As I mentioned in the scene layout section, I recommend putting in a few cameras while laying out the scene to help you navigate. For example, I will usually put one in front of every object I want to work with, four in corners of the scene, and sometimes one above the world oriented down. It develops a sense of proportion and perspective similar to the habit of decomposing complex objects into primitive shapes, and both can become obsessive habits. Lighting We are only going to dip lightly into this illuminating subject. The reasons are that lighting is a complex art and I am not qualified to teach it, although I was a lighting technician.
Color mixing is a subtle subject.
Lighting a VRML world and lighting a stage set have subtle differences. Used to produce shiny, plastic effects Ambient - sift unfocused light, like a wash, it fills the scene These properties plus the positions, colors and types of lights determine the overall lighting of a scene. I refer you to better tutorials and a lot of experimenting. It does not have a node in the language. Some browsers give you an extension node to turn it on and off because by default, it is on when you enter a world.