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Lighting changes how your avatar and costume look in the viewport. It does not change part dimensions, pattern scale, or fit clearance. Use clear lighting while fitting; recheck geometry with Fit Checker and Measure.

Rendering preferences

Open Settings → Preferences → Rendering. The generated render-settings labels use the names below, including their capitalization and lack of spaces. Click OK to save preferences. Saved preferences can differ from these initial defaults. If highlights obscure an edge, lower bloom or turn it off. Turn off depth of field when checking small details.

Environment Lighting panel

In this release build, choose Tools → Environment Lighting. Test builds put the same authoring panel under Developer. Indirect lighting represents light reflected around the environment. Static lightmaps affect the room; diffuse probes provide lighting to avatars and attachments; specular probes supply baked reflections. The advanced renderer can use these alongside direct lights. This build keeps the original room; the Workshop environment is not enabled.
  1. Open the panel and choose the lighting setup you want to evaluate. Create Point, Create Spot, and Create Tube add lights for authoring.
  2. Use Save lighting rig… or Load lighting rig… for a reusable JSON rig. Re-bake indirect lighting after changes to lights, the environment, or the skybox.
  3. Click Bake environment lighting to generate the indirect lighting and probes.
  4. Compare the result using the live multipliers below. Recheck your costume from several angles.
  5. If the panel reports that the specular capture needs refreshing, use Regenerate specular probe.
The three live intensity controls range from 0 to 20× and do not require a full re-bake just to change their multiplier. A changed static intensity or specular probe position can still require a refreshed specular capture. Read the panel status before judging reflections. Use Preferences for the other rendering options.