> ## Documentation Index
> Fetch the complete documentation index at: https://armorsmith-designer.mintlify.site/llms.txt
> Use this file to discover all available pages before exploring further.

# Adjust lighting and rendering

> Use bloom, depth of field, indirect lighting, and the Environment Lighting panel to inspect and present a costume.

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](/parts/fit-checker) and [Measure](/interface/measurement-tool).

## 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.

| Control | Use it for | Initial default |
| - | - | - |
| **EnableBloom** | Glow around bright highlights. | On |
| **BloomIntensity** | Strength of the bloom. | 0.15 |
| **BloomThreshold** | Brightness threshold for bloom. | 1.0 |
| **BloomSoftKnee** | Softness of the transition into bloom. | 0.5 |
| **EnableDepthOfField** | Depth-based viewport blur. Disable for inspecting fine edges. | Off |
| **DofStrength** | Strength of the depth-of-field effect. | 0.65 |
| **DofRadiusPixels** | Blur radius in pixels. | 1.5 |
| **EnableLighting** | Scene lighting. | On |
| **EnableReflections** | Reflections on supported surfaces. | On |
| **GlobalLightIntensity** | Overall light intensity. | 1.0 |

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**.

| Control | What it changes |
| - | - |
| **Static indirect (live)** | Environment lightmap brightness. |
| **Dynamic indirect (live)** | Diffuse probe brightness on the avatar and attachments. |
| **Specular probe boost (live)** | Baked reflection intensity on supported surfaces. |
| **Bake workers** | CPU workers used for baking. Auto uses half the logical processors; fewer workers leave more CPU time for other work. |
| **Lightmap resolution**, **Samples per texel**, **Diffuse bounces** | Bake quality and work required. Higher settings can take longer. |
| **Lightmap blur radius** | Smoothing within a lightmap island; re-bake to apply. |
| **Diffuse probe spacing** | Spacing of diffuse samples, shown in metres. |

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](/interface/preferences#rendering) for the other rendering options.


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