The Environment

In this area of the Scene Manager, you can control the physics-based sky simulation, which can be used to implement realistic sun positions and corresponding sky representations, including clouds. This also automatically calculates the corresponding lighting.
Here you will also find a control option for the intensity of conventional light sources in the scene.


Quick Navigation



Configuring the Environment

In this section, you will find an option for creating a sky simulation that not only displays the sky at a customizable time, but also provides the appropriate lighting for your scene (see 2 in Figure 1). There is also a Intensity master control for all light sources in the scene (see 1 in Figure 1). Values above 1 increase the overall brightness of the light sources beyond their actual settings. Values below 1 reduce the actual brightness of all light sources accordingly. This makes it easy to customize the overall brightness of your scene without having to edit all light sources individually.

The 'Environment' settings offer a global adjustmet slider for all light intensities and the option to configure  physical-based sky simulation.
Figure 1Options and settings in the Environment category.

To add a sky to the scene or to illuminate the scene with a loaded HDR image and use it as the environment, use the Create button in the Environment category (see 2 in Figure 1). This will bring up the settings for configuring the sky display (see the right side of Figure 1).

Physical Environment

Let's first look at the configuration of a sky, which is done in the Physical setting (see option in the header area of the Environment category).

Time

The most basic setting for the sky is certainly the time of day to be displayed. The time can be selected either as a numerical value (see 4 in Figure 1) or directly by clicking on the symbolic representation of the sun's path (see 3 in Figure 1). Of course, the resulting position of the sun also depends on the season, which can also be selected by choosing a month and a day. Clicking on the field for day and month (see 5) opens a calendar (see colored frame in Figure 1), in which the desired month can be selected using the arrow icons and the day by clicking directly on the day number in the calendar sheet.

The date and time enable a precise calculation of the sun's position.
Figure 2Examples of a sky rendering without clouds at different times of day. The sun rendering was additionally enhanced here using the camera's 'Flare', 'Streak', and 'Bloom' settings.
The position of the sun not only changes the color of the sun and the sky, but also the appearance of clouds.
Figure 3Examples of a sky rendering without clouds at different times of day. The sun rendering was additionally enhanced here using the camera's 'Flare', 'Streak', and 'Bloom' settings.

Location

By default, the sky is calculated so that North corresponds to the positive Z-axis of the world axes. This means that East lies in the direction of the positive X-axis of the world system. Depending on the orientation of your buildings, however, the North direction of the sky can also be customized so that the position of the sun perfectly matches the orientation of your buildings. Use the North Offset value for this correction. Positive values rotate the north direction clockwise, i.e., in the direction of the X-axis, or East. Negative values rotate the sky counterclockwise. The north direction can then be more westerly, for example.

Note:

The calculation of the Clouds is not based on the North Offset. They remain static even if North Offset is changed.

Since the position of the sun also depends on the location—at the same time, the sun is in a different position in the northern hemisphere than in the southern hemisphere, for example—the desired location can also be specified using Latitude and Longitude.

Some host applications offer their own input options for GPS data, which you can use to specify the desired location. In such cases, the input options for Latitude and Longitude remain grayed out here and cannot be configured independently of these specifications.

With Latitude you can enter the desired location for the geographical latitude on the Earth's surface. This would, for example, be 51,3° for London, 40,5° for New York or 35,4° for Tokyo. Latitude is the angular distance of a point north or south of the Earth’s equator, measured in degrees from 0° to 90°. Using the attached menu, you can select N or S to specify whether the value is desired from the equator towards the north or south. The three values offered represent Degrees, Minutes, and Seconds (0°, 0', 0'') from left to right, typical units used in navigation and for position information on maps.

Longitude is used according to the same principle, except that it refers to the position component in an easterly or westerly direction, depending on whether E or W has been selected. The starting line for this angle measurement runs through the London borough of Greenwich (United Kingdom) and its Royal Observatory.

Sun & Sky

The sunlight source is already calculated realistically by default. You can only intervene here with the Sun Intensity value if you want to artificially intensify or weaken the sun.
Part of the sunlight is automatically scattered in the simulated atmosphere and will therefore also hit your objects diffusely. This scattered light component can be adjusted using the Sky Intensity value. Please note, however, that the intensity of the sky lighting always depends on the intensity of the sunlight. If you increase the Sun Intensity, the light scattered in the atmosphere will automatically increase as well.

It should also be noted that sunlight generally has a warmer light color, which can appear yellowish. The light scattered in the atmosphere and reflected back onto the scene from the sky, on the other hand, is often cooler, i.e., bluer. Therefore, it is normal that when you increase the sunlight, the scene often appears in warmer colors. When you increase the sky light, however, the surfaces can appear cooler.

