| A | B |
| intensity | how bright a light is |
| Color | RGB values commonly |
| angle of incidence | the more the surface is anlged away from the light the darker its is |
| point lights | omni - single bulb - radiates evenly in all directions |
| dropoff | intensity fades with an increse in its distance from the center of the come to its edge |
| ambient | does not cast shadows - does not come from any one point |
| infinite light | directional like the sun where the light rays are parallel and shine in one direction |
| colored light | create special effects - time of day or mood or even temperature |
| yellow light (time) | late afternoon |
| white light (time) | mid-day |
| pinkish light (time) | morning |
| red light (mood) | anger |
| blue (mood) | sad |
| green (mood) | peacefulness |
| The more lights you have | Longer to render (need more RAM) |
| Frontal lighting mood | overhead light - key light is in front and above not to the side |
| side lighting | key light at eye level and in front to simulate sunlight |
| decay | MEASURES amount of fading light |
| falloff | DESCRIBES how light energy is dispersed |
| objects closer to the light are: | brighter |
| attenuation | simulates the fading of light over a distance (decay and falloff) |
| high key | indoor - day but can vary |
| low key | outdoor - night but can vary |