OmniMotion®
GuideDraft

Lights & environment

Light types, presets, shadows, HDRI, gobos, Projector stamps and bake; the Environment section: look and render quality.

Lights are layers inside a 3D scene: you select them, move them with the gizmo, keyframe their intensity and see them in the layer tree. The scene's Environment section sets everything that is not a light — background, fog, reflections, and the render features that make a scene look photographic. Start with Scenes & the camera if you have not drawn a scene yet.

01Quick tour

  1. Select the scene and click Presets in the canvas toolbar → Three-point. Three lights named key, fill and rim appear under the scene in the layer tree.
  2. Select key. Its Light section shows Type: Spot, Color, Intensity, the cone settings and Cast shadow.
  3. Press E (Rotate) and drag a ring on the canvas — a light points along its own axis, so rotating it aims it. Scale does not exist for lights.
  4. Select the scene again and open Environment. Set Shadows to Soft, turn on Ambient occlusion.
A scene lit by the Three-point preset, the key spot selected with its Rotate gizmo

02Light types

+ Light in the toolbar offers eight types. Hover each for its description. Right-click Add › Light here drops a Point light at the 3D pointer instead — then change Type in the section. The row is greyed unless a 3D scene (or something inside it) is selected; see Mesh here and Light here.

TypeWhat it isDefault Intensity
DirectionalParallel rays from infinitely far away (the sun). Direction comes from the light's rotation.2.5
PointA bulb radiating in every direction.80
SpotA cone-shaped stage light. A Projection (gobo) lights the cone — it does not stamp mesh color.90
AmbientDirectionless overall fill. Casts no shadows.1.5
HemisphereTwo-color sky / ground ambient.1.5
AreaA rectangular softbox — soft edges, no shadows.8
HDRIA panorama that lights the scene; reflections on metal and glass depend on it.1
ProjectorStamps an image onto mesh faces in its frustum. Does not light the scene.100

Intensities use physical units, so the numbers differ a lot between types. When you change Type, the intensity is moved to the new type's scale so the scene does not go black.

03The Light section

RowTypesNotes
TypeallSwitch the light kind.
Colorall but HDRIHemisphere shows a second swatch: the ground color bouncing up from below.
IntensityallA property — keyframe it, bind it to audio level, drive it from a rule. On a Projector this is stamp strength (0–100 %), not illumination. Default 100.
DistancePoint, SpotHow far the light reaches (0 = unlimited).
RangeProjectorHow far the stamp reaches. Default 8. 0 = 40 units.
DecayPoint, SpotFalloff over distance; physically correct is 2.
Cone AngleSpotHalf-angle of the cone in degrees (1 – 89). Default 30.
FOVProjectorHalf-angle of the projection in degrees (1 – 89). Default 22. Full vertical FOV is twice this.
PenumbraSpotSoftness of the cone edge (0 – 1). Default 0.3.
Soft edgeProjectorFeather on the stamp edge (0 – 1). Default 0.12.
Width / HeightAreaSize of the panel in world units.
PanoramaHDRIAn equirectangular .hdr / .exr from the library (+ File, URL…, or drop a file).
As BackgroundHDRIAlso show the panorama behind the scene.

Projection (Spot only)

A spot can throw an image from its cone — a gobo. The Projection sub-block has Source: — none —, Image, Video or Layer. Image and Video add a File row; Layer adds a Layer dropdown so any 2D layer's drawing becomes the projected picture. The sources are the same ones a material texture can use.

A spot light projecting a video onto a plane

A gobo lights the cone. To stamp a picture onto mesh color — and keep it after you move the light — use a Projector.

Projector

A Projector throws an image at meshes the way a real lamp throws a slide: only faces inside its frustum, facing it, receive the stamp. It does not light the scene and it does not cast shadows. Rotate it with E — it aims along its own axis, like a Spot.

This is not a material's Camera projection — that is on Materials.

Stamp

The Stamp sub-block has the same Source as a Spot gobo: — none —, Image, Video or Layer. Image and Video add a File row; Layer adds a Layer dropdown. Until a source is picked, a hint under the block says the stamp hits every mesh in the frustum and Intensity is stamp strength.

RowValuesNotes
ReceiversAll meshes · ChooseDefault is every mesh in this scene. Choose lists the meshes; tick the ones that should receive. With nothing ticked, nobody is stamped — live or bake.
BakeBake stamp · Clear bakedSee below. Bake stamp is disabled until a source is picked. Clear baked is disabled until something has been baked.
The Light section of a Projector: Intensity, Range, FOV, Soft edge, Stamp source Image, Receivers All meshes, Bake stamp and Clear baked

Up to four Projectors can stamp live at once. Where they overlap, later ones draw on top. Hide or delete extras if a fifth does nothing.

Clones of a mesh share the host's stamp. Back faces are skipped. A 1 % Intensity is almost invisible — leave it at 100 for a full stamp.

