Lights¶
The Designer ships four kinds of light: Directional, Point, Spot, and IBL (image-based lighting from an HDR). Most scenes use a single Directional + ambient; IBL is the right choice for hero PBR renders.
Light kinds¶
Directional¶
Light from one direction, infinite distance. Like the sun.
Rendering > Light > Add Directional. Parameters:
| Parameter | Default | Effect |
|---|---|---|
| color | white | Light color (CSS hex or RGB) |
| intensity | 1.0 | Multiplier |
| direction | (-0.3, -1, -0.3) | Unit vector pointing FROM the light |
| shadows | on | Cast shadows from this light |
| shadow_blur | 1.0 | Soft shadow blur radius (pixels) |
The default direction points "down and slightly forward": usually flattering for a subject facing the camera.
Point¶
Light from a single point, attenuated by distance. Like a bare bulb.
Rendering > Light > Add Point. Parameters:
| Parameter | Default | Effect |
|---|---|---|
| color | warm white | Light color |
| intensity | 100 | Higher than Directional because point lights attenuate |
| position | (cursor) | World position |
| radius | 0.1 | Sphere radius for soft shadows (0 = sharp) |
| range | 500 px | Falloff range |
Point lights are ideal for fairy lights, candles, and any localized light source.
Spot¶
Point light constrained to a cone.
Rendering > Light > Add Spot. Parameters:
| Parameter | Default | Effect |
|---|---|---|
| color | white | |
| intensity | 200 | |
| position | (cursor) | |
| direction | (0, -1, 0) | Cone axis |
| inner_angle_deg | 30 | Full intensity inside this cone |
| outer_angle_deg | 45 | Falloff between inner and outer |
| range | 800 px | Falloff range |
Spot lights are stage lights, flashlights, theatrical lighting.
IBL (Image-Based Lighting)¶
Rendering > Light > Add IBL… opens an HDR picker. Pick a .hdr
or .exr panorama; the renderer uses it for ambient light and
specular reflections.
The Designer ships a small built-in IBL library (forest noon, studio, sunset, night street, blueprint), plus accepts any HDR.
IBL is what makes the Blue Morpho's iridescence pop in the tutorial chapter 7 render.
Light gizmos¶
Lights are invisible in the canvas by default. View > Show
Light Gizmos draws small icons at light positions and arrows for
directions / spot cones. Click a gizmo to select the light.
Group lighting¶
Multiple lights are common. Use the Sets tab to group related lights, then toggle the set's visibility for A/B comparisons.
Shadows¶
shadows: on enables shadow casting from this light. Each light's
shadow has:
- shadow_blur: pixels of soft-edge blur. 0 = hard edges, 3+ = area-light look.
- shadow_density: 0..1 fraction of darkness. 1.0 = fully dark shadows, 0.7 = partial.
For multiple shadow-casting lights, the renderer accumulates them correctly. Production / Final quality presets resolve shadows without bias artifacts.
Performance¶
| Light kind | Per-frame cost (path-traced render) |
|---|---|
| Directional | ~1 ms |
| Point | ~1 ms |
| Spot | ~1.2 ms |
| IBL | ~3 ms |
Costs add roughly linearly. A scene with one Directional + one IBL is the typical setup.
See also¶
- Hypershade: how materials interact with lights.
- Quality presets: render-time relationships.
- Render layers: render-time grouping of placements.