Technically, this is a 2D drawing. But I apply everything I do into 3D.
I was bored and wanted to test my current knowledge of lighting (so I didn't use any references).
If the font is hard to read, this is what I wrote down:
Ambient Occlusion: The thick black shadow on the wall behind the light source. It's also very subtle but there's a relation of light between the balls and wall.
Exponential Decay: Applying the law of conservation/inverse square. The ball closest to the light demonstrates extreme contrast vs the ball farthest away from the lightsource.
Hard Shadow: The result of a lightsource smaller than an object.
Soft Shadow: The result of a light source bigger than an object (the light being bounce backed from the wall)
Bounce light: Light bouncing around as the photons emitted from the lightsource hit the wall and spread all across the room.
There's also a specular highlight. The first ball has it very exaggerated.
Other things I wanted to add but didn't:
Fresnel: Light would curve around the ball
Penumbra: For the soft shadow
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