<!--{"parent": "4_Falcon.md", "order": 12}-->

## Lights and Lighting

Lighting is another critical component of 3D graphics. Just as lighting can make the difference between a great photograph and a lousy snapshot, the same is true for rendering.

The Camera Light. By default, Cheetah 3D will light a scene with a “camera light” (this is a light that shines straight out from the camera). Like a flash (actually even worse than a flash) the camera light makes bad pictures. As soon as you add some form of lighting to a scene, the camera light will be switched off.

> **Note:** needs checking in Cheetah 3D 8.1.1: is the camera light still switched off automatically? The manual describes Camera light as a camera property you turn off yourself (Objects › Camera). <!-- TODO verify -->

Cheetah 3D offers several different ways to light a scene. These are:

### The Light Object

These are “lights” in the “ray tracing sense” — things that emit light of a specific color in a very well-defined (not necessarily realistic) way.

![](/images/DraggedImage-42.jpg)

To light a scene with light objects simply add one or more light objects to your scene by selecting Light from the Scene toolbar item. By default a light will be a Point source (its “Light type” will be “point”). 

The following **types** of light are supported:

#### Spot light

![](/images/DraggedImage-43.jpg)

(Angle changed to 40° and Smooth cut off changed to 10°)

A light from a point but restricted to a cone, kind of like a spotlight. Obviously Spot lights are good for simulating spotlights, flashlights, and headlights.

#### Point light

![](/images/DraggedImage-44.jpg)

(Samples set to 5)

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

A light that shines in all directions. If you’re modeling a solar system, the sun might be treated as a Point light in the middle. In the Falcon renderer, point lights (and spot and distant lights) can cast soft shadows if you increase their **Shadow softness** (much like an area light).

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

#### Ambient light

![](/images/DraggedImage-45.jpg)

Light emitted from all directions. An ambient light is a “cheap” way of faking the kind of all-round light you get from, say, the sky on a sunny day. Ambient light should be subtle — the stronger it is, the flatter your image will look (and the less realistic: there is no ambient light in the Real World).

#### Area light

![](/images/DraggedImage-46.jpg)

(Samples set to 5.)

A light emitted from a rectangular or elliptical surface (but only if you increase its Shadow samples to more than 1 — otherwise it just acts like a spot light). Area lights are useful for producing soft light, as you’d get from a window, and also for simulating diffuse light sources such as fluorescent tubes.

> **Note:** needs checking in Cheetah 3D 8.1.1: does an area light still act like a spot light unless its Samples is above 1? The manual doesn’t say so. <!-- TODO verify -->

> **Note:** Cheetah 3D 8.1.1 also has area light Shape, Normalize, and Visible in camera settings; IES profiles for point and area lights; Clamp attenuation; Shadow color; and Shadow softness (manual: Objects › Light), not yet covered here. <!-- TODO missing -->

#### Distant light

![](/images/DraggedImage-47.jpg)

A light shining in a fixed direction from infinitely far away. If you’re modeling a typical scene, the sun might be treated as a distant light source.

### Other Light Properties

![](/images/DraggedImage-48.jpg)

Lights have a lot of properties! It’s important to understand them if you want to produce good-looking images.

The **color** and **intensity** of a light should be straightforward. Intensity is important because if you use realistic Attenuation (a.k.a. “falloff”) then lights lose their power fast (the “inverse square law”). E.g. a white light of intensity 4 will have an effective brightness of 1 at a distance of 2 units. This is why a dim light bulb is still blindingly bright to look at directly.

**Attenuation** is how quickly the light’s brightness drops off. In general, you want to use 1/r^2 (inverse square law) brightness for anything other than distant lights (and distant lights have no attenuation).

**Shadow settings** are interesting. Type depends on whether you have transparent objects you want to treat as having “holes” in them (in which case pick Raytrace+Transparency) or you either have no transparent materials or you want to use caustics to handle light passing through transparent objects (in which case leave it as Raytrace).

**Cut off** only affects spot lights and simply determines whether the spot light has a sharp or gradual cutoff around the edge.

**Caustics** are settings that drive caustic simulations. These are discussed under [Caustics](/10.16_Caustics/).

> **Note:** requires updating for Cheetah 3D 8.1.1: the light’s Caustic photons and Pure photon light settings only apply to the Cheetah renderer; Falcon’s reflective caustics are a renderer setting (manual: Render › Cheetah, Render › Falcon). <!-- TODO update -->

### Hint: Improving Editor Light Previews

![](/images/DraggedImage-49.jpg)

![](/images/DraggedImage-50.jpg)

If you want Cheetah 3D’s editor view to be more helpful for lighting, you might want to add more detail to your objects, especially ground planes. On the top, a spot light shining on a default plane. On the bottom, the same plane with 50 sections vertical and horizontal.
