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The Lighting button under the viewer.
NOTE: When lighting is disabled in either the viewer or final renders, the image will
appear to be lit by a 100% ambient light.
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.
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