WEBVTT

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Lights are an essential part of making your scene.

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Without them, everything would be dark.

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So let's quickly go over what kind of light options you might have.

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For starters, we already have a light in our default scene, right next to our cube here.

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But as of right now, we can't see the light actually doing anything.

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That's because we're still in solid or preview mode.

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To see how our light is affecting our meshes and shaders, simply go to Rendered mode.

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You can do that in the top right hand corner by clicking the rightmost sphere,

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or using the Z hotkey, Pi menu.

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As you can see, we now have our cube being lit up by our light.

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Our current default light is a point light, and will emit light in all directions with a falloff.

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To change our light type, simply go to the Light settings in the Properties Editor.

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Aside from point lights, we also have sun, spot, and area lights.

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Each one of these does something slightly different.

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The sun object emits global light from the specified vector direction,

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regardless of where the light object is located.

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Spot lights work pretty much how you might expect a spotlight to look.

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And area lights are just like point lights, but biased towards a specific direction,

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so rotation will matter.

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There are also additional settings for each one you can play with,

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but this is the basic idea behind each light object type.

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Now in Cycles, you can also use emission shaders to light up a scene.

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If you simply give an object an emission shader, it will cast light on its environment as well.

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However, this does not work in Eevee.

