Skip to content
Marmoset Logo
  • Toolbag

    FEATURES

    • Edit
    • Bake
    • Texture
    • Render
    • Library
    • – Asset Browser
    • Viewer

    EXPERTISE

    • Character Art
    • Environment Art
    • Hard Surface Art
    • Film & TV

    TOOLBAG FOR

    • Studios
    • Schools

    COMMUNITY

    • Discord
    • Reddit
    • Facebook
    • Instagram
    • Youtube
    • Twitter
  • Tutorials
  • Documentation
  • Free Trial
  • Buy Now
  • Toolbag
    • Features
      • Setup
      • Bake
      • Texture
      • Render
      • Library
      • Viewer
    • Toolbag For
      • Studios
      • Schools
    • Community
      • Discord
      • Reddit
      • Facebook
      • Instagram
      • Youtube
      • Twitter
  • Resources
  • Support
  • Get Started
  • Get Started
  • Buy License
  • Account
  • Cart

Toolbag Documentation (BETA)

Popular Searches: udim

Getting Started

23
  • Application Preferences
  • System Requirements
  • Keyboard Shortcuts
  • Supported File Types
    • Image/Video Formats
    • Toolbag Scene (.tbscene)
    • Universal Scene Description (.usd)
    • Marmoset Viewer (.mview)
    • glTF (.glTF)
    • Autodesk FBX (.fbx)
    • Wavefront OBJ (.obj)
    • Collada (.dae)
    • Alembic (.abc)
    • AutoCAD DXF (.dxf)
    • Stereolithography (.stl)
    • Polygon File (.ply)
  • Account & Licensing
    • Account Overview
    • Starting a Free Trial
    • Individual License Management
    • Studio License Management
    • Academic License Management
    • Offline Licensing
    • Access Order History
    • Manage Subscription Settings

Lighting & Rendering

5
  • Render Window
  • Lighting
  • Cameras
  • Shadow Catcher
  • Fog

Baking

8
  • Introduction to Baking
  • Baking Attributes
  • Map Types
  • Bake Groups
  • Cage Mesh
  • Tangent & Handedness
  • Projection Tools
  • Baking Tips & Tricks

Texturing

16
  • Introduction to Texture Projects
  • Input Maps
  • Project Maps
  • Export & Output Maps
  • Layering & Masking
    • Layers Window
    • Mask Stack
    • Blending Modes
  • Layer Types
    • Base Layers
    • Adjustment Layers
    • Processor Layers
    • Procedural Layers
    • Mask Layers
    • Carve Groups
    • Sync Points
    • Vector Layers
    • Decal Layers

User Interface

31
  • Workspaces
  • Global Texture Settings
  • Tool Settings
  • Selection Tools
  • Transform Tools
  • Light Controller Tool
  • Focus Tool
  • Color Picker
  • Viewports
  • Scene Window
  • History
  • Status Bar
  • Painting Tools
    • Painting Tools Overview
    • Paint/Erase
    • Flood Tool
    • Gradient Tool
    • Symmetry
    • Stencil
    • Clone Tool
    • Smudge Tool
    • Decal Tool
  • Library
    • Introduction to the Library
    • Brushes
    • Materials
    • Objects
    • Scenes
    • Skies
    • Smart Materials
    • Smart Masks
    • Textures
    • Sync a Shared Repository

Materials

49
  • Introduction to the Material Editor
  • Layers
    • Mask (Material Layers)
    • Vertex Color (Material Layers)
    • Height (Material Layers)
  • Texture
    • UV
    • UDIM
    • Triplanar
  • Displacement
    • Height
    • Vector
    • Parallax
  • Surface
    • Normals
    • Detail Normals
    • Bevel
  • Albedo
    • Albedo
    • Vertex Color (Albedo)
    • Albedo Gradient
  • Diffusion
    • Unlit
    • Lambertian
    • Microfiber
  • Transmission
    • Refraction
    • Subsurface Scattering
    • Volumetric Scattering
    • Thin Surface
  • Reflection
    • GGX
    • Glint
    • Anisotropic
    • Hair
  • Microsurface
    • Gloss
    • Roughness
    • Advanced Micro
  • Reflectivity
    • Specular
    • Advanced Metalness
    • Metalness
    • Reflective Index
  • Clearcoat Reflection
    • GGX
    • Anisotropic
    • Newton’s Rings
    • Hair
  • Clearcoat Microsurface
    • Gloss
    • Roughness
    • Advanced Micro
  • Clearcoat Reflectivity
    • Specular
    • Reflective Index
  • Emission
    • Emissive
    • Heat
    • Fluorescent
  • Occlusion
    • Occlusion
  • Transparency
    • Cutout
    • Dither

