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Persona

Environment

The environment is the world a scene sits in, set in the Environment section of the Stage detail pane: an Environment Model, a 3D set the avatar stands inside, and an Environment Map around it. A scene can use either or both. Choose Model… opens the Inventory on 3D Objects, and Choose Map… on Environment Maps and Images. The trash button beside each, Remove Environment Model or Remove Environment Map, removes only that one. Persona ships one of each: the Japanese Room model and the San Giuseppe Bridge map

Like Camera and Lighting, the section's world rows appear once the scene holds anything three-dimensional — a VRM avatar or a 3D object. A Live2D-only scene keeps the look rows at its end, which adjust the finished frame and are covered under Effects. Show and Hide is there whatever the scene holds, so a scene of images and videos alone still has it

Environment Maps

An environment map is an equirectangular image that lights the scene from all around, the way a real room does. .hdr carries true radiance; a PNG, JPEG or WebP reads as flat fill light

Environment Models

An environment model is an ordinary .glb — a room, a stage, an outdoor plate. It shares the loading, placement and shadows of a 3D object layer, down to the same placement fields (Position, Rotation, Scale and Opacity); it just belongs to the scene rather than holding a row in the layer list

Handles, below those fields, shows on-stage handles so you can place the set by dragging. Stream Mode disables it

ControlEffect
Model LightsWhether the lights inside the set's file render at all. Expands to the three below
Lights Affect AvatarsWhether those lights reach avatars. Off, and avatars keep only the scene's own lights
Lights Affect 3D ObjectsThe same, for 3D object layers
Apply Environment LightingOne click: switch both routes on and drop each of the scene's own lights to 0.25 — this helps prevent the combined lights from overexposing MToon materials

With Lighting Source at From Model, Persona captures a lighting probe from the avatar's position after loading and whenever the placement, the relevant toggles, the map or its rotation change, rather than every frame. The set's lights appear under Model Lights, with the same controls as lights inside 3D objects. Lights used only for baked lightmaps default to an intensity of 0 to avoid duplicating indirect light already captured in the probe. You can still raise their intensity manually

Lighting and Skybox

Once an environment model or map is picked, these appear:

ControlEffect
Lighting SourceWith an environment model: Environment Map or From Model — see below
Show SkyboxDraw the panorama behind the scene, without changing the lighting
Skybox BlurSoften the skybox, 0 – 1
Skybox BrightnessHow bright the skybox is, 0 – 2, default 1, without changing the lighting
Environment RotationTurn the panorama and its lighting together, −180° – 180°
IntensityHow strongly it lights, 0 – 2
Avatar IntensityHow much of that environment light reaches MToon avatars, 0 – 1

Environment Map lights the scene with the map itself, or with the model's own sky when no map is picked. From Model generates the lighting from the model instead, and the map — or that sky — still shows through its windows and in its reflections. Picking a map switches Lighting Source to Environment Map. A model added to a scene without a map starts at From Model, one added alongside a map at Environment Map, and replacing a model keeps the choice. Removing the map switches to From Model

MToon has no environment-light term of its own in the spec, so Persona adds one, and Avatar Intensity is that term's dial. PBR meshes — 3D objects and non-MToon materials — always take it in full and ignore the slider

The skybox shows the environment map, or the sky an environment model ships when there is no map, whichever Lighting Source is chosen. A generated probe cannot be drawn as a background, so with no map and no sky of the model's own there is nothing to show. Skybox Blur and Skybox Brightness appear only while Show Skybox is on

Fog

Fog fades distant geometry into a colour, which is what sells depth in a scene with props behind the avatar

ControlEffect
Fog ColorThe colour distance fades toward
DensityHow fast it closes in, 0 – 0.5

Fog falls off exponentially with the square of distance, so a stage measured in metres can be fully covered by fog at relatively low density

Physics

Physics makes 3D objects fall and collide, landing on the floor or on a VRM avatar. It is off in every scene until you turn it on

The simulated poses are never saved, so switching Physics off returns every object to its placement

What Takes Part

  • Only 3D objects take part, each colliding as its bounding box. Images, videos and webpages stay put even in 3D space, and so does an object pinned to a model
  • The floor is a plane at height 0 that extends without limit. The geometry of an environment model does not collide
  • A VRM avatar catches falling objects with capsules fitted to its body, and is never pushed. Live2D models take no part
  • A hidden object or avatar leaves the simulation

Placing Objects

Dragging an object's handles lifts it out of the simulation, and it drops from where you let go. Editing its placement restarts it from the new position

Spawning from the Plugin API

stage.spawn in the Plugin API drops showers of physics-driven copies of a 3D object into a scene with Physics on — props falling with each stream gift, for example. The copies never join the layer list and are never saved, and they vanish after 30 seconds by default. Unless the call picks its own, they appear and disappear in the scene's Show and Hide style

Show and Hide

Show and Hide sets how models, objects and bodies spawned by the Plugin API appear and disappear — when you add, remove, show, hide or swap them

StyleEffect
GlitchThe default. A dithered dissolve with tears and burns
DitherThe same dissolve with no extra effects
PopScales in with a slight bounce, and shrinks out
CutAppears or disappears at once

Duration is how long the transition runs, 0 – 5000 ms and 300 by default, and is hidden under Cut. Only VRM avatars and 3D objects dissolve: a Live2D model fades under Glitch and Dither and scales as usual under Pop, while images, videos and webpages fade under every style but Cut

Last updated on September 20, 2026

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