surface to render, lights don’t do anything. > AI draft: generated from the Cheetah 3D 8.1.1 manual; not yet reviewed by the author.

If you point a camera at a light you get nothing (area lights have a Visible in camera property which, if checked, makes the light’s shape visible, so it also shows up in reflections).

End of AI draft.

Point Light.

Point Light with 5 samples.

Note: needs checking in Cheetah 3D 8.1.1: the manual documents Samples for area lights only; soft shadows from point lights now come from Shadow softness (Falcon only). Does a point light still have Samples?

Area Light with 5 samples (Visible in camera is switched on)

Spot Light.

Distant Light.

Ambient Light.

Next, all lights in Cheetah 3D are either effectively point sources or distant lights. A spot light is a point source whose brightness varies based on direction. An area light is simply a stochastically sampled collection of point lights lying on a rectangle. And so forth. This is important because lighting calculations all require the rendering engine to calculate the direction from some point in space to a light source.

How much light the light source casts on an object is determined by: