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Shadow control and basic volumetrics

Using simple 3D lights and shapes to create clear, believable shadows that describe volume you can confidently paint over.

What it is

You use 3D to block in shadows on basic geometry so your paint-over starts with solid structure. You place a light in your 3D scene, aim it, and check whether the cast and form shadows explain the shapes or break them. You tweak light angle and softness until the shadows show where planes turn in space.

You mostly work with simple primitives and rough proxies, not final models: boxes for buildings, stretched cylinders for limbs, a rough bust for a head. You test how shadows fall across them, adjust light height and direction, and judge whether the light-and-dark pattern would be easy to paint over. The focus is clear, readable shadow families, not photoreal rendering.

You also manage shadow hardness and intensity so the pass stays useful once exported. You avoid pitch-black shadows that kill information and razor-sharp edges everywhere that make the image look cut out. Instead, you balance soft penumbra (a shadow's soft edge) with firm core shadows, so the pass reads as believable volume while leaving room for hand-painted nuance.

Why it matters

Without shadow control, 3D lighting becomes a crutch instead of support: shadows slice through faces and props, forms look flat, and it's hard to tell where planes turn. You end up copying the bad lighting or repainting from scratch. When you control shadows and basic volumetrics, the pass gives you clean, believable volumes to build on, speeds up problem-solving, and keeps your painted result grounded in solid light logic.

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