Depending on whether sunlight or sky light predominates, the color values also change between warm and cold.
Figure 4On the left side, strong, warm sunlight hits the objects, while on the right side, strong sky lighting was used. This results in washed-out shadows and an overall 'cooler' appearance.

Note in Figure 4 how the stronger Sky Intensity also intensifies the sky reflections on the materials, especially on the glass tabletop in this scene.

Please note that exposure compensation is applied to the camera by default. This prevents the usually undesirable burning out of brightly lit areas. On the other hand, this also means that individual changes in the light intensities of the sun and sky may not be as visible as the pure numerical values suggest. If you want to take full control of the brightness in the scene lighting (and are willing to accept overexposure if necessary), turn off the Auto Exposure option in the Navigation & Camera settings.


More

In this subgroup, we find special settings for defining the atmosphere and its light scattering, as well as the night sky.

The following settings primarily affect the display of the sky after the sun has set. Even at night, the sky does not have to remain plain black and dark, but can be enhanced with realistic stars, a moon, or even a visualization of the Milky Way nebula, allowing for a realistic display even at these times of day.
Keep in mind that the representation of the moon in particular follows natural cycles, and its visible shape and position in the sky also depend on the date and time. In addition, stars and the moon can also be made visible during the day if their intensity is artificially increased or the intensity of the sky is artificially reduced.

Examples of Moon phases during different days of a month.
Figure 9The moon can be individually controlled in terms of intensity and size, automatically following its natural lighting phases during the monthly cycle.
The intensities of Stars and the Milky Way can be individually adjusted.
Figure 10A realistic representation of stars and the Milky Way can also be added to enhance the sky, especially during twilight and nighttime hours.

Clouds

This section contains parameters for configuring, adding, and automatically animating clouds. These are automatically colored and illuminated to match the position of the sun, thus completing the realistic sky display.

Additional Cloud Options:

When you use a Stored View within the Storyboard Manager, you can also configure the speed and direction of movement of the clouds in the sky for the animation output.


More

By opening this category, additional settings become visible that can be used to influence the random calculation of the clouds. In addition, settings can also be found here to adjust the direct and indirect lighting of the clouds by the sun and the sky.


The following Lighting settings determine how the clouds react to direct sunlight and to ambient light. There is also an option here to choose whether the clouds should cast shadows or allow light to pass through unhindered.

HDRI Environment

HDRI mode provides a second option for lighting and displaying environments by allowing HDRI files to be loaded. These files usually represent a spherical panorama. Since these files are often generated from real photographs, in principle any environment and its lighting conditions can be captured and used to illuminate 3D scenes. Sky panoramas are usually used for outdoor scenes, with the upper half of the image depicting the sky between the horizon and the zenith. The lower half of the image often remains black, as in this HDRI example.

A typical environment HDRI that displays the hull hemisphere of a location, in this case a blue sunlit sky with some clouds.
Figure 19An example HDRI file showing a complete image of the sky in the upper half of the image.

HDRI files are available for direct access in the Library Browser, or you can use a file loaded from other sources that is already on your hard drive. As you can see in the following Figure 20, the button marked by 1 opens a filtered version of the Library Browser that shows all the HDRI assets that can be directly selected by double clicking on them. Using the button marked by 2 a file dialog allows to load any HDRI file from your computer.

The buttons to load an HDRI directly from the Library Browser or from your hard drive and the preview area for the loaded HDRI file.
Figure 20The illustration shows the two buttons for loading HDRI files from different sources and the preview area of the loaded HDRI.

A preview image of the loaded HDRI will then be displayed on the left side along with the corresponding file name (see 3 in Figure 20). When loading HDRI files via the file dialog (see button 2), please note that you will be asked how you want to handle this file during the loading process (see Figure 21).

While loading external files, they can be used as an sbsolute reference or a copy can be created in the project folder.
Figure 21When loading external data, a dialog box appears by default, offering options for handling such references in the project.

Optionally, an absolute path to the HDRI can be used (option No). However, this carries the risk that if the HDRI is later moved to another directory or even deleted, the environment in your scene will no longer be able to find the HDRI. It is safer to confirm the warning dialog with Yes. A copy of the selected file will then be automatically copied to the same directory where your project file is located. This also makes it easier to archive and share the entire project and minimizes the risk of losing files that are in use.

As already mentioned in this warning dialog, the general behavior when loading external files can be specified directly in the Preferences, e.g., if you generally want files to be copied to the project directory.

HDRI

Example of Rotation adjustments for a loaded HDRI.

Imported Lights

This section contains only a single slider for the Intensity of the regular light sources in the scene, as passed by the host application. The Intensity slider acts as a multiplier for the strengths of the scene's regular light sources. Values above 1 increase the brightness of these light sources, while values below 1 reduce their brightness accordingly.