All the scene-related properties like background, environment, floor and so on are located in the scene properties panel:
See below for the details of all the controls in the panel.
Here you define what is displayed behind your scene. There are 4 options to choose from:
Then comes the Background slot where you can load the texture itself and configure its parameters.
Environment is the essential part of the scene, as it is used for reflections and lighting. It is important to use HDR images for environment to make perfectly lighted scenes. Owlet comes with some HDR environment textures in its Materials Library, but you can use your own images, too.
First comes the Environment slot where you load the image. Then goes the Intensity control that multiplies the environment image values. Intensity is measured in percents, so value 100 means 100% or the environment image “as is”.
Then come the environment sphere parametes. Owlet makes a sphere around the scene and places the environment texture there. By changing Size and Vertical offset parameters you can resize and move the sphere to perfectly match the environment to your scene.
The next two parameters control vertical and horizontal rotation of the environment sphere. This is handy when you need to make a slightly better reflections or simply shift the background a bit (if you use environment as background).
Owlet adds floor to scenes by default. The floor is transparent to the viewer, but it catches shadows so you see that the shape sits on the ground, but still see the background. If you don’t want to see background, turn the floor off and create a large plane instead.
The floor can reflect and this is controlled by Reflection level and Roughness parameters. The more reflection level is, the better floor reflects. The roughness blurs reflection to make better visuals.
Finally the Shadow level parameter controls the intensity of shadows on the floor. It is 100% by default, but you can alter that for better results.
Lets you add your own image on top of the rendering. Use Location control to select where to put the image, Scale parameter helps to adjust its size. Check Resize with viewport box if you want the watermark to be automatically scaled depending on the rendering resolution. Leave it unchecked if you want it to have its original size in pixels regardless of the rendering resolution.
Finally, the Other section contains parameters that don’t fit anywhere else. There’s currently just one like that, though.
By default, Owlet uses white color for the reflection parameter of materials. Pure white means 100% reflection, that is hardly true for diffuse surfaces. However, we don’t want to change the defaults, so here is the Diffuse intensity parameter that helps to dim too reflective diffuse surfaces out. It is 80% by default so any “white” diffuse material will be just 80% white.