Animation

5
  • Intro to Animation Support
  • Keyframes Window
  • Timeline Window
  • Animation Sets
  • Turntable Animation

Python Integration

1
  • Scripting for Toolbag

Version History

29
  • Toolbag 5
    • Version 5.03
    • Version 5.02
    • Version 5.01
    • Version 5.00
  • Toolbag 4
    • Version 4.06
    • Version 4.05
    • Version 4.04
    • Version 4.03
    • Version 4.02
    • Version 4.01
    • Version 4.00
  • Toolbag 3 (legacy)
    • Version 3.08
    • Version 3.07
    • Version 3.06
    • Version 3.05
    • Version 3.04
    • Version 3.03
    • Version 3.02
    • Version 3.01
    • Version 3.0
  • Toolbag 2 (legacy)
    • Version 2.08
    • Version 2.07
    • Version 2.06
    • Version 2.05
    • Version 2.04
    • Version 2.03
    • Version 2.02
    • Version 2.01
    • Version 2.00
  • Home
  • Home Page
  • Lighting & Rendering
View Categories

Lighting

0:00 / 10:20

Sky #

The Sky is a light object that simulates the illumination effects of a real sky on a scene. It contributes to the scene’s overall lighting by providing soft ambient illumination and natural-looking light diffusion. The Sky light is commonly used to simulate the global illumination of an outdoor or indoor environment and can significantly enhance the realism and visual impact of rendered scenes.

Each scene has a Sky object in the Scene hierarchy by default. But if you need an extra one, for example, to test different variations of the lighting setup, you can add another through Scene > Add Object > Sky. You can enable only one Sky object at a time.

Source #

Source > Image

Toolbag supports loading a custom HDRI image of your choice as the Sky light, or you can choose a preset from Toolbag’s integrated, free asset Library in the Skies folder. 

SettingDescription
ImageLoads a custom sky light background, which will also be used to light the scene. Use a 360-degree panoramic HDR image for best results.
ExportExports the current sky to a .tbsky archive.
SaveExports the current sky to the Library.
LibraryOpens the Sky Library folder for a handy selection of sky presets.

Source > Procedural

Toolbag 5 introduced Procedural Skies, which allow you to create fully dynamic sky lighting without relying on HDRI images, giving you direct control over sun position, time of day, atmospheric scattering, and overall sky appearance. It enables more flexible lighting setups, consistent illumination, and seamless adjustments for both video and image renders.

SettingTable
LatitudeDegrees of latitude on Earth, from -90 south to 90 north.
LongitudeDegrees of longitude on Earth, from -180 west to 180 east.
Guess Time ZoneAutomatically computes a rough estimate of the time zone setting when longitude is changed.
Time ZoneTime zone, specified as hours relative to Universal Coordinated Time (UTC)
MonthThe month of the year, from 1 to 12. This affects the seasonal position of the sun.
DayThe day of the month.This affects the seasonal position of the sun.
Time of DayThe time of day, as HH:MM. Generally hours run from 0 to 23, though values above this range will work too. This time is specified in the current time zone.
Sun BrightnessA multiplier on the brightness of the sun, relative to the sky. A value of 1 is most accurate, but lower values can sometimes be easier to work with.
Sun ScaleA multiplier on the apparent size of the sun, as seen from Earth. A value of 1 is most accurate.
HazeControls the amount of particulate matter in the atmosphere, which will affect the appearance of scattered light in the sky.
White BalanceShifts the color temperature of the sun and sky.
TintShifts the color balance of the sun and sky, complementary to white balance.
SaturationAdjusts the intensity of colors in the sun and sky.
Ground ColorA pair of colors specifies the appearance of the ground plane user near the scene and toward the horizon, respectively.

