All About Shadows
By Neil Blevins
Created On: Sept 17th 2025
Updated On: Nov 6th 2025
Software: Any

If you've ever taken a traditional art class, you may have heard terms like Cast Shadow, Core Shadow, or Terminator. These terms are not only useful in traditional art, but also for digital 2D and 3D art as well. This lesson will go over all the different sorts of shadows and shadow terminology, and how these concepts relate to each other and their real world origins.



A Shadow Is A Shadow

First off, all shadows in the physical world are actually the same thing, light not hitting a surface, which causes it to go dark. But when making artwork, either in 2D or 3D, it's often easier to break shadows into sub categories, and treat each one separately. But that being said, always remember that any sort of shadow is the same phenomena, a darkened area where light has not struck an object, fundamentally they're all the same regardless of how we go about replicating them or categorizing them in our art.

Setup 1

Let's start with a simple shadow example, a white sphere sitting on a black table with a single key light source.



Local Color

The subject of the scene is a round sphere. The sphere has a Local Color, which is defined as the color of the material that makes up the object in medium intensity white light. So if you have a banana, it's local color would be yellow. This sphere's local color will be white.

Note: we're assuming our sphere is made of a matte hard material (like say wood or plastic). However, if your sphere is something else, like human skin, or even a styrofoam sphere, you can sometimes get some light that leaks into the surface. This is due to Subsurface Scattering. You can read more about this phenomena here: Translucency and Sub-Surface Scattering In The Real World In short, instead of light only bouncing off a surface, some light enters the surface than bounces out past the terminator line. So when observing shadows, keep in mind that the object's material will also play in a part in the final placement of the shadows.

Key Light


The key light hits the sphere, causing that area to be bright (To learn more about Key Lights, visit 3 Point Lighting). Where the surface of the sphere is directly facing the light, you get maximum brightness (modulated by the local color of the sphere). As the surface starts to turn away from the direction of the light, the sphere starts getting darker.

Terminator

At the point where the surface is 90 degrees from the key light direction, you get the Terminator Line. The Terminator Line is where your Core Shadow starts in this example.

Core Shadow

Since no light reaches the surface starting at the Terminator Line and going past 90 degrees, that's the Core Shadow Area, which in this example would be totally black.

Setup 2

So this example is similar, except we are using a white table under the sphere.



Doing so adds 2 new things to the equation: "Bounce Light" (also called Reflected Light) and a "Cast Shadow".

Bounce Light

While the area of the sphere pointing away from the key light source should be fully dark, when the key light hits a white table instead of a black table, the white table will "bounce light" towards the underside of the sphere surface. The Local Color of the table will determine the color of the bounced light. In the diagram above, since the table is white, it will just bounce white light. In the photo below, the bounce light is orange due to the color of the surface the sphere is sitting on.



Notice the brightness of the bounce light isn't as bright as the key light. This is due to the material it hits. If it hits a black table, the black color absorbs all of the light energy from the key light, and so no light bounces onto the underside of the sphere. If the table is white, the table's surface will reflect the majority of the key light due to the local color of the table being white, but not all, some of the light energy will be absorbed. Hence the bounce light isn't as strong as the area being directly hit by the key light.

The Terminator Line is at the same spot as the previous example. But the Core Shadow Area is now smaller because it's receiving some light from the bounce light. The Core Shadow is always the darkest area of shadow on the subject.

On a side note, for those of you who use 3d software, bounce light is one of the features that separates old school lighting from modern raytracing. In the earlier days of computer graphics, rendering systems couldn't simulate bounce light, and so your light source would create direct lighting and core shadows only. People cheated bounce light by placing low intensity lights in the shadow area, but the cheat didn't always look terribly realistic. Years later, when computers became faster, people started moving over to raytrace renderers that could do a set of calculations called "Global Illumination", which, among other things, could now properly simulate bounce light accurately.

Cast Shadows

Now on to Cast Shadows, which are shadows that one object projects onto another, or onto itself. The easiest example is when you're standing outside, the sun creates a cast shadow of you standing there on the ground opposite of where the sun is.

Cast Shadows with a Sky (Occlusion)

You might notice a cast shadow can be darker closer to the object and brighter further away. This is usually due to the sky (this can also happen due to light bouncing around your room). The sky creates a type of cast shadow called "occlusion", which is a soft blurry darkening under objects.

So in our outdoor example, the sky provides soft illumination that also produces a soft shadow called occlusion. And the sun provides strong direct light that also causes a much sharper cast shadow. They combine together to form an area of darkness under your subject that combines 2 shadows.



Cast Shadows Get Blurry The Further They Cast

Another note on cast shadows is that when your light source is really big (for example, the sun on a slightly hazy day), the cast shadow gets blurry the further away it is from the object. Here's a visual example of this, notice how the sunlight causes the shadow near the cylinder to be sharp, and the shadow gets blurrier further away.



So if you have a sun and a sky, you may get 2 shadows, the occlusion and the standard cast shadow, and the cast shadow will go from sharp to blurry the further it casts from the object.



This doesn't only happen with the sun, if you have a dark room with a single light that's very large compared to the object it's illuminating, you'll still get this same blurring of the cast shadow.

Shadows Are Not Always Blue

If you've done a traditional painting class, you may have heard the rule that shadows should be blue, or "cool". This is sometimes true, but not always. Let's explain what's actually happening.

So in the real world, a standard sky is usually a little blue. And the sun is a little yellow. The sunlight has a direction, so if the sky was black (ie, no atmosphere), but there was still a sun, you'd have cast shadows and core shadows that were pure black, and anything facing the sun is lit and slightly yellow. Now let's add in our blue sky. The sky isn't directional like the sun, the sky because is 360 degrees around you is providing illumination almost everywhere. So you have your sun providing directional illumination, and sky providing ambient illumination (for more on this, visit 3 Point Lighting). So areas in sunlight are slightly yellow (which is a warm color), and the shadow areas are slightly blue (or a cool color) because they are receiving a little bit of light from the Blue sky.

So assuming you have a blue sky and a yellow sun, you will get blue shadows. But more accurately, the shadow color is tinted the color of your ambient light, meaning the sky in an outdoor case. So if you have a pink sky at sunset, your shadows should actually be tinted pink.



The same holds true for indoors, the shadows should be tinted the color of the room's ambient light (which can come from bounce light instead of a sky), so the shadows could be any color depending on what the color of the room is.

Another reason some traditional artists suggest cool shadows and warm light has nothing to do with reality, but is an artistic choice because you want to introduce complimentary colors to draw the eye. And something like orange and cyan are complimentary colors. This is a fine artistic goal, but if you do this, note that this ia an artistic choice, not a physical reality choice, so if your goal is to replicate the real world, this may not be the rule for you.

2D and 3D

Now that you've learned the theory, you can use this knowledge to paint light in 2D. Start by adding your core shadow on your subject (keeping in mind any bounce light). Then you can calculate your object's cast shadow on any surface it hits, including potentially itself, assuming your subject is more complex than a sphere. Like for example, an arm will have a cast shadow that hits your body as well as hitting the ground.

Most 3d applications have a similar split, for example, in blender, if you place a light source near a sphere, it will automatically calculate the core shadow, but you have to check the "shadow" check box to have it calculate a cast shadow.



Conclusion

Hopefully this helps explain some of these terms and how they interact to create the lighting and shadow scenarios you see before you.


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