Appearance settings
What this covers
Section titled “What this covers”This page describes every setting in the Appearance tab of the 3D scene editor. Use this tab to control how the camera renders the scene, what the background looks like, and how the scene is lit.
Camera
Section titled “Camera”These settings affect how the camera sees and renders the scene.
Camera exposure
Section titled “Camera exposure”Controls how bright or dark the final image appears. Lower values produce a darker image; higher values produce a brighter one.
This is a physical exposure value. Very small changes have a large visual effect — use the slider and watch the viewport to find the right level for your scene’s lighting.
Camera field of view
Section titled “Camera field of view”The angle, in degrees, of the camera’s horizontal field of view. Range: 1–179°.
- Smaller values (narrow FOV) produce a telephoto, compressed look.
- Larger values (wide FOV) produce a wide-angle, more expansive look.
- 50° is a common neutral starting point.
Camera bloom
Section titled “Camera bloom”A post-processing effect that causes bright areas of the scene to bleed a soft glow into surrounding pixels. Adds a cinematic quality to scenes with bright light sources or emissive materials. Disabled by default.
Background
Section titled “Background”Controls what appears behind the 3D scene.
| Option | Description |
|---|---|
| Diffuse IBL | Shows the blurred, diffuse version of the environment map (HDR image). The background matches the ambient lighting. |
| Specular IBL | Shows the sharp, reflective version of the environment map. Matches the specular reflections in the scene. |
| Transparent | The background is fully transparent. Use this when embedding the scene over a colored or textured webpage background. |
| Color | The background is filled with a solid color of your choice. |
Ambient lighting
Section titled “Ambient lighting”A section toggle controls whether ambient lighting is enabled at all. When disabled, the scene receives no ambient illumination from Edro 3D, relying entirely on any lights already present in the 3D scene file itself.
Ambient lighting uses Image-Based Lighting (IBL) — a technique that derives soft, omnidirectional light from an HDR environment image, producing natural-looking illumination and reflections.
| Property | Description |
|---|---|
| Set up IBL / Update IBL | Opens the upload dialog for the HDR environment image. This image is also used as the background when Background is set to Diffuse IBL or Specular IBL. If no image is set, a built-in neutral HDR is used as a fallback. |
| Intensity | Multiplier for the ambient light strength. Higher values brighten the scene uniformly. |
| Color | A tint applied to the ambient light. White produces neutral illumination. Use a warmer or cooler color to shift the mood of the scene. |
Directional lighting
Section titled “Directional lighting”A section toggle controls whether directional lighting is enabled. Directional lighting simulates a single distant light source — like the sun — casting parallel rays across the entire scene.
| Property | Description |
|---|---|
| Orientation | Two angles — Vert (elevation, raises or lowers the light above the horizon) and Hor (azimuth, rotates the light around the scene) — that control where shadows fall. |
| Intensity | Strength of the light in lux (lm/m²). Higher values produce brighter illumination and stronger shadows. |
| Color | Color of the light. White produces neutral, sunlight-like illumination. Use warmer tones for a golden-hour look or cooler tones for an overcast effect. |
| Shadowing | When enabled, objects cast shadows onto each other, adding depth and grounding the scene. |