Default lighting:
Default lighting when
ColorFunction is specified:
No lighting means diffuse or specular colors will not be visible:
Using
Glow specifies pure color without interaction with lights:
Ambient light is uniformly applied to all the surfaces in the scene:
Ambient light gives overall lighting on the scene:
Directional light is specified by a color and a vector defined by two points:
Directional lights with different colors:
Directional lights with different directions:
Directional lights on a specular surface:
Specify a spherical point light source by a color and a position:
Point lights with different colors:
Point lights at various positions:
Point lights on specular surfaces:
Specify spotlight by position, target position, and half-angle:
Spotlights with different colors:
Spotlights from different positions:
Spotlights with different half-angles:
Spotlights on specular surfaces:
Specify the light source position in the graphics coordinate system by default:
The light source moves with the graphic when the view point changes:
Specify the light position by a fraction of the graphics coordinates using
Scaled:
The light source moves with the graphic when the view point changes:
Specify the light position in the view coordinate system using
ImageScaled:
The light source position is always fixed relative to the view point:
By default, point lights are not affected by the distance from an object:
Specify a point light that attenuates with respect to the distance:
Specify a point light that attenuates by the square of the distance:
By default, spotlights fall off sharply outside the cone:
Spotlights with different spot exponent

has intensity

:
Spotlight without attenuation:
Spotlight with linear attenuation:
Spotlight with quadratic attenuation: