Once a scene contains anything three-dimensional — a VRM avatar or a 3D object layer — the Stage detail grows three sections that light the scene and are covered here: Camera, Lighting and Environment. Post-processing the finished frame lives elsewhere: effect rows in the layer list plus a Look section, with their own pages
A Live2D-only scene never shows Camera, Lighting or Environment, which apply to 3D content. On the default engine effects can still be added and Look is still there; turning on Use Legacy WebGL Engine takes both away
Everything here belongs to the scene, so two scenes can light the same avatar completely differently
Camera
The 3D scene is viewed through an orbit camera. Drag to orbit, Alt-drag to pan, scroll to dolly — see VRM Avatars for the full gesture list
| Control | Range |
|---|---|
| Field of View | 10° – 90°, default 30° |
| Reset Camera | Back to the framing derived from the avatar |
A narrow field of view flattens perspective the way a portrait lens does; a wide one exaggerates it
Lighting
A new scene starts with two lights: a soft ambient fill, and a shadow-casting point key set slightly in front of the avatar. Add Light… adds more, and removing the last one is allowed — that is simply a dark stage
| Type | Behaviour |
|---|---|
| Directional | Parallel rays from a direction, like the sun. Placeable, aimable, casts shadows by default |
| Point | Radiates from a position and falls off with distance |
| Ambient | Even light from every direction at once — no position, no shadows |
Each light carries a colour and an intensity. Directional and ambient lights top out at 2; a point light reaches 20, because physical 1/d² falloff means it needs the extra power to still be visible a few metres out
| Control | Applies to | Notes |
|---|---|---|
| Color · Intensity | All | Point lights reach 20, the rest 2 |
| Azimuth · Elevation | Directional | Where the light aims, in degrees |
| Range | Point | The cutoff distance, up to 20 |
| X · Y · Z | Directional, point | Position. On a directional light this moves the handle and shadow coverage, not the shading direction |
| Shadows | Directional, point | The shadow tier, or Off — see below |
| Softness | Whichever casts | How soft the shadow edge is. Up to 16 on a directional light, up to 32 on a point light |
The pointer button on a light row shows its on-stage handles, so you can place it by dragging instead of typing coordinates. Ambient light has nothing to place, so its button is disabled
Shadows
Shadows is per light, at Off, Low, Medium, High or Ultra. Each tier above Off raises the shadow map's resolution, so a higher one sharpens the edge at the cost of memory and fill rate
A new directional light defaults to High and a new point light to Off, because a point shadow renders six cube faces where a directional light needs one map. For the same tier a point light uses a smaller shadow map, for the same reason
Ambient light comes from every direction at once, so it has nothing to cast and the control does not appear on it
Softness runs through a different filter on each kind of light, which is why their ranges differ. A directional light uses a 5-tap dithered kernel, and past 16 the dither itself starts reading as noise; a point light uses a 32-tap disk filter, dense enough to hold up across a far wider penumbra, so its slider goes all the way to 32
Lights Inside 3D Objects
A .glb can ship its own lights. Those appear under the scene's lights, headed Built into the object's name, with a switch and an intensity slider each. Their positions are defined in the file; Persona provides on/off and intensity controls
With no lights and no environment, avatars render black. The section says so when the list is empty
Environment
The environment is the world the scene sits in, and each scene uses one environment: an environment map, or a 3D set the avatar stands inside. Choose Environment… opens the Inventory on All, listing Environment Maps, Images and 3D Objects together, and picking one clears the other. The trash button beside it is Remove Environment
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
3D Sets
A 3D set 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 (X · Y · Z · Scale · Pitch · Yaw · Roll · Opacity); it just belongs to the scene rather than holding a row in the layer list
| Control | Effect |
|---|---|
| Light Scene from Model | Bake the set's geometry into the environment lighting. It wins over an environment map, so a picked map stops lighting |
| Model Lights | Whether the lights inside the set's file render at all. Expands to the three below |
| Lights Affect Avatars | Whether those lights reach avatars. Off, and avatars keep only the scene's own lights |
| Lights Affect 3D Objects | The same, for 3D object layers |
| Apply Environment Lighting | One 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 |
Baking captures a lighting probe from the avatar's position after loading and whenever placement or relevant toggles 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
A 3D set can include fog, tone mapping, exposure, bloom and grading settings. Apply Environment Look applies them, replacing your current fog and post-processing settings. If you have never adjusted these settings, Persona applies the set's look automatically when it loads.
Intensity
Once something is lighting — a picked environment map, or a 3D set with Light Scene from Model on — these three appear:
| Control | Effect |
|---|---|
| Show as Background | Draw it behind the scene as a skybox, instead of only lighting from it |
| Intensity | How strongly it lights, 0 – 2 |
| Avatar Intensity | How much of that environment light reaches MToon avatars, 0 – 1 |
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 always draws an equirectangular image: the environment map, or the sky a 3D set ships. A baked probe cannot be sampled as a background, so a room with no sky of its own looks the same either way with Show as Background on
Fog
Fog fades distant geometry into a colour, which is what sells depth in a scene with props behind the avatar
| Control | Effect |
|---|---|
| Fog Color | The colour distance fades toward |
| Density | How 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
Effects
Post-processing over the finished frame — tone mapping, grading, bloom, depth of field and short-duration effects — is its own group of pages
Last updated on September 9, 2026