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Appearance settings

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.

These settings affect how the camera sees and renders the scene.

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.

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.

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.

Controls what appears behind the 3D scene.

OptionDescription
Diffuse IBLShows the blurred, diffuse version of the environment map (HDR image). The background matches the ambient lighting.
Specular IBLShows the sharp, reflective version of the environment map. Matches the specular reflections in the scene.
TransparentThe background is fully transparent. Use this when embedding the scene over a colored or textured webpage background.
ColorThe background is filled with a solid color of your choice.

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.

PropertyDescription
Set up IBL / Update IBLOpens 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.
IntensityMultiplier for the ambient light strength. Higher values brighten the scene uniformly.
ColorA tint applied to the ambient light. White produces neutral illumination. Use a warmer or cooler color to shift the mood of the scene.

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.

PropertyDescription
OrientationTwo 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.
IntensityStrength of the light in lux (lm/m²). Higher values produce brighter illumination and stronger shadows.
ColorColor of the light. White produces neutral, sunlight-like illumination. Use warmer tones for a golden-hour look or cooler tones for an overcast effect.
ShadowingWhen enabled, objects cast shadows onto each other, adding depth and grounding the scene.