Freakout AIFreakout AI

Background Tab

Use Background to control what appears around the room.

Advanced Rendering#

Controls:

  • Advanced rendering: renders this room with WebGPU where the visitor's browser supports it, and WebGL2 otherwise. It is off by default and applies to this room only.
  • With Procedural sky selected, this mode draws a physically based sky with moving volumetric clouds. The Clouds card sets coverage, density, wind speed and wind direction. The sun follows the directional light in the Lighting tab, so it lines up with the shadows; Haze and Scattering still apply.
  • With Procedural sky, the Clouds and light card also sets God rays: shafts of sunlight through gaps in the clouds and around anything in front of the sun, strongest when you look towards it. They are off on phones.
  • With Procedural sky, the Day and night card runs a clock. Turn on Run the day-night clock and the directional light becomes the noon sun: it rises at 6:00, sets at 18:00, and the moon and stars light the night. Time of day is the starting hour. Clock speed is game minutes per real second, so 60 makes one second an hour and 0 holds the time. A scene trigger's sky effect can set both, for example a button that jumps to dusk or pauses the clock.
  • Grass, weather, snow, puddles and flat text work in this mode. Beach, island and lake water is simulated: waves, reflections, refraction of what is under the surface, whitecaps and light through the crests. Effects and particles are not shown yet. Turn it off to bring them back; their settings are kept.

Background Type#

Controls:

  • Background type selector: chooses whether the room uses no environment, a generated sky, one uploaded HDR, or a six-face cube environment
  • No environment: removes sky, HDR, and cube environment rendering so explicit lights and room materials define the scene
  • Procedural sky: uses a generated sky with editable atmosphere controls
  • HDR skybox: uses a single HDR or image-based environment
  • 6-side cube: uses six separate images to build a cube environment

HDR and Cube Inputs#

Controls:

  • HDR preset selector: applies a built-in HDR environment preset
  • HDR upload field: uploads a custom HDR or image-based skybox
  • Six-side cube uploader: uploads six images for the cube environment faces
  • Visible: shows or hides the background environment
  • Color: switches the background from image-based to a flat solid color
  • Solid color picker: sets the exact flat background color when color mode is enabled

Available Room Images#

Controls:

  • Room image thumbnail grid: reuses generated room images or texture outputs as environment inputs
  • HDR button: applies the selected image in HDR-style single-image mode
  • Cube button: applies the selected image as the source for all six cube faces

Procedural Sky#

Controls:

  • Elevation: moves the sun angle higher or lower
  • Rotation: rotates the sky around the room
  • Haze: changes atmospheric turbidity and visual haze
  • Scattering: changes how strongly light scatters through the atmosphere

HDR and Ground Settings#

Controls:

  • Blur: softens the visible background image
  • Intensity: changes how strongly the environment contributes light to the room
  • Ground height: shifts the reflected ground plane vertically
  • Ground radius: changes the size of the ground reflection area
  • Ground scale: scales the ground reflection treatment
  • Exposure: brightens or darkens the final environment exposure

Good to know:

  • Use no environment for gallery-style or custom-lit rooms that should not show a sky or HDR map
  • Use procedural sky when you want a controllable sky
  • Use HDR or cube modes when you want an image-based environment