Lights

Add lights to shape, colour, and reveal your 3D scene — and choose exactly which scenes each light touches.

Lights bring your 3D geometry to life. Without one, the only thing illuminating your scene is the environment (sky and ambient light). Add a light to cast direct illumination, sculpt form with highlights and shadows, and tint the mood with colour.

Most lights are added with the light.dynamic node. Wire it alongside your geometry into the render.render node, and the renderer handles the rest.

Light types

A light's shape decides how it throws illumination:

Real scenes rarely use a single light. A classic setup is a bright key light from one side, a dimmer fill from the other to soften shadows, and a rim behind the subject to separate it from the background.

Intensity, colour, and falloff

Three controls do most of the work:

Lighting is physically based, so a light's colour and brightness interact with each material's metalness and roughness. A shiny metal picks up tight, bright highlights; a rough surface spreads the same light into a soft sheen. See Materials.

Shadows

Lights cast shadows automatically, with soft edges that get softer for area lights. Shadows are what make a scene feel grounded and three-dimensional.

The renderer shades up to four shadow-casting lights at full quality at once. Beyond that, extra lights still illuminate the scene but stop contributing crisp cast shadows — so make your most important few lights the shadow-casters.

For ray-traced shadows, reflections, and ambient occlusion that read the whole scene, see Choosing a renderer.

Scope — which scenes a light affects

By default a light only lights its own scene. But a light is an influence, not a surface, so you can broaden its reach. This is set with the light's scope, the same way you control which scene any node belongs to (see Layers & scenes on nodes).

Scope is what lets you light two scenes differently in one project — a warm interior in one scene and a cold exterior in another — while still sharing a single sun across both by setting that sun to Global.

A promoted (flattened) layer has no scene identity of its own, so only Global lights reach it.

See also