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_posts/2019-03-22-blender-tutorial-8-textures-part-1.md

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---
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In the [previous post of the series "Blender tutorial"](/2019/03/21/blender-tutorial-7-materials.html) we talked about materials in Blender. In this post we will start to learn how to use textures.
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As you may already know, textures are useful to add realism to a material. We can manage textures from the texture
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tab inside the properties panel. From that panel we can create a new texture by clicking on the + button. After
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creating a new texture, some options are displayed that let us customize how the texture looks like. The type of
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texture we select changes the options displayed: there will be a specific section of properties for the type we
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choose.
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As you may already know, textures are useful to add realism to a material. We can manage textures from the texture tab inside the properties panel. From that panel we can create a new texture by clicking on the + button. After creating a new texture, some options are displayed that let us customize how the texture looks like. The type of texture we select changes the options displayed: there will be a specific section of properties for the type we choose.
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{% include blog-lazy-image.html description="blender create texture" width="1500" height="948" src="/assets/images/posts/blender-create-texture.jpg" %}
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{% include blog-lazy-image.html description="Create a texture" width="1500" height="948" src="/assets/images/posts/blender-create-texture.jpg" %}
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In the various section of the texture panel we have the "influence section". This section is very important because
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it let us customize how the texture will affect the final material. This means that we can use textures to change not
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only the final color of the material but also the shading components, geometry, specular highlight and so on.
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In the various section of the texture panel we have the "influence section". This section is very important because it let us customize how the texture will affect the final material. This means that we can use textures to change not only the final color of the material but also the shading components, geometry, specular highlight and so on.
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{% include blog-lazy-image.html description="blender texture influence" width="1500" height="948" src="/assets/images/posts/blender-texture-influence.jpg" %}
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{% include blog-lazy-image.html description="The influence section" width="1500" height="948" src="/assets/images/posts/blender-texture-influence.jpg" %}
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To add the image to be used as texture we have to select the type "Image or movie". After that we can scroll in the
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option of the texture to the Image section and we can choose between create a new image or open an existing one.
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To add the image to be used as texture we have to select the type "Image or movie". After that we can scroll in the option of the texture to the Image section and we can choose between create a new image or open an existing one.
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{% include blog-lazy-image.html description="blender texture add image" width="1500" height="949" src="/assets/images/posts/blender-texture-add-image.jpg" %}
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{% include blog-lazy-image.html description="Add an image to a texture" width="1500" height="949" src="/assets/images/posts/blender-texture-add-image.jpg" %}
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After that we need to define the mapping of the texture on the surface. We can find this section by scrolling down in
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the texture tab. The most important option here is "Coordinates". This option let us define the mapping of texture coordinates on the image. By default is set to generated, that means that the coordinates are generated by blender for the defaults primitives. Then there's the UV option, that maps to coordinates baked into the object.
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{% include blog-lazy-image.html description="blender texture choose mapping" width="1500" height="950" src="/assets/images/posts/blender-texture-choose-mapping.jpg" %}
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{% include blog-lazy-image.html description="Choose texture mapping" width="1500" height="950" src="/assets/images/posts/blender-texture-choose-mapping.jpg" %}
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Remember that after an images has been selected as texture, it will not be shown in the 3D window if we choose the texture visualization unless we load it in the UV editor. To do it choose UV editing layout and load the texture using the open button.
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{% include blog-lazy-image.html description="blender texture uv load image for 3d view" width="1500" height="949" src="/assets/images/posts/blender-texture-uv-load-image-for-3d-view.jpg" %}
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{% include blog-lazy-image.html description="The UV editor" width="1500" height="949" src="/assets/images/posts/blender-texture-uv-load-image-for-3d-view.jpg" %}
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The UV editor is the main tool to work with texture. By using it we can precisely apply a texture to an object using the unwrap texture tools. To do this we need first to define seams. Seams (as in sewing) are where the ends of a mesh are sewn together. Blender uses seams to understand where to unwrap the mesh. We can defines seams by selecting the edges we want to mark and use the menu Mesh -> Edges -> Mark Seams. We can recognized seams as they are reported as red lines in the 3D window.
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{% include blog-lazy-image.html description="blender texture unwrap 1" width="1500" height="948" src="/assets/images/posts/blender-texture-unwrap-1.jpg" %}
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{% include blog-lazy-image.html description="blender texture unwrap 2" width="1500" height="951" src="/assets/images/posts/blender-texture-unwrap-2.jpg" %}
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We can also create projection mapping using the UV projection. This basically means projecting a sphere, cylinder or
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a cube onto our project to get some rough mapping that we can tweak later. We can find UV projection under Mesh -> UV
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Unwrap -> <Sphere/Cylinder/Cube> projection.
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We can also create projection mapping using the UV projection. This basically means projecting a sphere, cylinder or a cube onto our project to get some rough mapping that we can tweak later. We can find UV projection under Mesh -> UV Unwrap -> <Sphere/Cylinder/Cube> projection.
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{% include blog-lazy-image.html description="blender uv projection" width="1500" height="949" src="/assets/images/posts/blender-uv-projection.jpg" %}
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_posts/2019-03-23-blender-tutorial-9-textures-part-2.md

