lights are an essential part of making your scene without them.
Everything would be dark.
So let's quickly go over what kind of light options you might have
for starters we already have a light in our default scene,
right next to our cube here.
But as of right now we can't see the light actually doing anything.
That's because we're still in solid or preview mode
to see how our light is affecting our meshes and shakers
simply go to rendered mode.
You can do that in the top right hand corner by
cooking the right most fear or using the Z hotkey pie menu
as you can see we now have our cube being lit up by our light.
Our current default light is a point light and
will emit light in all directions with a fall off
to change our light type simply go to the light settings in the properties editor.
Aside from point lights, we also have sun spot and area lights.
Each one of these does something slightly different.
The sun object emits global light from the specified vector direction.
Regardless of where the light object is located,
spotlights work pretty much how you might expect a spotlight to look.
And area lights are just like point lights but
biased towards a specific direction so rotation will matter.
There are also additional settings for each one you can play
with but this is the basic idea behind each light object type
now in cycles. You can also use emission shakers to light up a scene.
If you simply give an object and emission shader,
it will cast light on its environment as well.
However, this does not work and Evie.