Bake stamp

Bake stamp writes the live frustum onto each receiver so the picture stays on that face after you move the projector.

  1. Aim at a face. Set Receivers (All, or tick the mesh). Intensity at 100.
  2. Click Bake stamp.
  3. Rotate the projector (E) onto another face. Bake again.

On a cube, each face keeps its own stamp — the second bake does not wipe the first. The live preview stays after a bake until you move or hide the projector, so the two look the same until then.

Clear baked on the Projector removes the baked stamps from its receivers. The live stamp is unchanged. A mesh that has a bake also shows Baked stamp → Clear baked in its Geometry / Model / 3D Text section — that clears only that mesh.

Ctrl+Z undoes a bake. The bake is saved with the project.

Imported models keep the UVs in the file. If those UVs overlap, a bake on one part can paint another. Primitives (cube, sphere, plane) unwrap so faces do not overwrite.

Shadows on a light

Only Directional, Point and Spot cast shadows. Their Cast shadow toggle is on by default; ▸ More under it holds the fine-tuning:

RowNotes
Shadow Map512 · 1024 · 2048 · 4096 — sharper but costlier. Default 1024.
SoftnessEdge blur (0 – 16). Takes full effect when the scene's Shadows mode is Soft; Crisp ignores it.
Bias → DepthFixes shadow acne (striping on surfaces).
Bias → NormalOffset along the surface — reduces the gap between an object and its shadow.

An Area light shows a note instead: it cannot cast shadows (an engine limit). Pair it with a Spot and the scene's Contact shadow mode for a soft look with shadows. A Point light warns you when the scene is in Soft mode — point shadows do not render there; use Contact or Crisp.

04Light presets

Presets in the canvas toolbar replaces the scene's current lights with a named setup in one undo step. An HDRI or Projector is kept.

PresetSetup
Three-pointSpot key + directional fill + directional rim — the classic portrait / product setup.
StudioTwo soft area panels + gentle ambient — even, shadow-light product look.
SunsetLow warm sun + violet sky bounce (directional + hemisphere).
NightDim blue moonlight + ambient + a warm point accent.

The lights are ordinary layers afterwards — move, recolor or delete them one by one.

05The Environment section

Select the scene. Environment has two sub-blocks: Look (how the scene reads) and Render quality (how expensive and realistic it is). Each feature is a toggle that opens its settings underneath.

Look

RowValuesNotes
BackgroundClear · FillClear is fully transparent — layers behind the scene show through. Fill paints the scene layer's own fill (color, gradient or image) behind the 3D content; the fill widget appears below.
Harmonyon / offBlend with the canvas: glass and transmission refract the 2D layers behind the scene. Costs a capture every frame — turn it off if playback slows down.
FogOff · Linear · SoftMelts distant objects into a Color (usually the background). Linear fades between Range → Near and Far; Soft is exponential with a Density.
Studio envon / offA neutral studio reflection environment, used only when no HDRI or Harmony is active — gives metal and glossy materials something to reflect. It adds light; tame it with Brightness (1 is neutral, 0.3 – 0.6 is a subtle reflection-only feel). Brightness also scales an HDRI.

Render quality

RowValuesNotes
ShadowsCrisp · Soft · ContactCrisp is cheapest, hard-edged. Soft blurs uniformly using each light's Softness. Contact is sharp where objects touch and opens with distance — the most photographic.
Ambient occlusiontoggle + RadiusDarkens crevices and contact points so a model sits on the floor instead of looking pasted on. Larger radius picks up bigger gaps.
Depth of fieldtoggleA real lens: everything except a chosen distance blurs. Focus is the sharp distance from the camera — type it, or click ⌖ and then click a surface in the scene to measure it. Blur → Aperture sets how fast things blur away from focus, Max blur caps it. Debug paints the sharp band green (near side orange, far side blue) in the editor only.
Global illuminationtoggleBaked light-probe grid: indirect bounce light and color bleeding between surfaces. Re-bakes itself shortly after the scene changes. Quality → Probes per axis (6 is a good default), Bounces (1 gives visible color bleed). Show probes draws the probe spheres in the editor.
Bloom (HDR)toggleReal HDR glow on bright and emissive surfaces. Glow → Strength and Threshold (how bright a pixel must be to bloom, 0 – 1).
The scene's Depth of field and Bloom (HDR) are not the 2D effects of the same name. The 3D versions know the scene's depth and work before tone mapping; the 2D effects blur a flat picture. Use the scene's own for anything inside the scene.
Environment → Render quality with Ambient occlusion, Depth of field and Bloom (HDR) on

06Shortcut recap

ShortcutDoes
W / EMove / Rotate the selected light (rotation aims it)
FFrame the selected light with the scene camera
Checked against the tool on 2026-09-18.