Sky Light Settings #

The Sky settings include a Light Editor window, in which you can easily add/remove directional child lights based on pixel values in your HDRI or Procedural sky. This is useful for creating a realistic lighting setup based on the currently-loaded HDRI or adding extra lights to the Procedural Sky.

To create child lights, click anywhere on the Light Editor preview image of the Sky. A directional child light will be created in your scene, parented to the Sky light, with the exact color and brightness of the pixel you clicked on. To remove a child light, simply RMB-click on the child light in the Light Editor image.

Note: At this time, it is not possible to save the child lights to a Sky preset. So if you need to revert, use undo (Ctrl+Z).

SettingDescription
BrightnessSets the exposure of the image-based lighting, child lights, and background image.
Child-Light BrightnessSets the exposure of child lights in relation to the master sky brightness setting.
Importance SampleToggles importance sampling of the skylight image. Disabling this option can increase ray tracing performance at the expense of skylight quality.
RotationSets the sky direction. Applies to sky lighting, child lights, background image, and any objects parented to the sky object. Sky rotation can be set via Shift+LMB Drag in the viewport as well.
Light EditorGives a preview of the current sky lighting image, and allows creation (left click) movement (left button drag) and deletion (right click) of child lights.

Backdrop #

The Backdrop settings determine the global backdrop’s appearance. The Sky and Blurred Sky options are useful for setting your scene in a realistic backdrop or expanding your environment’s appearance. Color and Ambient Sky are useful for simpler, isolated-style renders.

SettingDescription
ModeSets the background image’s presentation mode. Color draws a single color as the background, Sky displays the complete HDRI image as the background, whereas Blurred and Ambient sky render modified versions of the sky.
ColorSets the color of the background. This setting only applies when the backdrop mode is set to “Color”.
Backdrop BrightnessSets the background image’s exposure relative to the master skylight brightness setting. This setting does not apply when the backdrop mode is set to color.
Backdrop BlurControls the blur of the background image. This setting only applies when the backdrop mode is set to Blurred Sky.
Backdrop RotationRotation angle of the custom background image, if one is present. This adds to the overall skybox rotation.
Load Custom BackdropLoad a custom backdrop image, either an image file or a Toolbag sky.
ReloadReload the background image.
ClearClear the background image.

Light Objects #

Light objects are an essential component for lighting your scenes. Whether you’re looking to create realistic or stylized lighting, Toolbag offers various light sources to suit your specific needs, such as Directional, Spot, and Omni lights.

There are three ways to add a light object:

  1. Press the Light icon in the Scene window. 
  2. Go to Scene menu > Add Object > Light and select a light type.
  3. Press Ctrl+L to create a Spot Light.

You can use the Light Controller Tool to gain fine control over your lights by clicking a point on a mesh and quickly repositioning the light,

Note: You can change the light type at any time under the Type drop-down menu.

Light Types #

Directional Light

Directional lights emit parallel light rays in a specific direction. They simulate sunlight or other distant light sources, creating strong shadows with consistent intensity and direction across the scene. They are often used to establish the main source of illumination and cast long, dramatic shadows that add depth and dimension to the scene.

Spot Light

Spot lights are focused light sources that emit light in a cone-shaped beam. They are ideal for simulating localized illumination and spotlight effects within a scene. The angle of the light cone, the intensity of the light, and the sharpness of the light falloff are adjustable, making them a versatile option.

Omni Light

Omni lights can have a specific shape and size and emit light from a defined area. They produce omnidirectional lighting, which can simulate the natural softness of light sources in the real world. They are suitable for replicating a variety of light fixtures, such as overhead lights, windows, or screens.

The Shape of an Omni light can be set to:

  1. Sphere: This emits light in all directions from a single point in space. Such light sources are commonly used to simulate light bulbs or small light sources.
  1. Rectangle: This is a flat light source that emits light uniformly across its surface. Such light sources are often used to simulate light panels or windows.

Light Settings #

Once you have placed a light source in your scene, you can adjust its properties to achieve the desired lighting effect. Below is a list of settings for light objects.  

