Lambertian is the default diffuse shading model. It follows Lambert’s cosine law, meaning the brightness of a surface depends on the angle between the incoming light and the surface normal. Light is scattered evenly in all directions, producing a uniform matte appearance.
It creates soft shading without highlights or reflections and is computationally efficient, making it a common choice for real-time rendering. It also works well for materials that do not have a glossy or reflective surface.
Some use cases for the Lambertian shading model include:
- Matte objects such as stone, plaster, fabric, or chalk.
- Base shading for prototyping and testing.
- Surfaces where realism is less important than simplicity and performance.