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Light types (sun/directional, area, point, spot, HDRI/environment)

Knowing which 3D light type — sun, area, point, spot, or HDRI — to use so your render matches the lighting you plan to paint.

What it is

In 3D you don't just add light — you choose a light type, and each behaves and looks different. A sun/directional light sends parallel rays from one direction, like sunlight or a distant lamp. An area light emits from a shaped, sized surface (rectangle, disc), giving soft, wrapping light. A point light radiates equally in all directions from a single point, like a bare bulb. A spot light is a cone of light with a controllable angle and softness, like a flashlight. An HDRI or environment light surrounds the scene at once, using a panoramic image as its source.

In practice, this means knowing which type matches your reference — and what side effects to expect. Need crisp, consistent shadows at a clear angle outdoors? You reach for a sun/directional light. Need soft, wrapping studio light for a character or product? You reach for large area lights. Want a lamp or magical orb that looks like the actual source? You place a point or small area light where the source is visible. Need a quick, believable base for outdoor or interior light without placing lights by hand? You load and rotate an HDRI so its bright area lines up with your key direction.

You also learn how types combine: an HDRI gives general ambience, a directional light adds a strong sun angle, and a spot or area light pushes a specific accent. The goal isn't a perfect render — it's a setup with clean cues you can paint over: clear key direction, believable bounce, and shadow softness that fit the scene's story.

Why it matters

If you treat every light the same, your 3D base fights your painting instead of helping it. You might get muddy, directionless light from an HDRI when you wanted a sharp sun, or hard, tiny shadows from a point light when you meant a soft skylight — and end up repainting to fix it. Knowing light types means your 3D block-in already matches your lighting plan, so paintover becomes refinement, not rescue work.

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