> [!abstract] Summary
> Practical notes on lighting with Arnold in Maya — covering light types, parameters, filters, light linking, and optimization tips for cleaner renders.
> [!info] Related
> Intro to render engines: [[../../../OUT OF PUBLISH/RENDERING/RENDERING basics Practice Alfh]]
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# Types of Lights
| Light | Use case |
| ---------------- | ---------------------------------------------------- |
| **Area** | General lighting — several shapes available |
| **Mesh Light** | Emissive geometry, useful for neon and practicals |
| **Point** | Maya point light + Arnold exposure parameter |
| **Skydome** | Environment / overcast lighting with an HDRI |
| **Light Portal** | Reduces noise when lighting interiors with a Skydome |
| **Photometric** | Real-world light profiles (IES files) |
## Skydome
- Right-click **Color → File** to load an HDRI.
- If the image is noisy, **increase the Skydome sample count**.
> [!tip] Backplate setup (visible HDRI in the background without affecting lighting)
> 1. Create > Polygon Primitives > Sphere
> 2. Move and scale the sphere around the scene
> 3. Mesh Display > Reverse (normals face inward)
> 4. Apply an Arnold `aiStandardSurface` material
> 5. Plug the HDRI texture into the Color slot
> 6. Select the sphere → Attribute Editor → `pSphereShape`
> 7. Arnold section → Visibility
> 8. Uncheck everything **except Primary Visibility** — sphere shows in the background but does not affect lighting
## Light Portal
Used alongside a Skydome to light an interior scene with less noise.
| Portal Mode | Behaviour |
| ------------------- | ------------------------------------------------------- |
| `off` | Portals disabled |
| `interior_only` | Blocks all light outside portals (pure interior scenes) |
| `interior_exterior` | Lets light through outside portals (mixed scenes) |
> [!tip] Blocking all lights except portals significantly reduces interior noise.
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# Light Parameters
| Parameter | Effect |
| --------------------------- | ---------------------------------------------------------------------------------------------------- |
| **Normalize** | Adjust shadow softness by changing the light size (radius) without affecting overall light intensity |
| **Cast Volumetric Shadows** | Enables shadows inside volumetric fog |
| **Cone Angle** | Controls spot-light spread |
| **Falloff** | Controls how light intensity decreases with distance |
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# Light Filters
- **Barndoor** — Crops the light area on all axes *(spot light only)*
- ![[download.jpg]]
- **Gobo** — Projection filter, masks the light with a texture or shape *(spot light only)*
- ![[ac-filter-gobo-gobo-blinds-A-without-slide-map-9.jpg|225]]
- ![[ac-filter-gobo-gobo-blinds-B-with-slide-map-10 1.jpg|225]]
- ![[ac-filter-gobo-gobo-blinds-C-slide-texture-11.jpg|225]]
- **Light Blocker** — Blocks light in a specific region without adding geometry to the scene
- **Light Decay** — Artistic falloff control, manual attenuation of the light
- ![[ac-light-decay-image2019-12-16-13-39-26-1.png]]
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# Light Linking
**Windows > Relationship Editor > Light Linking** — can be set per light (light-centric) or per object (object-centric).
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# Optimization
> [!important] Shadow & specular noise
> Increase **light sample count** when you see noise in shadows or direct specular. This is the sample that can be raised the highest.
> **Watch out:** Camera AA multiplies this value — raise carefully.
> [!tip] Size vs. noise trade-off
> **The larger the light, the softer the shadow — but the more samples you will need to denoise those shadows.**
> [!warning] Fireflies
> A light too close to an object will create fireflies. Fix by moving the light further away, or use the **Near Distance Falloff** parameter.
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