ORIGINAL COBALT CUP LIGHTING STUDY

Three conventional Blender Cycles renders of original lathed cup geometry and loop handle. The same camera, geometry, materials, world, view transform, samples and denoising remain fixed. Key only, then key+fill, then key+fill+rim. Dim world illumination remains in every case, so key only is not zero ambient.

Visible review: key-only image has a darker right/handle side and a stronger floor shadow. Adding fill raises that side and changes the visible reflection. The rear source adds a brighter upper edge and changes floor/background illumination; it is not an isolated rim-only pass. These are qualitative observations, not measured stops, contrast ratios or lux.

Top-down coordinates: +Y is behind the subject; camera is at Y -6. Study camera height is 3 scene units and light heights are in the scene JSON. The 2D planner annotates height but simulates no light, shadow or occlusion. Its axes use arbitrary plan units; no real fixture power or metric distance is prescribed.

Native .blend and render script preserve the actual study setup. SVG and JSON plans record the study's light positions and enabled states; the simplified maker does not control power, source size, color or camera height. Editing a diagram does not rerender the PNGs or update the Blender scene.

Cover uses the actual three-light render with authored typography and crop. All imagery is conventional 3D rendering, not a real product photograph or AI image job. No Clout generation credits were used. No electrical wiring, mounting, circuit or set-safety plan is supplied.

To rerender, run the supplied Python script with background Blender. To rebuild layouts and archive, run bun scripts/seo/build-lighting-assets.ts from the frontend directory. Native renderer and font differences may alter derivative bytes across environments. The committed provenance hashes identify these exact shipped files.
