On this tab, you can configure all key settings for your project and WebGL scene.
This section lets you set up the overall atmosphere or visuals of the scene.
If Color as background is selected, you can use the button below the dropdown to set the background color for your scene.

Instead of using image background, you can set sun/sky system as a skydome for your scene background and overwrite background/environment settings. This sun/sky system is based on aka The Preetham Model.
Use Sun/Sky Environment
Check this box to add sun/sky system in your scene.
As Environment Map
When enabled, the sun/sky environment is used for reflections and refractions, overriding the image background.
Turbidity
Determines the amount of dust in the air and affects the color of the sun and sky. Smaller values produce a clear and blue sky, while larger values make them yellow and orange.
Rayleigh
Rayleigh scattering is a phenomenon that explains why the sky appears blue during the day and takes on reddish hues during sunrise and sunset. Rayleigh scattering occurs when the particles are much smaller than the wavelength of light.
Smaller values produce a clear and blue sky, while larger values make them yellow and orange.
Mie Coefficient
Mie scattering is a type of light scattering that occurs when the size of the particles causing the scattering is comparable to the wavelength of the light.
Mie DirectionalG
In Mie scattering, a significant amount of light is scattered in the forward direction (along the path of the incoming light). This effect is particularly noticeable when the particles are close in size to the wavelength of light. For example, mist or fog often appears brighter when viewed with the light source behind it, as the forward-scattered light dominates.
Set how much scattering will be directional mie scattering.
Elevation
Vertical position of the sun. From 0 to 90 degrees, where 0 is position of the sun near ground and 90 degrees is sun position direct above.
Azimuth
Horizontal position of the sun from -180 to 180 degrees.

These controls are specific to the scene renderer. You can set WebGL renderer settings to fine tune your final scene appearance.
ℹ️ INFO
Post Processing button will open dedicated form to set post-processing effects.
In the Post Processing form, you can enable visual effects such as Bloom or Outline, customizing them to enhance your scene’s appearance.
For detailed guidance and advanced options, refer to the dedicated Post Processing page.
Antialiasing: Enables the renderer to apply antialiasing in the final output. Antialiasing is the process of smoothing jagged edges on 3D objects to produce cleaner, more visually appealing renderings.
Renderer color space: Choose color space for your renderer.

WebGL Renderer’s tone mapping property is used to approximate the appearance of high dynamic range (HDR) on the low dynamic range medium of a standard computer monitor or mobile device’s screen.
Select tone mapping for your scene. You can choose from different types of tone mapping for your scene.
TM Exposure
Set level of exposure for your tone mapping setup.
IMPORTANT
Choosing any tone mapping type other then “No Tone Mapping” will automatically add TM Exposure slider to Main Menu on application front end. You can enable or disable this functionality on “Project Setup” page.
If you want to have shadows in your scene render, here you can set and choose shadow type for your scene.
To actually see shadows in scene you need to check “Cast Shadows” checkbox in your light setup.
On Model and Materials tab page all objects are flagged to cast shadows. You can enable or disable imported object shadows directly from the “3d Model and Materials” tab page.
Select Shadow Type:
Select shadow type for your scene.
Your scene supports Augmented Reality (AR) and Virtual Reality (VR) modes, each with configurable controls to fine-tune user interaction and environment behavior.
When enabled, Augmented Reality adds an AR button to your HTML frontend. If the user’s device doesn’t support AR mode, the button will generate and display a QR code linking to your project. If AR is supported, the user will enter an AR session directly.
AR/VR Controls:

ℹ️ INFO
The AR button will generate a QR code for the current link in your project if the device doesn’t support AR. However, if you scan this QR code using a mobile device while previewing in EasyThree, the link will point to
localhostand won’t work as expected.
To preview your project via QR code, it must be uploaded and accessible online.
Reticle Creation
Customize the visual reticle used for targeting or placement in AR scenes. The reticle helps users identify where objects will be placed or interacted with.
Reticle Parameters:
Main AR button position
Select starting position of your AR button. Where you want your AR button to appear.
ℹ️ INFO
On iOS devices reticle will not be visible.
Add fog to your scene. You can choose between two different fog types.

Fog Color: Choose color of your fog.
Here you can force all materials in the scene to render using a selected material. This provides a quick way to preview your lighting setup or evaluate the overall appearance of your model in the scene.
You can also configure basic parameters for each material type to fine-tune the visual output.
Override
Check this checkbox to activate material override.
Material Type
You can choose from different material types to be rendered in scene.

This material will give you fast setup for creating depth maps for your 3d objects. Depth maps can be used, between other things, for co2 and fiber laser deep marking and engraving, and for cnc machine working.
Color
Choose color for selected material.
Metalness, Roughness and Shininess values and specular color are different setups for selected material and will be activated in accordance with chosen material type.
Click update scene button to save all settings used on “Scene Setup” page to your project file. After this, your changes should be visible in web browser preview window on right side of application.