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Settings

Settings is the ⚙ button in the toolbar at the bottom-center of the screen, or press Esc from anywhere. Esc closes it again.

It holds more than preferences. Alongside the lighting and viewport controls, this is where the mesh library and the texture slots live — so loading a model and assigning its maps both happen here.

Five tabs, split into scene settings and asset management:

TabFor
ViewportBackground, which channels show in the inspector, developer tools
LightingEnvironment, orientation, brightness, shadows
Post processAmbient occlusion, bloom, vignette
MeshesThe model library — import, switch, remove
MaterialsTexture slots per material, strengths, normal flips

Drop files straight in

Both asset tabs accept a drag-and-drop anywhere on the panel, not just onto a specific target. The whole tab is the drop zone.

Meshes

The Mesh library. Every model you've imported, plus the bundled presets.

  • Import mesh… takes a .glb, .obj, or .fbx, or drop one anywhere on the tab. OBJ and FBX are converted as they arrive — what survives.
  • Select any entry to make it the active model.
  • Remove deletes an import, with a confirmation step, since the file only exists in your browser and there is no copy on a server to restore from.

Bad files are rejected here with the reason — a .glb that isn't really a GLB is caught by its header rather than failing silently later.

Materials

Texture slots, per material. Pick a material from the dropdown — the one acting as the paintable body is marked — body — then load an image into any of the ten channels.

  • Drop one file on a slot and it goes to that slot.
  • Drop many files anywhere and they're sorted by filename against the naming convention. You get a review list of the proposed matches first, with a checkbox per row, so a wrong guess is unticked rather than undone.
  • Strength on every channel but base color, 0–1.
  • Flip Y per material for normal maps — see why.
  • Clear all empties every slot on every material at once.

Viewport

Background

SettingDefaultNotes
Background Color#dfe1e3The viewport backdrop
Background Scale1.000.10–3.00; 1.00 means the image height fills the viewport
Anchor X / YCenter / CenterWhich edge or corner the image is pinned to
Offset X / Y0Percentage of viewport height, +X right, +Y up

A custom background image composites over the backdrop color. Scaling grows the image away from its anchor, so a pinned edge stays put.

Both the offset and the scale are relative to viewport height, which means the image keeps its position relative to the model when the window is resized — rather than drifting the moment the aspect changes.

Material channels in sidebar

Controls which channel modes appear in the inspector rail. Six start hidden — Specular, AO, Opacity, Emission, Clear Coat and Clear Coat Roughness — so the everyday PBR set isn't buried. Re-enable any of them here. See Render modes.

Developer

Developer Mode shows the camera tool in the toolbar. On by default, desktop only.

Lighting

Environment

Image-based lighting drives the whole look. Seven options:

EnvironmentNotes
Studio (built-in)Procedural softbox rig. Nothing to download
Warehouse (default)Neutral interior, good general-purpose light
ApartmentSoft, warm, domestic
CityHard sun with building bounce
DawnLow warm key, long shadows
SunsetStrong orange rim
ForestGreen-tinted, heavily diffused

All but the built-in studio are HDRIs fetched on demand and then cached by the browser, so the first switch to one costs a download and later ones don't.

SettingDefaultRange
Light Orientation15°0–360°
Light Brightness1.000–2

The default 15° turn is deliberate. A head-on HDRI drops its highlights symmetrically down both sides of a car, which reads flat — a slight rotation puts the key on one shoulder and gives the form somewhere to fall away to.

Shadows

SettingDefaultNotes
Cast ShadowsonGround shadow under the model
Shadow Bias200–100; higher lifts and softens the contact

Post process

Everything here applies to Final Render only. If a control seems to do nothing, check which render mode you're in.

Ambient occlusion

SettingDefaultRange
Occlusionon
Radius0.800.040–2.000 world units
Intensity0.700.00–1.00
Bias0.0200.001–0.100

Radius is in world units, so it wants adjusting for a model far from car-sized. Raise bias if you get dark fringing on flat surfaces.

Bloom and vignette

SettingDefaultRange
Bloomon
Bloom Intensity0.120.00–3.00
Bloom Threshold1.000.00–1.00 — the luminance a pixel needs before it glows
Vignetteon
Vignette Offset0.250.00–1.00 — how far in from the edges it reaches
Vignette Darkness0.500.00–1.00

The bloom default is deliberately restrained — enough to let a highlight bleed, not enough to soften the whole image. Vignette is on because it seats the model in the frame.

Mobile defaults

On a phone, ambient occlusion and bloom start off. They're the two heaviest per-frame passes and the likeliest to cost you the framerate. Vignette stays on — it's a cheap gradient rather than a shader pass. Anything you've saved yourself always wins over these; they only set the starting point.