Change here the color components of the new light (or list of lights,
previously selected with Light->Select, when
Global is pressed).
Parameters for empty entries or
Local choices remain unchanged.
Ambient
These
R,
G,
B entries change the ambient color
of the new light. This can vary between black (0.0, 0.0, 0.0) and
white (1.0, 1.0, 1.0).
This component emulates light scattered so many times, that it does
not depend of the radiation direction, or the materials surface.
Wired objects cannot reflect diffuse or specular light, so they need
some ambient light to be visible.
Diffuse
These
R,
G,
B entries change the diffuse color
of the new light. This can vary between black (0.0, 0.0, 0.0) and
white (1.0, 1.0, 1.0).
This component emulates light equally reflected in all
directions (as the light reflected by a hammered glass).
Solid objects need some diffuse light to show its tridimensional
shape.
Specular
These
R,
G,
B entries change the specular color
of the new light. This can vary between black (0.0, 0.0, 0.0) and
white (1.0, 1.0, 1.0).
This component emulates light reflected mainly along
specific directions (as the light reflected by a metal).
Solid objects need some specular light to show brightness effects.