> For the complete documentation index, see [llms.txt](https://studio-docs.sandbox.game/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://studio-docs.sandbox.game/the-editor/how-to-set-up-a-skybox.md).

# How to Set Up a Skybox

Video Link:[Set up a sky box.mp4](https://drive.google.com/file/d/1HqR7d7RzZFLmDLYDLKtvhKkvPDnatEsR/view?usp=drive%5Flink)

The sky is a **Scene Environment Node**. It draws the backdrop and can light packed `.glb` materials (IBL). A **Directional Light** is the sun or moon: aim it by **rotating**, not moving. Those are two different objects.

A new empty scene already has a **Sky Node** (procedural atmosphere). You can keep it, add Scene Environment, or replace the look. **Only one Scene Environment source is active.** A second Scene Environment Node does not stack. Background and IBL come from whichever one registers.

Kit art with an empty **Model Material** still picks up this lighting. See [How to set up materials](/the-editor/how-to-set-up-materials.md).

If the Outliner shows a parent around the environment, select the **Scene Environment Node** child to edit it.

## Source types

| Source         | What you get                                                                                                                    |
| -------------- | ------------------------------------------------------------------------------------------------------------------------------- |
| **Textured**   | An image behind the scene. Use a `.hdr` for a typical HDRI, or a colour sky image (for example `.png`) under `assets/textures/` |
| **Procedural** | A colour gradient (Top, Middle, Bottom). No image file                                                                          |

**Background Intensity** — how bright the backdrop looks.\
**Env Map Intensity** — how strongly that sky lights materials.\
**Background Blurriness** — softens the backdrop.\
Rotate the background if the bright spot in the image sits in the wrong place.

A bright textured sky plus a strong directional light will wash out the level. Lower Background Intensity (and Env Map Intensity) when the image is only a backdrop and the directional light is the real sun.

{% stepper %}
{% step %}

## Add or select Scene Environment

Select the plus control near the Outliner and add **Scene Environment Node**, or select the one already in the scene.
{% endstep %}

{% step %}

## Choose Textured or Procedural

For an image: set Source to **Textured**. Set Texture to a file under `@project/assets/textures/` (`.hdr` or a sky image).

For a gradient: set Source to **Procedural**. Set Top Color, Middle Color, and Bottom Color.
{% endstep %}

{% step %}

## Tune intensity

Watch the viewport. Raise or lower **Background Intensity** until the sky is readable. Raise or lower **Env Map Intensity** until materials pick up the sky without blowing out.

Use **Background Blurriness** if the image is too sharp as a backdrop.
{% endstep %}

{% step %}

## Optional — Sky Node

Add **Sky Node** if you want haze and clouds. Turbidity is haziness. Cloud Coverage at 0 means no clouds. You do not need to scale this node to 100 — that was for an old mesh sky.

A new empty project already includes a Sky Node. See [What the AI puts in your scene](/the-editor/what-the-ai-puts-in-your-scene.md).
{% endstep %}

{% step %}

## Aim the directional light

Select the directional light (empty scenes ship with one; **Is Sun Light** is often on). Rotate it to set the light and shadow direction. Moving it around the map does not aim it.

Turn **Cast Shadow** on that directional light for the main silhouette. Keep **Cast Shadow** off on fill lights. Meshes still need **Cast Shadow** and **Receive Shadow**. Full steps: [How to set up a light](/the-editor/how-to-set-up-a-light.md) and [How to use shadow](/the-editor/how-to-use-shadow.md).
{% endstep %}
{% endstepper %}

## Common mistakes

| What went wrong                                 | What to do                                                               |
| ----------------------------------------------- | ------------------------------------------------------------------------ |
| Two Scene Environment Nodes and a confusing sky | Remove one. Only one source is active.                                   |
| Sky image blinding the level                    | Lower Background Intensity. Let the directional light be the sun.        |
| Materials look unlit                            | Env Map Intensity is too low, or there is no directional / ambient fill. |
| Shadows point the wrong way                     | Rotate the directional light. Do not move it to “place the sun.”         |
| Expected a Shader for the sky                   | Scene Environment is the sky asset. There is no Shader object.           |

## What You've Done

The scene has one environment (image or gradient), optional Sky Node haze, and a directional light you aim by rotation. Next: [How to set up a light](/the-editor/how-to-set-up-a-light.md) for point and ambient fill, or [How to kitbash a level from mesh models](/the-editor/how-to-kitbash-a-level-from-mesh-models.md) if the kit is still dark because shadows are off on the meshes.


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