Light your scene with ambient/directional/point/spot lights and shadows, and set the global look with an HDRI environment, background, tone-mapping, and exposure.
Where: 3D editor → Add → Light / the Environment inspector — Add lights or set the environment
Key ideas
- Lights: Ambient/directional/point/spot with color, intensity, distance/decay, angle/penumbra, and shadows (radius/map-size/bias). Proxies are draggable in the viewport.
- Environment: HDRI image-based lighting (+ rotation), ambient fill, and background (color / HDRI / transparent so the page shows through).
- Look: Tone-mapping (ACES/AgX/linear/none), exposure, and global soft shadows.
Steps
- Add lights and aim them (drag the proxies).
- Load an HDRI for realistic lighting + reflections.
- Set the background and tone-mapping/exposure.
Light types and shadows
- Ambient, directional, point, and spot lights serve different spatial roles; point lights include distance/decay behavior and spot lights include angle/penumbra.
- Shadow controls include radius, map size, and bias. Light proxies can be dragged in the viewport for placement.
- Use more than one light only when it improves form separation; excessive intensity can flatten material detail.
Environment and final look
- An HDRI supplies image-based lighting and reflections and can be rotated; background can use color, HDRI, or transparency.
- Tone mapping choices include ACES, AgX, linear, or none; exposure and global soft shadows change the final scene response.
- Check both the interactive viewport and the intended render/export because lighting and tone mapping are part of the scene’s presentation.
Tips
- Start with a neutral environment and one key light, then add fill/rim lighting only where it clarifies the subject.