Build a place, not a backdrop
Sky, fog, god rays and weather — the difference between a set of objects and a place.
Atmosphere
Depth is what sells it
The difference between a set of objects and a place is mostly air: how it fades with distance, what colour the light is, and whether you can see it moving.
Fog with real depth
Fade the world out with distance — linear between a near and far point, or thickening exponentially for haze.
Skies in three stops
A flat colour, or a gradient with a third band you can slide up and down to sit a horizon glow under a deep sky.
God rays
Shafts of light slanting through the air, with control over how many, how far they spread and how gently they flicker.
Light through leaves
A spot light can project caustics, dappled foliage or a window frame — the whole story of a room you never had to model.
Ground & light
Down to the last dial
Sculpt the land by hand
Raise, lower, flatten and smooth terrain with a brush until the landscape is yours rather than a preset.
Light it the way you want it
Filmic tone mapping and exposure, a hemisphere fill that lights from sky and ground, and a reflections dial from matte to glossy.
Crisp shadows where they matter
Decide per object whether it casts and receives shadows, so a distant mountain never softens the shadow under your subject.
Surfaces that move
Wind sway through foliage, scrolling textures, glow and a slow pulse — motion that lives in the material and needs no wiring.
Explore more features
All featuresMesh Builder
Build your own props from simple shapes, then roll a whole kit of variations from one.
Scatter & paint
Fill a world in seconds — scatter a kit across an area, or paint it exactly where you want it.
Hotspots
Pin interactive markers to your objects that open rich title, image and video cards.