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Lighting โ€‹

The Lighting settings control the scene's global lighting mode.

Foxel supports four lighting modes: Diffuse Only, Uniform Lighting, Image-Based Lighting, and Atmospheric Scattering. Each mode provides a different way of lighting the scene and can strongly affect the final look of the render.

Lighting Modes โ€‹

Diffuse Only โ€‹

Diffuse Only uses simple Lambert diffuse shading without specular highlights.

  • Ambient Light Color
    Sets the color of the ambient light.

  • Ambient Light Intensity
    Controls the strength of the ambient light.

Uniform Lighting โ€‹

Uniform Lighting applies even lighting across the entire scene.

  • Color
    Sets the color of the light.

  • Intensity
    Controls the strength of the light.

Image-Based Lighting โ€‹

Image-Based Lighting uses a cubemap for scene lighting and reflections.

  • Cubemap
    Selects the cubemap used for lighting.

  • Intensity
    Controls how strongly the cubemap affects the scene lighting.

  • Blur
    Blurs the rendered background of the cubemap. This does not affect the lighting itself.

  • Angle
    Rotates the cubemap around the Y-axis.

Atmospheric Scattering โ€‹

Atmospheric Scattering simulates sky lighting based on atmospheric light scattering.

  • Rayleigh Color
    Sets the Rayleigh scattering color.

  • Rayleigh Density
    Controls the strength of the Rayleigh scattering.

  • Mie Color
    Sets the Mie scattering color.

  • Mie Density
    Controls the strength of the Mie scattering.

  • Ozone Color
    Sets the ozone scattering color.

  • Ozone Density
    Controls the strength of the ozone scattering.

  • Phase
    Controls the scattering phase behavior.

  • Intensity
    Controls the overall strength of the atmospheric scattering effect.