What is HDRI / Image-Based Lighting (IBL)?
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What is HDRI / Image-Based Lighting (IBL)?
Definition HDRI / Image-Based Lighting (IBL)?
HDRI (High Dynamic Range Image) and IBL (Image-Based Lighting) refer to a lighting technique in which a 360° environmental image with a high dynamic range serves as the light source. Instead of "artificial" studio lights, a single, highly dynamic panorama (usually as .EXR) illuminates your 3D scene - including the correct color temperature, shadows, reflections and highlights. The result: a fast, photorealistic look with consistent light - ideal for series productions in brand communication. We show how this affects campaign images on 3D visualization.
Why is HDRI/IBL important for brands?
- Recognizability instead of coincidence: Identical HDRI setups create CI-constant lighting moods across entire product series. The material basis explained Physically Based Rendering.
- Speed & scaling: A good HDRI replaces complex light rigs - series renderings for e-com & print become plannable. Our production approach: 3D render studio.
- Real material shine: reflections and highlights react physically correct - especially relevant for metal, paint and glass. You can find the basics in Roughness Map and Metalness Map.

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Learn more nowExample of interior renderings with various HDRI maps (IBL)
Interior visualization with the same camera, exposure and tone mapping - only the HDRI changes. This changes the color temperature, contrast, shadow hardness and reflections.

Left: Cedar Bridge - soft overcast light.
Center: Schadowplatz - diffuse, slightly cool city scene.
Right: Meadow 2 - direct sun, high contrasts.
Sources: Cedar Bridge, Schadowplatz, Meadow 2 (Poly Haven).
How IBL works - short & easy to understand
Historical pioneering work and background information can be found at Paul Debevec.
Practice workflow (6 steps)
- Define CI light: Time of day, sky type, color temperature & contrast to match the brand (mood board). How this fits into the big picture Brand Experience.
- Curate HDRI: Resolution (≥ 12-16 k for close-ups), high EV span, clean horizon line. You can find high-quality panoramas, for example, at Poly Haven - HDRIs.
- Setup in DCC/Engine: In Blender, bind the panorama via Environment Texture to integrate the panorama. For real-time workflows Lighting in Unreal Engine offers practical options (incl. HDRI backdrop).
- Supplement fine light: Rim/area lights for edges and label legibility - the HDRI remains the primary source. Differences between the renderers explained Render Engine.
- Color management: ACEScg → RRT/ODT or sRGB tone mapping - important against "milky" highlights and for consistent brand colors.
- QA & series suitability: Test under three HDRIs (studio/interior/outdoor) with focus on metal specular, glass refraction and fabric sheen. For the material structure see Material & surface visualization.
Quality checklist for good HDRIs
- 32-bit EXR instead of 8-bit JPG (no clipping artifacts, real light energy).
- EV span ≥ 18 stops (sun/lights not cut off).
- High resolution (from 8 k, better 16 k) for crisp reflections in product close-ups.
- Clean orientation (sun direction, horizon), documented color temperature.
- Neutral WB or clearly defined Kelvin values - for reproducible CI looks.
IBL in Web & AR
Web viewer: Modern PBR viewers work with environment maps + PMREM for quick highlights - examples in our 3D viewer. We recommend glTF as an exchange format; further details at glTF file format.
AR experiences: Mobile AR uses ambient light probes and defined HDRIs for coherent material response. We show practice & benefits at Augmented reality in 3D.
HDRI vs. IBL in practice: which look for which purpose?
The choice of environment map determines the mood, reflections and shadows - and therefore whether a render appears neutral and testable or emotionally powerful. The following overview shows five typical HDRI/IBL scenarios with image effects, ideal fields of application, practical resolutions and basic settings. This will help you find the right lighting setup for look-dev, e-commerce or real-time viewers in seconds.
Practical guide for HDRI/IBL - from neutral studio to Golden Hour. Standard values apply regardless of the engine (e.g. V-Ray, Corona, Blender Cycles, Unreal/Three.js). Rule of thumb resolution: 2-4k for previews, 8k for close-ups, 16k only for very wide horizon/reflective XL surfaces.
A/B comparison: How the HDRI map changes light & mood
Constant setup parameters, variable environment: The HDRI determines the character, contrast and reflections of the interior scene.

Common error patterns & quick fixes
- Flat reflections: HDRI too soft/too small → higher resolution EXR + "sharpened" light source or additional area light.
- Eroded highlights: Incorrect tone mapping → check ACES/linear; cleanly balance exposure vs. HDRI intensity.
- Noise in shadows: IBL + path tracing without portals → increase sampling or use portals/light cache.
- Color cast (green/orange): WB/Color-Space of HDRI incorrect → Correct Kelvin/ACES-Config.
- Double shadow/parallax error: Backplate and CG floor do not match → Shadow Catcher + correct camera calibration.
Mini guide: The right HDRI for your purpose
FAQ - HDRI/IBL
How "bright" should an HDRI be?
It is not the absolute brightness that is decisive, but the dynamic range (exposure range in EV). Pay attention to ≥ 12 EV and real, unclipped light sources; then expose the scene with exposure/tonemapping, not with an exaggerated environment strength. Paul Debevec's HDRI research provides a well-founded overview.
Do I need additional light besides the HDRI?
For key edges, catchlights and label legibility yes - IBL as the basis, accentuating area lights on top. Real-time brilliance is ensured by pre-filtering according to the PMREMGenerator.
Which formats make sense?
.EXR (32-bit) as master, optional KTX2/BasisU for web viewer. For the asset exchange glTF 2.0 is the PBR standard - see also glTF file format.
How do I use an HDRI correctly in Blender?
About Environment Texture with linear interpretation; fine-tune exposure in the camera node.
And in Unreal Engine?
An overview and best practices are provided by Lighting in Unreal Engine () (incl. HDRI backdrop workflows).
How does IBL contribute to brand impact?
Constant light makes serial images comparable and recognizable - that is the core of modern brand experience. Further application examples are shown in our 3D CGI projects.