As humans, our brains have learned to make sense of what we see in the world using subtle cues of how 3d dimensional objects are lit. When 3D digital objects break these lighting rules our brains instantly detect them as being out of place.
Augmented reality engines on your mobile device use a process called Lighting Estimation to help recreate these vital subtle cues of shadow, ambient light, shading, specular highlights, and reflections. This is a different lighting system than found in the 3D Brio interface. For this reason, the Light sources you create in BRIO (Point, Direction, Spot, Area ) will not be used when your object is placed in Augmented Reality.
We can describe important lighting cues as follows:
Shadow: Absence of light that usually has a clear directionality away from the light source.
Shading: Lighting on an object that varies based on the curvature of the object relative to a light source.
Reflection: Found as light bounces from surfaces leaving impressions or reflections behind based on how smooth a surface is.
Ambient: The overall Diffuse light that has bounced around and spread from a light source. This lighting is very soft and has less of a clear direction.