So how should your lighting setups look and what should you do? This is a very big topic that we definitely can’t cover as only a section of this article, but we can talk about the Three-Point Lighting at least. This was only a single light, but what about more? Usually, scenes are not lighted just by a single lighting source. I can not stress enough how important it is to have shadows on your scene. Shadows bring volume to our objects, help them stand out, and understand their 3D shape on a 2D image. The "ambient" parameter effects just a single texture.This has added a lot of shadows. The difference is that Environment lighting takes into account the “ambient” parameter of the material shading settings, which indicates the amount of ambient light/color that that material receives.īut ambient occlusion has a similar setting called "Factor".īut the factor settings effects ambient occlusion for all objects while ![]() While Ambient occlusion turns a single color into a hemi lamp source that shines from all angles but casts some shadows.ĭifference being: one has the ability to cast shadows and the other has the ability to use a texture as a lamp?Īctually, it looks like if you use environmental lighting, you automatically also use ambient occlusion just with less control over its shadows. ![]() To me it looks like environmental lighting turns an image texture(or single color) into a hemi lamp source that shines from all angles but casts no shadows. What is the difference between ambient occlusion vs environment lighting?
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