Lighting and environments

The environment is the world around the scene. It lights every surface and is what metal, glass and glossy surfaces reflect. Each environment has a key light that throws the shadows, and you can add lights of your own.

A metal sphere and a glossy sphere in six environments: Studio Soft, Studio Contrast, Golden Hour, Night, Sky · Sunset and HDRI · Venice Sunset

Where to find it: the Environment and Key Light sections, with Scene selected at the top of the Layers panel. Lights are in the dock's Spot light family.

Pick an environment

  1. Click Scene at the top of the Layers panel.
  2. In the Environment section, open Environment and pick one.
EnvironmentWhat it's like
Studio SoftEven, bright studio light. New scenes start here.
Studio ContrastA darker studio with hard highlights, for dramatic product shots
Softbox DuoTwo large softboxes, for clean reflections on both sides
Golden HourWarm, low sunlight
NightDark and cool, with a few small lights
Neutral RoomA plain, gray room: light without a color cast
Sky · Midday, Sky · Afternoon, Sky · SunsetAn open sky at three times of day
GradientA sky made from a gradient you choose
HDRIA 360° photo of a real place

For HDRI, pick one of the eight library panoramas, such as a photo studio, Venice at golden hour or a neon city at night, or use your own file: a .hdr, an .exr, an Ultra HDR JPEG or any 360° picture. The library's panoramas are from Poly Haven and free to use. Your file is kept in the project.

The skies and HDRIs have a Backdrop setting. Set to Behind, the sky or panorama is drawn behind the scene, in the frame and in exports. With ground gives it a floor too, which the key light's shadows fall on.

Environment settings

The Environment section: Environment set to Studio Soft, then Env intensity, Env rotation, Ambient drift, Exposure, Ambient occlusion, Bounce light and Tone mapping
SettingWhat it does
Env intensityHow much light the environment gives, from 0 to 3
Env rotationTurns the environment round the scene, which moves the reflections on metal and glass
Ambient driftTurns the environment on its own, in degrees per second, so reflections slide across a surface without keyframes
ExposureBrightens or darkens the whole frame, like a camera's exposure
Ambient occlusionDarkens the creases where surfaces meet, so 3D objects look solid. 0 is off.
Bounce lightLight that hits one surface lights the next: a red card warms the white card beside it
Tone mappingHow the scene's light becomes screen colors

Env intensity, Env rotation, Exposure and Ambient occlusion each have a ◆. See Animation basics.

The four tone mappings:

Tone mappingUse it for
Filmic (ACES)Lit 3D scenes. Highlights roll off softly, but pure white comes out a light gray.
AgXA softer, more filmic roll-off. Very bright colors turn toward white.
NeutralProducts and brand colors. Colors stay true, and only the brightest highlights are softened.
None · exact colorsFlat designs. Every color shows exactly as you set it, but lit highlights clip.

Tip

If your white background looks gray, or a brand color looks off, set Tone mapping to None · exact colors or Neutral.

The key light

Every environment has a key light, the main light that casts shadows. The Key Light section changes it.

The Key Light section: On with its color, then Strength, Direction, Height, Softness, Fill, and Match environment
SettingWhat it does
On and the colorTurns the key light on or off and sets its color
StrengthHow bright it is
DirectionWhere it comes from, round the scene, in degrees
HeightHow high it is: low for long shadows, high for short ones
SoftnessHow soft its shadows are
FillHow much the shadow side is lifted

Your changes stay when you switch environments. Match environment puts the key light back to the one that suits the current environment.

Add lights

Lights are in the dock's Scene group. Press and hold Spot light to open its family:

  • Spot light, Point light and Ambient light add one light.
  • 3-point setup adds a key, a fill and a back light at once.
  • Dramatic light adds one strong, hard light from above and to the side, casting a shadow, and dims the environment so the shadow stands out.

Each light is a layer. Select it to set it in the Light section.

The Light section: Cast shadow on, Color, Intensity and Softness
SettingWhat it does
Cast shadowMakes the light throw shadows. It starts off, because shadows cost more to draw.
ColorThe light's color
IntensityHow bright it is
SoftnessHow soft its edge and shadows are

Color, Intensity and Softness have a ◆, so a light can flicker, fade up or change color.

The Light Shape section under it sets what kind of light it is:

SettingWhat it does
TypeSpot shines a cone, Point shines every way like a bulb, Directional shines in parallel like the sun, Area is a glowing rectangle like a softbox or a window, and Ambient lights everything evenly
Aim X, Aim Y, Aim ZThe point a spot, directional or area light shines at
Cone angle and PenumbraHow wide a spot's cone is, and how soft its edge
Range and DecayHow far a spot or point light reaches, and how fast it fades
SizeAn area light's width and height. A bigger one gives more, softer light.
Source widthHow big the light's source is. A tiny source throws hard-edged shadows.

An area light throws no shadows.

Lighting rigs

Save the lights you've set up, to switch back to them later in the project:

  • Choose Menu › Lighting rigs › Save current lights…. The rig is named after its lights, such as 3 light rig. You need at least one light layer.
  • To use it, choose it from Menu › Lighting rigs. It replaces the scene's lights.

Rigs are saved with the project, so a new project starts without them.

Things to know

  • Metal reflects the environment. In a dark one, such as Night, it looks nearly black. Raise Env intensity, or pick a brighter environment.
  • Flat shapes and text with a plain fill are unlit, so the environment and lights don't change them. Lighting shows on materials. See Materials and appearances.
  • Shadows need something to fall on. See Ground shadow and caustics.