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11 · Live
Material-Accurate Rendering
Your room's light on the product's real materials — computed, not guessed.
How it works
01
Read the light
Sources, colour temperature, key direction, camera height and dominant materials, from the room photo.
02
Render
Cycles renders the GLB under that light: highlights, colour cast, reflections and contact shadow computed from the asset's materials.
03
Place
The transparent render is placed at the depth-derived scale and perspective — and the compositor is told not to relight it.
Real output · sample data
With a brand GLB, the product is rendered with Cycles under this room's light before placement; without one it's light-matched from the photo. Fictional model and brands.
Interactive demo
Material preview under room lighting
Soft diffuse scatter · low reflectance · warm weave texture
DimBright
Technical specs
- Renderer
- Cycles, physically based
- Input
- Brand GLB with PBR materials
- Light
- Temperature · direction · fill from the room read
- Without a model
- Light-matched from the photo


