Blog/Tutorial Editing materials and lighting like a pro May 21, 2026 · 5 min read The first render gets you 80% there. The last 20% — the part that makes a scene look intentional instead of automatic — is all materials and light. Here's how to dial it in. Edit by prompt first The fastest way to change a scene is to describe the change. AIHom keeps the scene fully editable, so you can say what you want and re-render: "Make the floor wide oak planks instead of tile." "Repaint the accent wall a soft clay." "Warmer evening lighting, lamps on." Change one thing at a time. It's tempting to rewrite everything in one prompt, but small, single-purpose edits give you cleaner control and make it obvious which change did what. Then go hands-on for the details When you want precise control, open the advanced editor. There you can select a specific surface, swap its material, adjust a single light, or nudge a piece of furniture — without disturbing the rest of the scene. Prompt for the broad strokes, edit by hand for the finish. Getting light right Pick a direction Flat, even light is the most common reason a render looks generic. Decide where your main light comes from — a window, a fixture — and let the shadows fall from it. Direction reads as realism. Match the mood to the time of day Bright, cool daylight suits a clean listing shot. Warmer, lower light with lamps on suits a cozy living room. Tell AIHom the time of day and it sets the temperature and intensity to match. If a render looks "off" but you can't say why, it's almost always the lighting — not the furniture. Getting materials right Watch the scale. Oversized grain or tile is the quickest way to break realism. If a surface looks wrong, check its scale before anything else. Limit the palette. Two or three materials doing most of the work looks more designed than ten competing ones. Use real products. Pulling from the branded catalog keeps finishes consistent and, helpfully, buyable. A simple workflowLock the layout → set the lighting direction and mood → fix materials by surface → render a hero angle → only then fine-tune the small stuff. Doing it in that order saves the most re-renders. Iterate without fear Because every change re-renders in minutes, you can try a bolder palette or a different time of day just to see. The scene stays editable the whole way, so nothing you try is permanent — and that freedom is exactly what makes the result look considered.