Use Background to control what appears around the room.

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.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.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.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.Controls:
No environment: removes sky, HDR, and cube environment rendering so explicit lights and room materials define the sceneProcedural sky: uses a generated sky with editable atmosphere controlsHDR skybox: uses a single HDR or image-based environment6-side cube: uses six separate images to build a cube environmentControls:
Visible: shows or hides the background environmentColor: switches the background from image-based to a flat solid colorControls:
HDR button: applies the selected image in HDR-style single-image modeCube button: applies the selected image as the source for all six cube facesControls:
Elevation: moves the sun angle higher or lowerRotation: rotates the sky around the roomHaze: changes atmospheric turbidity and visual hazeScattering: changes how strongly light scatters through the atmosphereControls:
Blur: softens the visible background imageIntensity: changes how strongly the environment contributes light to the roomGround height: shifts the reflected ground plane verticallyGround radius: changes the size of the ground reflection areaGround scale: scales the ground reflection treatmentExposure: brightens or darkens the final environment exposureGood to know: