A directional light source simulates a very distant point light source. Its light rays are parallel to each other, as if emitted perpendicular from an infinitely large plane.
The total number of lights in a scene cannot exceed 8.
Specifies the diffuse color of the light. Click the color tile to open the Color Chooser window and edit the color.
Specifies the strength or brightness of the light source.
Scales the light object in the 3D View (visible when Show Light is on). Has no effect on the light intensity.
Locks the position of the light source to the camera. When the camera is rotated or tumbled, the effect of the light (specular highlight) changes relative to the model’s surface.
Displays the light’s transformation grip. The grip display depends on the light type. For a point light, a move grip appears to let you reposition the location in X, Y, Z. For a directional light source a rotate grip appears to let you rotate the direction of the light source.
Displays a light object in the 3D View to indicate location and direction, depending on the light type. A point light displays as a sphere, while a directional light displays as a set of arrows indicating light direction.
Sets whether the light casts shadows. (Point light sources do not cast shadows).
Offsets the depth map towards or away from the light. Adjust only if you encounter the following problems: If dark spots or streaks appear on illuminated surfaces, gradually increase the value until the spots or streaks disappear. If a shadow appears to be detached from the shadow casting surface, gradually decrease the value until the shadow appears correct.
Specifies the resolution of the shadow depth map. Values are preset at 64 x 64, 128 x 128, 256 x 256, 512 x 512, 1024 x 1024, 2048 x 2048, 4096 x 4096. Increasing the depth map resolution increases the amount of texture memory on your graphics card and can affect interactive performance. In general, set the Depth Map Resolution to the lowest value that produces shadows of acceptable quality.