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11 AUG 2026 · BLENDER · 1 min read

One area light is usually enough

A note on subtraction: most of my renders got better when I deleted lights instead of adding them.

The instinct with a scene that reads badly is to add a fill. Nine times out of ten what it actually needs is for the key to be moved and everything else switched off.

Dust Chapel — the free desert interior in the store — is one 4m area light, one volumetric cube, and a sun disabled for the final frame. Everything that looks like bounce is geometry doing its job.

Same scene, same shaders, two lights removed.
# quick sanity check in the console
for l in [o for o in bpy.data.objects if o.type=='LIGHT']:
    print(l.name, l.data.energy)

If a render only works with four lights, the shapes are not carrying it yet. Go back to blocking.