Object Properties
Environment color can be useful for increasing the color contrast — for example, you can use it to introduce complementary colors into the scene. Perhaps you will set a dark blue to contrast with a warm yellow window glow as well as to simulate night. Or imagine a moonlit scene — you can enhance the bright yellow moonlight by using a dark purple environment.
Defines the color of the environment light. The environment light illuminates the scene evenly from all sides to simulate the background light of a daytime sky or the indirect lighting of a room light.
Environment Strength [0..100%]
This parameter is set to 0% by default. If you want to simulate environment light, increase the value to, say, 10% for architectural scenes. However, keep in mind that increasing the strength lowers the contrast in the scene. For this reason you may find you get better results using omni lights instead (with shadows off).
Switches fog on or off.
These parameters define the color and brightness of the fog.
Environment fog fills the entire screen, stretching to infinity. Distance refers to the fog’s intensity by specifying the distance over which a light beam will lose its intensity completely. As the light loses intensity, the fog color is added. If, for example, you have entered a value of 500 for Distance, a light beam that starts off with 100% intensity will reduce to 20% after travelling 400 units; at the end of a further 100 units, the light will have faded out completely, giving way to the fog color. The shorter the distance, the thicker the fog.
Beams that penetrate the fog beyond the limit defined in Distance are absorbed completely by the fog color — if you enable environment fog, you cannot see a sky or a background image.
Use this setting to determine whether or not existing Sky Objects or backgrounds should be affected by the fog. If this setting is not active, fog will affect only normal object geometry, and the sky or background will be visible, as if no fog were present. The fog’s values will be visible in the Material Manager.