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If you want to document Blender 2.5 features please edit pages under Doc:2.5/Manual.
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[edit] Lamp

Mode: All Modes

Panel: Shading context → Lamp sub-context

Hotkey: F5


[edit] Description

Lamp Light.

The Lamp lamp is an omni-directional point of light, that is, a point radiating the same amount of light in all directions. It’s visualised by a plain, circled dot, (Lamp Light). Being a point light source, the direction of the light hitting an object’s surface is determined by the line joining the lamp and the point on the surface of the object itself. Light intensity/energy decays based on (among other variables) distance from the Lamp to the object. In other words, surfaces that are further away are darker.

[edit] Options

Lamp Panel.
Common options
The Dist:, Energy and Color settings are common to most types of lamps, and are described here.
The Layer, Negative, No Diffuse and No Specular settings control what the lamp affect, as described in this page.
Light attenuation drop-down list and Sphere button
These settings control how the light of the Lamp decays with the distance. See this page for details.


[edit] “Shadow and Spot” Panel

When a Lamp light source is selected the Shadow and Spot panel has the following default layout:

Without ray shadows.
With ray shadows, Adaptive QMC sample generator.
The Shadow and Spot Panel when Lamp light source is selected.

As its only purpose for this lamp is about raytraced shadows, it is described in details here.

[edit] Examples

Render example.

Notice in (Render example) that the light is gradually diminishing for each sphere that is farther away from the light source as compared to the Sun render example where the light’s intensity was constant (i.e. never faded with distance).

You can find more useful and complete examples about lamps in the “lighting rigs” page.

[edit] See Also




[edit] Subpages

  1. Raytraced Shadows