Core Shadows, Cast Shadows and Terminators
By Neil Blevins
Created On: Sept 16th 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 digital 2D art, and 3D art as well. This quick lesson will explain these concepts, and how they relate to the real world.

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, regardless of how we go about replicating them or categorizing them in our art.

Setup 1

To explain some of these concepts, we'll start with a simple example, a sphere sitting on a black table with a single light source.



Light

The light hits the sphere, causing that area to be bright. Where the surface of the sphere is directly facing the light, you get maximum brightness. 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 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 light source should be fully dark, when the light hits a white table instead of a black table, the white table will "bounce light" towards the underside of the sphere surface. This causes low intensity brightness under the sphere. The reason it's low intensity is because the surface it hits first (like the white table) absorbs some of the light energy. So the light bouncing from the table onto the underside of the sphere is less powerful than the original light that hit it. 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, or even using ambient lighting, 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

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 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

.

The Material Matters

So in our 2 examples, 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 past the terminator line. 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.

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.



Exercise 1

This is a classic traditional drawing exercise. Place a white sphere on a white surface with a single light source, and then replicate what you see. All the items you'll need can be purchased at any good art store. And feel free to use traditional pencils / pastels, or digital, either will achieve the same results. Bonus points for labeling each of the shadow types in the final composition like the diagrams above.


Visit the Drawing Source Website

Exercise 2

Get the items mentioned in Exercise 1, and before setting them up, draw how you think the cast shadow will look like on the sphere if the light is directly above. After you draw, set up the scenario I just described in real life, and see how close your came the drawing the correct cast shadow. Now draw the same scenario, but place the light from a 45 degree angle from the side. Then confirm with the real light how accurate your drawing guess is. Keep choosing new light positions, do a sketch of what the cast shadow will look like, then confirm your results.

A variation of this exercise can be done using 3d software, say if you have Blender, setup the scene described, and move the digital light around to test your guesses.

Conclusion

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


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