3D Modeling Fundamentals

Lighting, Cameras and Rendering

30 min

Light types

Light Behaves like
Point a bare bulb, light in all directions
Spot a cone of light
Area a softbox; soft shadows
Sun parallel light from far away
HDRI environment a 360° photo lighting the scene realistically

Three-point lighting

A classic product and portrait setup:

  1. Key light: the main light, at about 45° to the subject.
  2. Fill light: softer, on the other side, to lift shadows.
  3. Rim/back light: behind the subject, to separate it from the background.

For products, large area lights give soft, flattering reflections; an HDRI adds realistic reflections on glossy surfaces.

Cameras

  • Focal length: 50–85 mm for natural product shots; wide angles distort.
  • Depth of field: blur the background to focus attention.
  • Composition: rule of thirds, leading lines, enough empty space for text in marketing images.

Render engines

Engine Strength
Path tracers (Blender Cycles, V-Ray) realistic light, reflections and shadows; slower
Real-time (Blender EEVEE, game engines) fast previews and animation; less physically accurate

Use real-time engines for previews and stylised work, path tracing for photoreal stills. Denoising lets you render with fewer samples.

Output

Render PNG for stills with transparency, or EXR for professional compositing. For animations, render image sequences (safer if a render crashes), then encode to video.

Exercise

Set up a product shot of your mug with three-point lighting and an HDRI, a 70 mm camera with shallow depth of field, and render it in both a real-time engine and a path tracer. Compare quality and render time.

Check yourself

  • What are the three lights in three-point lighting?
  • Why do HDRIs improve glossy materials?
  • When should you use a path tracer?

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