Lighting Setup

Create professional 3-point and studio lighting rigs combined with HDR environment maps. Configure key, fill, and rim lights with color temperature and intensity. Export to FBX, USD, or Blender scenes.

3-Point Lighting
3-Point Lighting
Studio Product
Portrait / Beauty
Rim Light Only
Custom Setup

Add HDRI Environment Map

or browse — HDR, EXR, TIFF (optional)

Key Light
Azimuth45°
Elevation35°
Fill Light
Azimuth-30°
Elevation20°
Rim / Back Light
Azimuth180°
Elevation55°
glTF 2.0 (.gltf)
glTF 2.0 (.gltf)
JSON (.json)
0%100%200%
Drag to orbit · scroll to zoom
Upload an HDRI to see the environmentThe 3D preview updates live as you adjust the lights

Related Tools

HDRI Converter
Convert between HDR, EXR, and other HDR image formats.
IBL Filter
Generate diffuse and specular irradiance maps from HDR images.
Light Probe
Analyze luminance distribution and light direction from HDRI captures.

Frequently Asked Questions

Three-point lighting is the standard setup for professional renders: Key Light at 30-45° azimuth (primary light, strongest intensity). Fill Light at opposite side, 60-80% of key intensity, typically softer (larger size) to reduce harsh shadows without eliminating them. Rim/Back Light behind the subject to create edge separation and depth. Combined with an HDRI environment map, this produces balanced, professional lighting for product renders, character portraits, and architectural visualization.
FBX: Widely compatible with Blender, Maya, 3ds Max, Unity, Unreal. Lights export as area/point lights with color temperature and intensity. USD/USDA: Universal Scene Description for pipeline workflows (Maya USD, Houdini Solaris, Omniverse). Blender (.blend): Native Blender scene file with area lights, HDRI world shader, and correct light temperature nodes pre-configured for Cycles and Eevee.
Light size (radius) controls shadow softness: Small (0.1-0.3) produces hard, crisp shadows like direct sunlight or bare bulbs. Medium (0.5-1.0) produces natural soft shadows typical of studio softboxes. Large (2.0+) produces very soft, diffuse shadows like overcast sky or large bounce cards. Larger lights require more intensity to maintain brightness since the light energy is spread over a larger area.