<!--{"parent": "10_Materials.md", "order": 13}-->

## Other Lighting Options

![](/images/pastedGraphic-438.jpg)

*Sky Light (8:00am).*

![](/images/pastedGraphic-439.jpg)

*Sky Light (noon).*

![](/images/pastedGraphic-440.jpg)

*Sky Light (5:30pm).*

![](/images/pastedGraphic-441.jpg)

*HDRI (Entrance Hall Pano) with Radiosity (default settings).*

![](/images/pastedGraphic-442.jpg)

*Glowing Torus with Radiosity (Rmin 0.001, Samples 5000, Detail Detection on) and Camera Light set to off (if auto, it will turn on and ruin image).*

![](/images/pastedGraphic-443.jpg)

*Camera Light. (Just say “No!”)*

In addition to the basic light object, Cheetah 3D provides several other methods of lighting a scene.

- The **camera light** (essentially a point light with no attenuation located where the camera is; by default, it is only active if a scene has no other lights in it).

> **Note:** needs checking in Cheetah 3D 8.1.1: the manual describes **Camera light** as an on/off property of the camera that you disable once you have your own lights (Objects/SceneObjects/Camera); is there still an “auto” setting? (Also the Glowing Torus caption above.) <!-- TODO verify -->

- The **Sky Light** (a basic sky simulation which provides a passable simulacrum of the light produced by the sun and sky).

> **AI draft:** generated from the Cheetah 3D 8.1.1 manual; not yet reviewed by the author. <!-- TODO review AI draft -->

- **Image-based lighting** (if you add an **HDRI Light** object to your scene and load a suitable .hdr or .exr image into it, the image will light your scene; with the Cheetah renderer, also turn on **Radiosity** in its render settings, choosing Ambient occlusion or Radiosity).

- **Emissive Objects** can light a scene with Falcon, or with the Cheetah renderer when **Radiosity** is turned on in its render settings (these work particularly well with judiciously chosen Radiosity settings).

> *End of AI draft.* <!-- /AI draft -->

To make an object “emissive” you need to create a suitable material — generally using the Material shader. The light emitted is the diffuse color multiplied by the emissive color.

> **Note:** needs checking in Cheetah 3D 8.1.1: is no light still emitted when the diffuse color is black, in both renderers? <!-- TODO verify -->

**Note** that if the diffuse color is black, no matter what the emissive color is, no light will be emitted. I consider this to be a bug, but apparently it’s a feature. Note that to create a strongly emissive material you need to use a Color constant node (or some other vector of arbitrary size) to drive the Material Shader’s emissive channel — which allows you to dial up the intensity of the emission.
