Take a sphere as an example,
Glossy, dark and reflective surfaces.
Therefore, when lighting in 3D, try to follow these specifications, so as to achieve good lighting.
For example, smooth light must be stronger than reflected light.
Also, try to express it with the least light. Too many lights are messy. First, the light perception will be chaotic. Second, when you adjust, a lot of objects will be confused. There are many lights, so it's best to give each light a name. . Also consider the material problem and the parameter value of the light.