Several of the Simulation effects have some common controls.
The Card Wipe effect also shares many controls with the Card Dance
effect.
- Light Type
-
Specifies which type of light you want to use. Distant Source simulates
sunlight and casts shadows in one direction, where all the light
rays strike the object from virtually the same angle. Point Source
is similar to a light bulb and casts shadows in all directions.
First Comp Light uses the composition’s first light layer, which
can use a variety of settings.
- Light Intensity
-
Specifies the power of the light. The higher the value, the brighter
the layer. Other lighting settings affect the overall light intensity
as well.
- Light Color
-
Specifies the color of light.
- Light Position
-
Specifies the position of the light in x,y space. To position
the light interactively, Alt-drag (Windows) or Option-drag (Mac
OS) the light’s effect point.
- Light Depth
-
Specifies the position of the light in z space. Negative
numbers move the light behind the layer.
- Ambient Light
-
Distributes light over the layer. Increasing this value adds
an even illumination to all objects and prevents shadows from being
totally black. Setting Ambient Light to pure white and setting all
other light controls to 0 makes the object fully lit and eliminates
any 3D shading from the scene.
The Material controls specify reflection
values.
- Diffuse Reflection
-
Gives objects form-defining shading. Shading depends on the
angle at which the light strikes the surface and is independent
of the viewer’s position.
- Specular Reflection
-
Takes into account the position of the viewer. It models
the reflection of the light source back to the viewer. It can create
the illusion of shininess. For realistic effects, you can animate
this control by using higher and higher values to mask the transition
from filtered to nonfiltered versions of the layer.
- Highlight Sharpness
-
Controls shininess. Very shiny surfaces produce small, tight
reflections, while duller surfaces spread the highlight out into
a larger region. Specular highlights are the color of the incoming
light. Because light is typically white or off-white, broad highlights
can desaturate an image by adding white to the surface color.

In general, use the following process to adjust
lighting: Set Light Position and Diffuse Reflection to control the
overall light level and shading in a scene. Then adjust Specular
Reflection and Highlight Sharpness to control the strength and spread
of highlights. Finally, adjust Ambient Light to fill in the shadows.