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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