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---
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In the [previous post of the series "Blender tutorial"](/2019/03/22/blender-tutorial-8-textures-part-1.html) we talked about textures in Blender. In this post we will continue to learn how to use textures in Blender.
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We will start with normal maps. This kind of texture let us simulate rough surfaces without adding geometric
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details to the mesh. We can set bump mapping in the texture tab under the Influence section. By checking the
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Geometry -> Normal checkbox we let the texture be used as a reference to modify the normals of the mesh so that we
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can simulate additional geometry details. It is possible to modify the quality of the map by adjusting the option in
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the same panel.
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We will start with normal maps. This kind of texture let us simulate rough surfaces without adding geometric details to the mesh. We can set bump mapping in the texture tab under the Influence section. By checking the Geometry -> Normal checkbox we let the texture be used as a reference to modify the normals of the mesh so that we can simulate additional geometry details. It is possible to modify the quality of the map by adjusting the option in the same panel.
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{% include blog-lazy-image.html description="blender normal mapping" width="1500" height="949" src="/assets/images/posts/blender-normal-mapping.jpg" %}
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{% include blog-lazy-image.html description="Normal mapping" width="1500" height="949" src="/assets/images/posts/blender-normal-mapping.jpg" %}
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Another interesting texture technique useful to add details to our models is the displacement mapping. Instead of
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creating the illusion of additional details, the displacement mapping modifies the geometry of an object. We can
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activate the displacement mapping under the influence section of the texture tab. To obtain better result with the
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displacement mapping, it is useful to apply a subdivision surface modifier to the object.
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Another interesting texture technique useful to add details to our models is the displacement mapping. Instead of creating the illusion of additional details, the displacement mapping modifies the geometry of an object. We can activate the displacement mapping under the influence section of the texture tab. To obtain better result with the displacement mapping, it is useful to apply a subdivision surface modifier to the object.
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{% include blog-lazy-image.html description="blender displacement mapping" width="1500" height="950" src="/assets/images/posts/blender-displacement-mapping.jpg" %}
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{% include blog-lazy-image.html description="Displacement mapping" width="1500" height="950" src="/assets/images/posts/blender-displacement-mapping.jpg" %}
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One final tool we have for textures is the node editor. With it we can join multiple textures into a single one to
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obtain a more complex texture. We can activate it in a new window by selecting the "Node Editor" visualization. After
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we activate the "Use nodes" option we compose complex texture by adding more node (with the menu at the bottom of
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the view) and we can compose them to obtain our final texture.
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One final tool we have for textures is the node editor. With it we can join multiple textures into a single one to obtain a more complex texture. We can activate it in a new window by selecting the "Node Editor" visualization. After we activate the "Use nodes" option we compose complex texture by adding more node (with the menu at the bottom of the view) and we can compose them to obtain our final texture.
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{% include blog-lazy-image.html description="blender node editor" width="1500" height="950" src="/assets/images/posts/blender-node-editor.jpg" %}
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{% include blog-lazy-image.html description="The node editor" width="1500" height="950" src="/assets/images/posts/blender-node-editor.jpg" %}
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In the next post we will talk about light.