SettingDescription
TypeSets the lighting method. Directional lights cast light from a single direction at infinity, Spot lights also cast light from a single direction, except they have a cone-shaped falloff, and Omni lights cast light in all directions.
ColorSets the color and intensity of the light.
BrightnessSets the intensity of the light. Brightness also determines the effective distance over which light is cast. Brighter lights cast farther. This value is proportional to meters, on a logarithmic scale: increasing this value by one increases light output tenfold.
TemperatureEnables the use of temperature to adjust light color.
KelvinProduces a color tint based on the black body radiation temperature, in degrees Kelvin. This result is multiplied with the light color.
Temperature PresetsSelect from a list of preset color temperatures, calibrated to common light sources.
Lens FlareDetermines whether or not this light casts lens flare. Learn more about Lens Flares in the Camera section.
Flare StrengthSets the lens flare strength of the light.
Cast ShadowsDetermines whether or not objects in the scene occlude light.

Area / Shape

These settings define the physical shape of light.

SettingDescription
ShapeDetermines the geometry of the light source (Sphere or Rectangle).
Diameter (Sphere)Sets how large the light source is, which defines how blurry the shadows are.
Two Sided (Rectangle)Cast light from both sides of the rectangle.
Width/Height (Rectangle)Sets how much the light is stretched along the X axis, useful for creating non-spherical lights such as fluorescent tube lightning.
Normalize BrightnessMakes the light shape size only affect shadow softness and not the amount of emitted light.
Visible ShapeSets whether or not the light shape shows up in the rendered image.

Spot

These settings are relevant to the Spot light object. 

Spot AngleSets the width of the spotlight cone. This setting only applies when light type is set to “Spot”.
Spot SharpnessSets the softness of the spotlight cone. This setting only applies when light type is set to “Spot”.

Gel

These settings let you project the light using a Gel mask, which is useful when creating caustics or similar effects.

SettingDescription
Light Gel TextureLoads an image to mask the light shape.
Gel TilingSets how many times the gel image repeats.
Spot VignetteDetermines whether the spotlight shape is square or circular in nature. Higher values equate to rounder shapes. A value of 0 is useful for loading a gel image to create a custom cone shape. This setting only applies when the light type is set to Spot.

IES Light Profiles #

Lights can use IES Profiles to control the shape and distribution of emitted light. IES profiles are industry-standard light data files that describe how real-world light fixtures cast light onto a scene. In 3D rendering, they are commonly used to recreate realistic spotlights, lamps, architectural fixtures, stage lights, and other physical lighting patterns.

When an IES profile is applied to a light, it no longer emits in a simple, uniform shape. Instead, its intensity is distributed based on the profile data, allowing the light to produce more accurate falloff, directional shaping, beams, cutoffs, and complex projection patterns. This can help match real lighting references more closely and add physically grounded detail to product renders, interiors, environments, and cinematic lighting setups.

To use an IES profile, add a light to the scene and assign a profile in the light settings. You can import an IES file from disk using the Import button, or choose one of the included profiles from the library using the Library button. 

The light uses the IES data to control how illumination is distributed in the scene, while the light’s standard controls, such as intensity, color, scale, and placement, continue to define the overall brightness and behavior of the light.

IES lighting works best when paired with physically based light units and accurate scene scale. Since the profile is based on real-world lighting data, incorrect scale or extreme intensity values may produce results that are harder to control or less physically plausible. You can use the Profile Width setting to adjust the scaling factor of the projected light pattern.

SettingDescription
ImportImports a custom light profile from an IES file.
ExportExports the current light profile to a cube map or a lat-long projection image file.
SaveExports the current light profile to the library.
LibraryOpens the light profile library.
FileEnable or disable the used light profile.
Profile WidthApplies a scaling factor, stretching or squishing the profile shape.

Related Resources #

Ground Your 3D Assets with Striking Backdrops in Toolbag

Rendering High-Quality Clay Characters in Toolbag

Cinematic Presentation for 3D Art in Toolbag

Was this page helpful?
Updated on November 3, 2026
Render WindowCameras
Table of Contents
  • Sky
    • Source
    • Sky Light Settings
    • Backdrop
  • Light Objects
    • Light Types
    • Light Settings
  • IES Light Profiles
  • Related Resources

Join our Newsletter

Products

  • Toolbag
  • Hexels
  • Hexels Effects
  • Hexels Support

Community

  • Toolbag User Group
  • Hexels User Group
  • Marmoset Discord

Legal

  • EULA
  • Privacy
  • Cookies

Connect With Us

  • support@marmoset.co
© Marmoset LLC,