From BlenderWiki
Lamps Related Settings
Mode: All modes
Panel: Shading context → Lamp sub-context (F5)
Here are some options closely related to light sources, without being lamps settings.
Lighting Groups
Materials
By default, materials are lit by all lamps in all visible layers, but a material (and thus all objects using that material) can be limited to a single group of lamps. This sort of control can be incredibly useful, especially in scenes with complex lighting setups. To enable this, navigate to the Shading context, Material sub-context (F5), Shaders panel, and type the name of a lighting group in the GR input field. Note that the lighting group must be created before entering its name here!
If the Exclusive button is enabled, lights in the specified group will only affect objects with this material.
Scene
There’s a similar control located in the Scene context (F10), Render sub-context, Render Layers panel. If a light group name is entered in this Light field, the scene will be lit exclusively by lamps in the specified group.
Other Options
Back in the Material sub-context, if you look further down the side of the Shaders panel, you will see some other buttons related to lamps.
- Cubic
- Uses cubic interpolation of diffuse values for smoother transitions between light and dark (see below Without Cubic enabled and With Cubic enabled).
- Bias
- Eliminates ray-traced shadow errors with the Phong specular shader.
See Also

