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Physically Based Lighting (PBL) simulates how light behaves in the real world, ensuring consistent material interactions under different lighting conditions.
HDRIs & Image-Based Lighting (IBL)
Definition: High Dynamic Range Images (HDRIs) are 360° environment maps that capture real-world lighting data.
Usage: Used as a primary light source in IBL, providing realistic reflections and diffuse illumination.
Advantages: Eliminates manual light setup; offers natural falloff and color bleeding.
Limitations: Static lighting (unless animated); may require tweaking exposure/rotation.
Area Lights vs. Emissive Surfaces
Area Lights: Simulate soft, realistic shadows (e.g., fluorescent panels, windows).
Pros: Controllable intensity/falloff; optimized for rendering.
Cons: Higher computational cost than point/directional lights.
Emissive Surfaces: Geometry that emits light (e.g., LED screens, neon signs).
Pros: Integrates with GI; good for complex shapes.
Cons: Requires high samples to reduce noise; less intuitive control.
Light Portals & Importance Sampling
Light Portals: Guide render engines to prioritize light from openings (e.g., windows), reducing noise.
Importance Sampling: Optimizes render calculations by focusing on bright light sources first.
2. Global Illumination (GI) Methods
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GI simulates indirect light bounces, crucial for realism.
Ray-Traced vs. Baked GI
Ray-Traced GI: Calculated in real-time or at render time (e.g., path tracing).
Pros: Accurate dynamic lighting.
Cons: Slow for complex scenes.
Baked GI: Precomputed (e.g., lightmaps in Unity/Unreal).
Pros: Real-time performance.
Cons: Static lighting only.
Photon Mapping vs. Radiosity
Photon Mapping: Traces light particles (photons) for caustics and complex bounces.
Radiosity: Diffuse light transfer via mesh subdivision (older method, mostly replaced).
Real-Time GI Solutions (Lumen, Enlighten)
Lumen (Unreal Engine 5): Dynamic GI using software/hardware ray tracing.
Enlighten: Precomputed + real-time hybrid (used in Frostbite games).
3. Volumetric Lighting & Fog
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Adds depth and atmosphere by simulating light interacting with particles.
Participating Media (Fog, God Rays)
Fog: Scatters light uniformly, creating depth haze.
God Rays (Crepuscular Rays): Visible light beams through occlusions (e.g., clouds, trees).
Volumetric Shadows & Scattering
Shadows: Light blocked within volumes (e.g., smoke casting shadows).
Scattering: Types:
Rayleigh (blue sky effect).
Mie (hazy/foggy glow)
PBL relies on HDRIs and precise light types for realism.
GI balances accuracy (ray tracing) vs. performance (baking).
Volumetrics require careful tuning to avoid render overhead.