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![](https://files.manualsfile.com/91922860-dv-res-bbpnlmic/bg601.png)
Cotrolling Lighting within Each 3D Object
All nodes that create or merge geometry also include lighting options that are used to choose how
each object is affected by light:
– Merge3D nodes have a Pass Through Lights checkbox that determines whether lights attached to
an upstream Merge3D node also illuminate objects attached to downstream Merge3D nodes.
– ImagePlane3D, Cube3D, Shape3D, Text3D, and FBXMesh3D nodes have a set of Lighting controls
that let you turn three controls on and off: Affected by Lights, Shadow Caster, and Shadow
Receiver.
3D objects have individual lighting controls that let you
control how each object interacts with light and shadows
Lighting Types Explained
Here’s a more detailed explanation of each type of light in Fusion.
Ambient Light
You use ambient light to set a base light level for the scene, since it produces a general uniform
illumination of the scene. Ambient light exists everywhere without appearing to come from any
particular source; it cannot cast shadows and will tend to fill in shadowed areas of a scene.
Directional Light
A directional light is composed of parallel rays that light up the entire scene from one direction,
creating a wall of light. The sun is an excellent example of a directional light source.
Point Light
A point light is a well defined light that has a small clear source, like a light bulb, and shines from that
point in all directions.
Spotlight
A spotlight is an advanced point light that produces a well defined cone of light with falloff. This is the
only light that produces shadows.
From left to right: Directional light, point light, and spotlight
Chapter 853D Compositing Basics 1537
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