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Lighting Model

A Lighting Model is a method used to calculate the effects of different shader channels in response to light.


The Lighting Model drop-down menu allows you to select your desired lighting model. Your options are:


  • Plastic: The Plastic lighting model has additive Specular highlights. Highlights are generally very bright and reflect the color of light projected on to it.
  • Metal: The Metal lighting model uses metallic (isotropic or elliptical) highlights, which are multiplied through the base surface color, thus tending to produce a slightly brighter tint of the same hue.
  • Skin: The Skin lighting model uses sub-surface scattering to give the appearance of a semi-translucent layer (skin) with a blue sheen and a red opaque sub layer (blood/muscle).
  • Glossy (Plastic): The Glossy (plastic) lighting model uses a Fresnel function to make the surface act more reflective at glancing angles. It also calculates specularity in a way that produces a more uniformly bright highlight (sharper), thus making the surface look glossy. Eyeballs are a great example.
  • Matte: The Matte lighting model completely ignores the Specular channel.
  • Glossy (Metallic): The Glossy (metallic) lighting model is similar to the Glossy (plastic) model, but the calculations are adjusted to produce a gloss that mimics the gloss of highly-polished metal.