Lighting and Rendering / Blender

This page contains the information about lighting, rendering and background properties which can be used with Verge3D for Blender.


Verge3D is designed to represent Blender's EEVEE renderer as closely as possible. It supports physically-based shading, lights, shadows and image-based lighting (IBL).

Environment Lighting

Environment lighting is a very important component of Verge3D graphics pipeline. You can illuminate your entire scene with just an environment map alone, without using any light objects. See the Scooter demo as an example of this approach.

The default cube template provides an HDR texture for image-based lighting. You can replace this texture with your own file, or setup environment lighting from scratch. Here is the basic World nodes setup which uses the same texture for both environment lighting and background:

When using HDR textures, make sure you set the Color Space setting to Linear.


In some cases, using just image-based lighting to illuminate your scene is not enough. If you'd like to simulate some additional light source, need dynamic shadows, or if you need to move your lights (as with car lights), you may use direct light sources.

Verge3D supports the following light types:

In addition, you can assign Shadow properties on your point, sun, or spot lights. See the corresponding section for more info.

Light Probes

Light Probes are objects intended for adding indirect lighting locally by generating a local reflection cubemap. Verge3D currently supports only Reflection Cubemap light probes. This type of light probe objects add specular indirect ligthing to a scene.

The following properties are supported:

general probe settings:
type of the influence volume: Sphere or Box. Only objects located inside this volume are affected by the probe's lighting.
controls the size of the influence volume. You can also change object scaling and make the shape of the influence volume non-uniform.
the intensity of the indirect lighting. Any value different from 1.0 is not physically correct.
Clipping Start
near clip distance. Objects located closer than this value won't be rendered into the reflection cubemap.
Clipping End
far clip distance. Objects located further than this value won't be rendered into the reflection cubemap.
object visibility settings:
Visibility Collection
limit objects that should appear on the reflection cubemap to this collection. If not specified all scene objects are used.
Invert Visibility Collection
invert the selection of objects visible to this probe if Visibility Collection is specified.
Custom Parallax
enable custom settings for the parallax correction. This group of settings defines a parallax volume, which is used to project the lighting captured by the probe. If Custom Parallax not enabled the parallax effect is calculated based on Type and Radius/Size of the influence volume.
type of the parallax volume: Sphere or Box.
the size of the parallax volume.
Custom Influence
enable custom influence settings. This group of settings allows defining a collection of objects that will be affected by this light probe. Influence Collection (if specified) will be used instead of the Type and Radius/Distance general probe settings.
Influence Collection
limit objects that should be affected by this light probe to this collection. If specified it is used instead of the Type and Radius/Distance general probe settings.
Invert Influence Collection
invert the selection of objects affected by this probe if Influence Collection is specified.

In order to see in Blender's viewport the results of using Reflection Cubemap objects you need to bake their cubemaps first via the Bake Cubemap Only or Bake Indirect Lighting buttons both located in the Indirect Lighting panel, which is in the Render Properties tab.

Also the Cubemap Size property controls the size of the cubemap texture used by Reflection Cubemap objects.

The IBL Environment Mode setting also affects cubemaps generated by Reflection Cubemap objects.

Due to implementation specifics there are differences of how Reflection Cubemap light probes behave in Blender and in Verge3D:


By default Blender and Verge3D render the same image for background and environment lighting. To render them separate, use the advanced World nodes setup based on Is Camera Ray output of the Light Path node. For example, to set the background color to solid grey and continue using the HDR map for environment lighting:

Global Rendering Properties

Global rendering properties accessible on the Blender's Render Properties panel.

Cubemap Size
texture size to use for environment lighting:
64, 128
do not use, 256 is the minimum value supported by Verge3D.
optimum quality with low memory consumption (recommended).
better quality with moderate memory consumption and reduced performance. Use it to render high quality reflections e.g for rendering jewelry.
best quality with high memory consumption and low performance (generally not recommended).
2048, 4096
do not use, 1024 is the maximum value supported in Verge3D.
View Transform
additional color correction applied to Verge3D renderings:
no additional color correction applied. Switch to this method if you don't need color correction as it works slightly faster than Filmic.
Blender default method.
Filmic Log, Raw, False Color
unsupported, Verge3D will use Standard instead.
Enable Shadows and Shadow Map Side
shadow properties, read more about these here.
select what anti-aliasing algorithm to use for the scene:
use system default method.
prefer multisample anti-aliasing with 4x samples if the target hardware supports it.
prefer multisample anti-aliasing with 8x samples if the target hardware supports it.
MSAA 16x
prefer multisample anti-aliasing with 16x samples if the target hardware supports it.
force FXAA.
disable anti-aliasing.
Use HDR Rendering
enable high-dynamic-range rendering.
IBL Environment Mode
PMREM (slow)
high quality (default value).
Light Probe + Cubemap (medium)
reduced quality of image-based specular reflections, better performance.
Light Probe (fast)
disabled image-based specular reflections, highest performance.
Outlining Effect
see below.

Outline Rendering

Outline rendering (aka silhouette edge rendering) is a common non-photorealistic rendering (NPR) technique that can significantly enhance the visual perception of your scene. This effect can be used for various applications such as e-learning, games, architecture visualization, and technical drawing.

To use object outlining (and optional glowing) in your Verge3D application, first enable the effect on the Blender's Render Properties panel, then use the outline puzzle to apply it to your object(s).

The outline rendering does not work inside AR/VR sessions. Use other methods to highlight your objects, such as animation or changing material's color.

You can tweak outlining using the following properties:

Enabled — enable/disable the effect.

Edge Strength — outlining strength factor.

Edge Glow — intensity of additional glowing (rendered beyond the main outline edge).

Edge Thickness — outline edge thickness factor.

Pulse Period — pulse period in seconds. Specify to make the effect animated.

Visible Edge Color — visible edge color.

Hidden Edge Color — color of the outline edge being rendered behind any other scene objects.

Render Hidden Edge — enable/disable rendering of the outline edge behind other scene objects.

Though it's possible to render glowing objects, in the most cases the outline rendering is used to improve visual clarity of your scene. If you need glowing from lamps or another bright objects, consider using the bloom post-processing instead.

Per-Object Rendering Properties

Verge3D supports the following additional rendering properties for your geometry objects:

Rendering Order — modifies the rendering order for a particular object. The smaller the index, the earlier the object will be rendered. In most cases, you need to tweak this value when using Blend transparency to eliminate transparency artifacts.

Frustum Culling — enables/disables frustum culling optimization for the object. Uncheck this option if you have some skinned object which can move beyond the screen space to prevent it from being culled.

Receive Shadows — render or not shadows on the given object. See here for more info.

Clipping Planes

Clipping planes (aka section planes, cross-section planes, mesh sections) is a technique used to show internal arrangement of complex objects, such as buildings, cars, appliances, gadgets, machines etc.

To add a new clipping plane, use the Clipping Plane menu item from the Blender's Add Object menu:

The objects on your scene will be clipped in the negative Z direction of the clipping plane object.

Clipping planes have the following properties:

Affected Objects
Collection of the objects clipped by the plane. If empty, all scene objects will be clipped.
Swap clipped and unclipped sides.
Clip Shadows
Clip shadows cast from the clipped objects.
Union Planes
Construct a union from all the clipping planes, affecting the object, not their intersection.
Filled Cross-Section
Fill cross-section between the clipping plane and the affected objects.
Cross-Section Color
Cross-section diffuse color and opacity.
Cross-Section Plane Size
Cross-section plane size. Increase this value if you use larger scene size.

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