Environment & image-based lighting

Light your whole 3D scene with a single sky or HDRI — soft fill from every direction, plus the reflections that sell shiny surfaces.

Most great-looking renders start with the environment. Instead of placing dozens of lights, you wrap the scene in an image (or a procedural sky) and let it do the lighting for you. Bright parts of that image push light into the scene; the whole image shows up in reflections on metal, glass, and glossy materials.

This is often called image-based lighting (IBL). It pairs beautifully with a few light.dynamic lights for accents.

What the environment does

The environment contributes two things at once:

Rougher materials get blurrier reflections automatically, so a brushed-metal look and a chrome look both read correctly from the same environment. Material response is set per surface — see Materials.

A clean studio HDRI gives you flattering, predictable lighting in seconds. Outdoor HDRIs bring strong directional sun plus colourful sky fill. Swapping the environment is one of the fastest ways to change the entire mood of a render.

Using an HDRI or a procedural sky

Add an environment to your scene with the environment.ibl node. You can feed it an HDRI image (load one with image.load) or use the built-in procedural sky for a quick gradient that you can tint and brighten.

The environment also typically appears as the backdrop behind your objects, so the sky you light with is the sky you see. If you'd rather composite over your own background, you can show the lighting without drawing the sky — see the node's controls.

ParameterTypeDefault
modeString"Image"
channelsOneOf([Field, FieldOf(Color)])
colorColorrgba(0.15, 0.15, 0.20, 1.00)
sun_elevationNumber45
sun_azimuthNumber180
airNumber1
dustNumber1
ozoneNumber1
altitudeNumber0
ground_albedoNumber0.300
rotationNumber0
intensityNumber1
tintColorrgba(1.00, 1.00, 1.00, 1.00)
visible_in_backgroundBooleantrue

Rotation, intensity, and tint

Three controls do most of the day-to-day work:

Rotation is your key-light direction. Before adding any extra lights, rotate the environment until the shading on your subject already looks good — then add lights only for the accents it's missing.

Lighting stays physically sane

DNA keeps all lighting math in a single linear working space and only converts to your display look at the very end, so environment light, light.dynamic lights, and materials all add up correctly. Bright skies can push values well above white (that's what gives you punchy highlights and bloom); the final film-style look is applied by the renderer's tone mapping, which you set on the canvas. See Colour management.

Reflections come from the environment and your scene's lights, not from full ray-traced bounces between objects. For mirror-accurate object-to-object reflections you'd reach for screen-space effects (see Post effects). Third-party path-traced renderers are a planned future extension point; today DNA ships its built-in GPU renderer only.

See also