This module is designed for developers who want to master the basics of lighting in computer graphics. You will learn about the Blinn-Phong lighting model, different types of light sources, texture maps and the fundamentals of Physically Based Rendering (PBR). Each topic includes theoretical material and a practical task that can be completed directly on the website.
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What you'll learn
- the Blinn-Phong lighting model and how it is applied in computer graphics.
- different types of light sources, such as point, directional, and ambient lights.
- master working with diffuse, specular and normal maps to add surface detail.
- what metallicity is and how it affects the appearance of objects.
- the basics of Physically Based Rendering (PBR) and its application for creating photorealistic images.
Why is this important?
Lighting plays a crucial role in creating realistic and visually appealing 3D scenes. Understanding the basics of lighting allows developers to create scenes with proper light and shadow distribution, making objects appear more three-dimensional and lifelike.
Need Help?
If you encounter any questions or difficulties during the course, we are always ready to assist! Reach out for support and ask questions in our discord channel, and we will respond as quickly as possible.
Colors
not done
Ambient Lighting
only Pro
Diffuse Lighting
only Pro
Specular Lighting
only Pro
Light Attenuation
only Pro
Shininess
only Pro
Halfway Vector
only Pro
Specular Map
only Pro
Normal Map
only Pro
Spot Light
only Pro
Spot Light - Soft edges
only Pro
Metallic
only Pro
Roughness - Normal distribution function
only Pro
Roughness - Geometry function
only Pro
Fresnel Reflectance
only Pro
Matallic Reflectance
unavailable
BRDF
unavailable
Lambert Diffuse Reflection
unavailable