Render

Lighting and rendering: raster, hybrid or ray-traced, with tone mapping, GI, reflections and a camera timeline.

In one line#

Light a scene and photograph it. Three renderers behind one interface, from real-time raster to full ray tracing, with the post-processing that decides how the image actually reads.

The layout#

Render, waiting for a mesh, with the rendering stack on the left and post-processing on the right

Menu barFile · Edit · View · Plugins
Renderer switchRaytracing · Hybrid · Raster
Toolbarundo/redo, snapshot, compare, Render, export, Send
Lefttabs for rendering, lights, cameras, meshes, the scene list and the environment
Centrethe viewport, with import / search / frame / delete
Rightpost-processing
Bottomthe frame transport and frame counter

What you do here#

Choose a renderer#

The Render viewport, showing the scene as the chosen renderer sees it

Rasterfastest; screen-space approximations for everything
Hybridthe default, raster with ray-traced reflections and occlusion where they matter
Raytracingthe slowest and the most correct

Switching is one click and changes nothing else about the scene, so the honest way to decide is to look at all three.

Light it#

The scene panel: the lights and cameras of the shot

The lights tab adds and edits lights; the environment tab handles the HDRI or sky that lights everything you did not light on purpose. The cameras tab holds your framing, and cameras are savable: a shot you found once is a shot you can come back to.

Tune the rendering stack#

Realistic Rendering offers one-click presets (Ultra, High, Medium, Low), and each of the following can be turned on individually:

Temporal Super Resolutionrender below native resolution and reconstruct
Global IlluminationSSGI v2, multi-bounce
Ambient OcclusionGTAO (ground truth)
Screen Space Reflectionsthe cheap reflections
Lumen Reflectionsthe good ones
RT Reflections, RT Ambient Occlusionray-traced, in hybrid and raytracing modes
Contact Shadowsthe small dark line where two surfaces meet, which is what stops objects looking pasted on
Ray Tracing, Qualitythe ray-tracing budget itself

Grade it#

The post-processing panel: tone mapping, bloom, ambient occlusion and effects

The right panel is post-processing:

  • Tone mapping: the mode (ACES Filmic by default) and the exposure in EV. This is the first thing to reach for, before anything else: a render that looks flat is usually exposed wrong, not lit wrong.
  • Bloom.
  • Ambient occlusion: SSAO, as a post pass.
  • Effects: vignette and sharpen.

Animate the camera#

The transport along the bottom runs a frame range with a frame rate, so a render can be a sequence rather than a still.

Output#

The Render toolbar, with the render and snapshot controls

Render produces the image. The snapshot buttons capture the viewport as it is, and the compare view puts two states side by side: the honest way to judge whether an effect earned its cost.

The other panels#

Path Tracerthe ray-tracing settings proper: sample count, denoising, dispersion and caustics
Bakingprecompute lighting rather than solve it every frame
Lights and Camerasthe scene's fixtures, savable and reusable
Lensfocal length, aperture and the physical-camera parameters
Materialper-object material editing, without leaving Render
Matter Materialsthe Matter library, applied directly
Advanced Effectsthe effects that did not fit the main stack
Compare Viewtwo states side by side
Export and Public linkdeliver the image, or publish the scene as a link

Denoise is the one to know about on the path tracer: a low sample count plus denoising often beats a high sample count at the same wall-clock cost.

Sky, time of day and weather#

The environment is three controls rather than one HDRI slot.

Time of day has six marks, dawn, morning, noon, golden, dusk, midnight and can run: give it a speed and a day length in seconds and the light moves while you work.

Weather is eight presets, clear, cloudy, overcast, rain, storm, snow, fog, sandstorm, each with an intensity, and underneath them the parameters themselves: precipitation, cloud cover, fog density, wind speed and direction. Instant transition switches without the crossfade, which is what you want when comparing two states rather than filming the change.

Lens carries seven focal-length presets, ultra wide, wide, wide normal, normal, portrait, telephoto, long tele, beside the aperture and the rest of the physical camera. Choosing "portrait" is the same act as typing the millimetres, and rather quicker.

Share as public link publishes a read-only snapshot of the scene that anyone can open in a browser, no account required. It is the scene, not just the image: the viewer opens it and looks around.

Viewscounted per link
Expiryshown per link
Revokeany link, at any time, disabling it immediately

Three things the panel tells you rather than letting you find out:

  • The project has to be saved to the cloud first. A link points at a stored scene; there is nothing to point at otherwise.
  • An empty scene is shared anyway, with a warning, you may well mean to.
  • If a custom HDR cannot be resolved, the scene is shared without an environment map and says so, rather than shipping a link that renders black.

⚠️ Anyone with the link can view the scene. There is no password: the control you have is revocation.

Files it reads and writes#

Native format.lumen
Imports.glb, .gltf, .obj, .fbx, .scene
Exportsrendered images and sequences

Sending work to other studios#

Produces a 3D scene. Accepts meshes from Sculpt, Retopo and Pigment, and whole 3D scenes.

Working with someone else#

Render syncs as a document, the whole state, debounced, plus granular operations for lights, post-processing and the camera, which are the three things two people are most likely to be adjusting at once.

Limits and common snags#

  • Nothing in the viewport means no mesh is loaded. Import one, or send one from Sculpt, Retopo or Pigment.
  • Ray tracing is slow on purpose. Frame in Raster, judge in Hybrid, deliver in Raytracing.
  • A flat image is usually the tone mapping. Check the mode and the exposure before adding lights.
  • TSR reconstructs from motion. On a static frame it buys less than it does on a moving one.