The Environment panel lets you assign and adjust environments such as the scene background and atmospheric effects. It also provides the exposure controls.
Use the Environment panel to:
Atmospheres are plug-in components that create light effects such as fire, fog, volume fog, and volume light.
To access environment functions, do one of the following:
Environment. To set the background color:
Environment. The Environment panel appears.
A Color Selector appears.
The Renderer now uses this color as a background.
To choose an environment map:
You adjust the map's parameters with the Material Editor.
Environment (or press 8). If you choose Bitmap as the map type, a file dialog appears so you can choose the image file.
On the Environment panel, the name of the Environment Map button changes to show the type of map you chose, and Use Map turns on.
After setting up the map, you can test-render the scene without the mapped background by turning off Use Map.
You have set up the environment map, but to change the bitmap or adjust map parameters, you need to use the Material Editor.
You can also create a standalone map in the Material Editor first, and then choose it with the Material/Map Browser.
+B to open the Background panel, choose Use Environment Background, then click OK. To put the map in the Material Editor:
A dialog asks whether to copy the map as a Copy or an Instance. Choose Instance.
The map is now in the Material Editor where you can adjust it by changing its parameters.
To change the color and tint of global lighting:
Environment. A Color Selector appears.
Shaded viewports update to show global lighting changes.
3ds Max uses the global lighting parameters when you render the scene.
To change the color of ambient light:
Environment. A Color Selector appears.
Shaded viewports update to show ambient color changes.
3ds Max also uses the new ambient color when you render the scene.
The color of ambient light tints the scene. For most renderings, the color of ambient light should be black.
To change the intensity of ambient light:
Environment. A Color Selector appears.
Shaded viewports update to show changes in the ambient light intensity.
The intensity of ambient light affects contrast as well as overall illumination (the higher the intensity of ambient light, the lower the contrast). This is because ambient light is completely diffuse, so the angle of incidence is equal for all faces. Ambient light alone cannot show depth.
To add an atmospheric effect:
Environment. The Environment and Effects dialog is displayed, with the Environment panel visible.
The Add Atmospheric Effect dialog appears.
The effect has now been added. Use the Atmosphere rollout to adjust parameters.

To assign an environment map, click the button and use the Material/Map Browser to choose a map
You can also drag and drop a map from a Material Editor sample slot. If the Slate Material Editor is open, you can drag from a map node's output socket, then drop onto this button. You can also drag and drop from a map button in the Material Editor or anywhere else in the 3ds Max interface. When you drop a map onto the Environment Map button, a dialog asks if you want the environment map to be a copy (independent) or an instance of the source map.
The default Mapping mode for an environment map is Spherical Environment.
To adjust the environment map's parameters (for example, to assign a bitmap or change the coordinate settings), drag the Environment Map button to the Material Editor, and be sure to drop it as an instance. In the Compact Material Editor, drop the map over an unused sample slot. In the Slate Material Editor, drop it over the active View.

For example, you might have different custom settings for different kinds of fire, that you could name Spark and Fireball.

When you click Merge, the Merge Atmospheric Effects dialog appears. Choose a 3ds Max scene, and then click Open. The Merge Atmospheric Effects dialog then lists the effects in the scene that can be merged. Select one or more of the effects, and then click OK to merge them into the scene.
The list shows the names of the atmospheric effects only, but when you merge an effect, the lights or gizmos bound to that effect are merged as well. If one of these objects you’re merging has the same name as one already in the scene, an alert appears giving you the following choices:
Preferences
Rendering, and then turn on Use Environment Alpha in the Background Antialiasing group. If Use Environment Alpha is turned off (the default) the background receives an alpha of 0 (completely transparent). If Use Environment Alpha is turned on, the alpha of the resulting image is a combination of the scene and background image's alpha. Also, when writing TGA files with Pre-Multiplied Alpha set to off, turning on Use Environment Alpha prevents incorrect results. Note that only background images with alpha channels or black backgrounds are supported when compositing in other programs such as Photoshop®.
Preferences
Rendering and then turn on Filter Background in the Background Antialiasing group. Default=off.