_posts/2019-03-24-blender-tutorial-10-light-part-1.md

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In the [previous post of the series "Blender tutorial"](/2019/03/23/blender-tutorial-9-textures-part-2.html) we talked about textures in Blender. In this post we will explore lights in Blender.
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First of all we need to clarify one thing: lights in Blender are called lamps. So in all menus and option we will
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find that word to identify lights.
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To add a light to our scenes, just use the option Add -> Lamp and select one of the light type available. Let's add
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for example a simple point light.
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First of all we need to clarify one thing: lights in Blender are called lamps. So in all menus and option we will find that word to identify lights.
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To add a light to our scenes, just use the option Add -> Lamp and select one of the light type available. Let's add for example a simple point light.
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{% include blog-lazy-image.html description="blender add light" width="1500" height="952" src="/assets/images/posts/blender-add-light.jpg" %}
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{% include blog-lazy-image.html description="Add a light to the scene" width="1500" height="952" src="/assets/images/posts/blender-add-light.jpg" %}
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We can then customize the light properties using the related tab in the properties panel. In this section you can find specific customizable properties for each type of light.
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For example for a point light we can customize:
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* energy, how much bright the light is
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* distance, the maximum light distance at which it will still affect objects
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{% include blog-lazy-image.html description="blender properties point light" width="1500" height="951" src="/assets/images/posts/blender-point-light.jpg" %}
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{% include blog-lazy-image.html description="Point light properties panel" width="1500" height="951" src="/assets/images/posts/blender-point-light.jpg" %}
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For the point light (and also some other kind of light) it is possible to enable shadows. To do that we have to
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choose ray shadow in the light properties panel and customize the look and feel of the shadow. Here we can also
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define the number of samples to be used to generate the shadows: the higher the better shadow we obtain (if you
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want to know more about ray tracing shadows, you can read [this lecture](https://www.cim.mcgill.ca/~langer/557/19-slides.pdf "ray tracing shadow rays").
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For the point light (and also some other kind of light) it is possible to enable shadows. To do that we have to choose ray shadow in the light properties panel and customize the look and feel of the shadow. Here we can also define the number of samples to be used to generate the shadows: the higher the better shadow we obtain (if you want to know more about ray tracing shadows, you can read [this lecture](https://www.cim.mcgill.ca/~langer/557/19-slides.pdf "ray tracing shadow rays").
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To actually render the shadow, we need also to set the shadow flag enable in the renderer settings properties panel.
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{% include blog-lazy-image.html description="blender shadow enable 1" width="1500" height="950" src="/assets/images/posts/blender-shadow-enable-1.jpg" %}
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{% include blog-lazy-image.html description="blender shadow enable 2" width="1500" height="948" src="/assets/images/posts/blender-shadow-enable-2.jpg" %}
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{% include blog-lazy-image.html description="Shadow panel properties" width="1500" height="950" src="/assets/images/posts/blender-shadow-enable-1.jpg" %}
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{% include blog-lazy-image.html description="Enable shadow in the shading section" width="1500" height="948" src="/assets/images/posts/blender-shadow-enable-2.jpg" %}
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There are other types of lights. For example we have spot lamps. These are light with a specific dim that simulate a
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cone of light. We can customize its properties in the light tab in the properties panel. One thing to note for
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spot light is that we can customize the cone (shape, size...).
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There are other types of lights. For example we have spot lamps. These are light with a specific dim that simulate a cone of light. We can customize its properties in the light tab in the properties panel. One thing to note for spot light is that we can customize the cone (shape, size...).
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{% include blog-lazy-image.html description="blender spot light" width="1500" height="885" src="/assets/images/posts/blender-spot-light.jpg" %}
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{% include blog-lazy-image.html description="A spot light" width="1500" height="885" src="/assets/images/posts/blender-spot-light.jpg" %}
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Spot light can use a new type of shadow called buffer shadow. They are useful because they can be rendered more
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quickly. After enabling it in the properties panel of the spot light, we can customize it as always. There are
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different type of buffer shadow:
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Spot light can use a new type of shadow called buffer shadow. They are useful because they can be rendered more quickly. After enabling it in the properties panel of the spot light, we can customize it as always. There are different type of buffer shadow:
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* Classical
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* Classical Half
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* Irregular, a method to achieve ray-tracing alike shadows with good performance
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* Deep, another method similar to ray tracing but much more expensive in terms of performance then Irregular
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{% include blog-lazy-image.html description="blender spot light shadow" width="1500" height="884" src="/assets/images/posts/blender-spot-light-shadow.jpg" %}
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{% include blog-lazy-image.html description="Add shadow to a spot light" width="1500" height="884" src="/assets/images/posts/blender-spot-light-shadow.jpg" %}
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Another type of light is Hemi-lamps. This are used to create an overall directional light for you scene. As a
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consequence of the fact that it is a directional light, the position of it doesn't change the final lighting result.
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Only the orientation influences the final lighting result. As always, we can customize its behaviour in the
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properties panel.
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Another type of light is Hemi-lamps. This are used to create an overall directional light for you scene. As a consequence of the fact that it is a directional light, the position of it doesn't change the final lighting result. Only the orientation influences the final lighting result. As always, we can customize its behaviour in the properties panel.
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{% include blog-lazy-image.html description="blender hemi lamps" width="1500" height="886" src="/assets/images/posts/blender-hemi-lamps.jpg" %}
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{% include blog-lazy-image.html description="A hemi lamps" width="1500" height="886" src="/assets/images/posts/blender-hemi-lamps.jpg" %}
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The last available type of light is the area lamps. This kind of light provide illumination from a specific region
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rather than a single point or a single direction. We can customize it as always from the properties panel. One
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important thing to note is that area light as a distance property instead of falloff. This parameter determines the
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final attenuation result. the distance is represented in the 3D window as a dashed line. The only type of shadow
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supported the ray traced shadow. We can also customize the shape of the shadow: different shapes influence the final
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rendering result.
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The last available type of light is the area lamps. This kind of light provide illumination from a specific region rather than a single point or a single direction. We can customize it as always from the properties panel. One important thing to note is that area light as a distance property instead of falloff. This parameter determines the final attenuation result. the distance is represented in the 3D window as a dashed line. The only type of shadow supported the ray traced shadow. We can also customize the shape of the shadow: different shapes influence the final rendering result.
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{% include blog-lazy-image.html description="blender area lamps" width="1500" height="887" src="/assets/images/posts/blender-area-lamps.jpg" %}
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{% include blog-lazy-image.html description="An area lamps" width="1500" height="887" src="/assets/images/posts/blender-area-lamps.jpg" %}
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In the next post we will talk about how to do other cool stuff with lights in Blender.
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In the next post we will talk about how to do other cool stuff with lights in Blender.

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