Environment & image-based lighting

Light a whole 3D scene from a single sky or HDRI: soft fill from every direction, plus the reflections that read on shiny surfaces.

Wrapping the scene in an image, or in a procedural sky, lights it without placing individual lights. Bright parts of that image push light into the scene, and the whole image appears in reflections on metal, glass and glossy materials. This is image-based lighting (IBL), and it pairs with a few Light lights for accents.

What the environment contributes

Two things at once.

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

A clean studio HDRI gives flattering, predictable lighting in seconds. Outdoor HDRIs bring strong directional sun plus coloured sky fill. Swapping the environment changes the entire mood of a render faster than any other single edit.

Using an HDRI or a procedural sky

Add an environment with the Environment node. mode picks where the light comes from.

The environment also appears as the backdrop behind objects, so the sky you light with is the sky you see. Turn visible_in_background off to keep the lighting and composite over your own background instead.

ParameterTypeDefaultWhat it does
modeString"Image"Image: use a texture (solid color gradient, HDRI). Uniform: constant radiance in every direction (white-furnace / IBL). Sky: procedural atmosphere. One of: Image, Uniform, Sky.
channelsField or Color FieldEnvironment input — Field (HDRI / gradient / procedural) or Field(Record) with hdri / irradiance / radiance channels
colorColorrgba(0.15, 0.15, 0.20, 1.00)Flat environment color when no map is connected (Image), or the constant radiance (Uniform)
sun_elevationNumber45Sun elevation above horizon (degrees)
sun_azimuthNumber180Sun azimuth (0=North, 90=East, 180=South, 270=West)
airNumber1Rayleigh (molecular air) density — higher = bluer, denser sky
dustNumber1Mie (dust/haze) density — higher = hazier sun glow
ozoneNumber1Ozone absorption — higher = deeper blue sky
altitudeNumber0Observer height above sea level (metres)
ground_albedoNumber0.300Ground reflectance — affects atmospheric bounce light
rotationNumber0Rotate environment around Y axis
intensityNumber1Environment lighting intensity
tintColorrgba(1.00, 1.00, 1.00, 1.00)Color tint applied to the environment
visible_in_backgroundBooleantrueShow environment as viewport/render background
fog_enabledBooleanfalseEnable scene-level volumetric fog
fog_densityNumber0.020Fog density — extinction per world unit at the fog height
fog_heightNumber0World height (Y) at which fog has full density
fog_height_falloffNumber0.100Density falloff per unit of altitude above the fog height (0 = uniform)
fog_colorColorrgba(1.00, 1.00, 1.00, 1.00)Fog color — what the fog scatters under white light
fog_anisotropyNumber0.200Scattering direction: 0 = even glow, + = glow toward camera-facing lights
fog_ambientNumber0.100Ambient fog brightness floor from the environment light

Rotation, intensity and tint

Rotation is the key-light direction. Before adding any extra lights, rotate the environment until the shading on the subject already reads well, then add lights only for the accents it is missing.

Volumetric fog and light shafts

Scene-level volumetric fog lives on the Environment node. It is a real medium filling the whole scene, catching the light and letting lights carve visible shafts through it. Turn on fog_enabled, which is off to start with, and every light in the scene glows through the haze.

Fog reads the scene's lights directly, so a spotlight cutting through it gives volumetric beams with no extra setup. This is atmosphere that fills the room. For a fog or cloud shape you build and place, use a Volumes instead.

Linear working space

All lighting maths stays in a single linear working space and converts to the display look at the very end, so environment light, Light lights and materials all add up correctly. Bright skies push values well above white, which is what produces punchy highlights and bloom. The final film-style look comes from the renderer's tone mapping, set on the canvas. See Colour management.

By default, reflections come from the environment and the scene's lights. For mirror-accurate object-to-object reflections, turn on rt_reflections on the Render Settings node (see Post effects and The render node).

See also