Sets the dominant source of ambient brightness for the image, the sun and sky, or lamps and other light fixtures.
When this value is modified, a new rendering has to be generated, the resume rendering function will not incorporate the change.
Ambient Light is the overall brightness of the image, solved during rendering. A lower ambient value will produce more contrast in the rendered image, higher ambient values will flatten the rendering. See: Ambient Light
- Use Watts instead of Lumens for Lamp Units - The unit method for lighting, by default is Lumens.
- Use Monte Carlo reflections - helps resolve small blurred reflections with bright spots (slow)
- Use Camera lights - A special lighting condition that will provide illumination when no other lighting is available.
- See Also: Camera Light
Use Indirect Lighting (reflected light) - See Also: Indirect Lighting
- None - Light bouncing off of surfaces is not included in the lighting solution for the rendering
- Standard or Gather - Standard is faster than Gather and will produce essential the same solution
- # bounces (1-4) - More light bounces from surfaces will increase rendering time but result in a more accurate lighting solution.
- Sets the number of channels to use and default channels for groups of lights. See: Light Balancer
Set light channels
- Sets the names of the Light Balancer channels.
- Render Tab
- Render 2 Tab
- Presets Tab
- Styles Tab
- Lighting Tab
- Sky Tab
- HDRI Sky Tab
- Background Tab
- Foreground Tab