Render Lighting Dataset: A Collection of Rendered Images with Varied Lighting Conditions using Blender Render Engines

Published: 26 February 2024| Version 1 | DOI: 10.17632/c49hdpxvyw.1
Khandoker Ashik Uz Zaman,


This dataset consists of a wide range of 3D rendered images that showcase various 3D primitive shapes under different lighting conditions. These images have been created using Blender's Cycles and Eevee Render Engines, and there are a total of 63,648 RGB images available for researchers to use in their analysis and experimentation. The Blender source file has also been provided for easier reproducibility. Each rendered image in the dataset features primitive shapes such as Cube, Cone, Cylinder (Hollow), Icosphere, Sphere (Subdivided Cube), and Torus, with additional geometry to enhance texture mapping and UV unwrapping. The dataset offers six different lighting setups that include Area Light, Spot Light, Point Light, Tri Light (built-in addon), HDRI (Sunlight), and HDRI (Overcast). Additionally, each rendering has been adjusted using Blender's Color Management panel, with View Transform and Look options tailored to four distinct settings: AGX (None), AGX (Punchy), Filmic (None), and Filmic (High Contrast). With 17 different camera angles capturing each rendered scene, researchers can explore the interplay between lighting, materials, and geometry from various perspectives. The dataset also includes 13 distinct materials, such as Rough Concrete, Fabric Denim, Fabric Leather, Clear Glass, Brushed Steel, Corroded Steel, Polished Gold, Gold Paint, Glossy Plastic, Coastal Sand, Cracked Mud, Terracotta, and Plywood. This diverse range of materials allows researchers to study material properties and visual aesthetics in great detail. The Render Lighting Dataset is a valuable resource for advancing research in computer graphics, machine learning, and other related fields. Whether investigating rendering algorithms, studying material interactions, or developing computer vision models, this dataset provides a robust foundation for exploration and analysis.


Steps to reproduce

All the images were rendered in Blender 4.0 using the Cycles and Eevee Render Engines. The source file (.blend file) has been provided within the compressed zip folder. Steps to reproduce involves creating primitive shapes (Cube, Cone, Cylinder (Hollow), Icosphere, Sphere (Subdivided Cube), Torus) All the shapes were given additional geometry for better texture mapping and UV unwrapping. They were rendered in 6 different lighting conditions - Area Light, Spot Light, Point Light, Tri Light (Using built-in addon), HDRI (Sunlight) and HDRI (Overcast) On each render the View Transform and Look options under the Color Management panel was adjusted as follows - AGX (None), AGX (Punchy), Filmic (None), Filmic (High Contrast) 13 different materials was used for this dataset - Coastal Sand, Denim, Leather, Rough Concrete, Clear Glass, Brushed Steel, Corroded Steel, Polished Gold, Gold Paint, Cracked Mud, Terracotta Clay, Plywood and Glossy Plastic The images were rendered in 17 different camera angles. In total we have 17 (Camera Angles) * 13 (Materials) * 2 (Render Engines) * 2 (View Transforms) * 2 (Looks) * 6 (Lighting) * 6 (Shapes) = 63,648 (RGB - no alpha images)


Independent University


Computer Graphics, Image Rendering, Image Database, Artificial Lighting