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Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
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Render settings

This panel allows adjusting the rendering settings of the world and can be invoked by pressing the R key (see Controls and Navigation). The panel has a set of tabs given below.

Rendering settings

Rendering Settings

Common

This tab contains the basic settings.

Distance scaleGlobal distance scale for all distance parameters, such as the world rendering distance, shadow distance, LOD distances etc. This option allows a developer to easily increase or decrease rendering performance by changing the world extent.
Distance scale
Distance scale = 1
Distance scale
Distance scale = 0.3
World distanceDistance after which all nodes are not rendered or simulated (infinite by default).
The distance is measured from the camera to the node. If the camera is within node bounds, the node is rendered no matter the World distance set (as in case with a ground on the picture below).
Infinite World distance
World distance = inf
Limited World distance
World distance = 10 units
Light distanceDistance after which the dynamic lights are not be rendered.
Infinite Light distance
Light distance = inf
Limited Light distance
Light distance = 20 units
Object distanceDistance after which objects are not be rendered.
Shadow distanceDistance after which the shadows from light sources are not be rendered.
Distance scale
Shadow distance = 1200 units
Distance scale
Shadow distance = 80 units
Physics distanceDistance after which physical interactions will not be calculated. All physics-based nodes freeze if the distance between them and the camera is bigger than the Physics distance.
Limited Physics distance
Physics distance = 40 units
Infinite Physics distance
Physics distance = inf
Decal distanceDistance after which decals will not be rendered.
Clutter distanceDistance after which clutter objects will not be rendered.
Reflection distanceDistance after which reflection will not be rendered.
Field distanceDistance, at which (and farther) fields are not rendered.
World budgetWorld generation time budget for the Grass and Clutter objects in frames per second.
Physics budgetPhysics simulation time budget in frames per second.
Render budgetRender creation time budget in frames per second. The render budget limits the number of loaded / created graphics resources during frame according to the loading / creation time.
Ambient colorThe color used to color all objects during the ambient rendering passes.
  • Do not use Ambient color to simulate the ambient light in the environment. Objects will look flat and non-realistic. Use an environment texture instead (the difference illustrated).
  • To avoid overglowing with HDR enabled, set it to almost black, but non-zero value.
Reflection colorColor that allows to adjust reflections of all meshes with reflective materials, i.e.:
  • mesh_reflection_2d_base
  • mesh_reflection_cube_base
  • mesh_paint_reflection_cube_base
and reflective tessellation materials:
  • mesh_tessellation_reflection_2d_base
  • mesh_tessellation_reflection_cube_base
  • mesh_tessellation_paint_reflection_cube_base
Background colorSolid color rendered on the scene background. It For example, this option allows to create brighter, richer sky colors with light scattering.
Black background color
Default background color
Blue background color
Blue background
EnvironmentEnvironment cube map texture for image-based ambient lighting (light that is independent of direction). It realistically simulates light that comes from six main directions (per cube side). For example, objects are rendered bluish at the top (due to the sky color) and grayish or brownish at the bottom (due to the ground color).

Load, view or clear the environment cube-mapped texture.

To grab an environment texture, use Tools -> Grabber -> Mode: Cube. A very small texture can be used, 32x32 pixels is enough. (See a tutorial for more details).

Environment texture (can be smaller)
Here is how the environment texture can increase the quality of the rendered scene.
  • No ambient light, no environment texture. Non-lit areas are black.

    No ambient light
  • Ambient color is used. All surfaces are uniformly lit and look flat.

    Ambient color
  • An environment texture is used. It is the best variant for ambient light since all objects are properly lit depending on surface normals.

    Environment texture
ExposureThe brightness of ambient lighting according to the environment texture.
Environment texture-based Exposure
Exposure = 0.4
Environment texture-based Exposure
Exposure = 1.2
RenderRender postprocess materials applied before all other Unigine postprocess (such as HDR, DOF, etc.) are rendered. Several materials are separated by a comma (without whitespace). Custom postprocesses can also be set.
For example, post_filter_scattering is set here. This way, subsurface scattering will be rendered first, and then correctly blurred with DOF.
CompositeThis field allows to set the name of a custom composite shader. It will be used for the final composition of the full-screen image instead of the default one.
Post Post postprocess materials applied at the end, after all other postprocess (such as HDR, DOF, etc.) are rendered. Such postprocesses, when applied to the screen image, affect HDR flares, glowing areas and so on. Several materials are separated by a comma (without whitespace). Custom postprocesses can also be set.

Here is an example with post_blur_radial material.

Radial blur post material

Parameters

The tab contains different parameters that control some node or material settings across the whole world. That includes tessellation, vegetation animation and light probes.

Stereo distanceThis option is only for custom stereo rendering (available stereo modes have their own viewing settings). The focal distance. It is the distance in the world space to the point where two views line up, i.e. distance to the zero parallax plane.
Stereo radiusThis option is only for custom stereo rendering (available stereo modes have their own viewing settings). The radius of stereo (half of the separation distance between the cameras, i.e. between eyes).
Stereo offsetA virtual camera offset (an offset after the perspective projection).
Tessellation scaleGlobal scale for the tessellation Scale in all mesh_tessellation_ materials. This option scales displacement factor for all tessellated surfaces (to what extent geometry is extruded).
Black background color
Tessellation scale = 0.9
Blue background color
Tessellation scale = 2
Tessellation factorGlobal scale for the tessellation Factor in all mesh_tessellation_ materials. This option controls the amount of subdivision of triangles into smaller ones (for finer details).
Tessellation distanceGlobal scale for the tessellation Distance in all mesh_tessellation_ materials. This option controls the distance after which all surfaces are not tessellated.
 
Animation stemGlobal scale for movement amplitude of vegetation stems. It scales Stem offset parameter for mesh_stem_base, mesh_leaf_base and grass_base materials.
Animation leafGlobal scale for rotation angle of vegetation leaves. It scales the Leaf offset parameter for mesh_leaf_base material.
Animation scaleGlobal scale for speed of vegetation swaying. It scales Stem scale and Leaf scale parameters for mesh_stem_base, grass_base and mesh_leaf_base materials.
Animation windA multiplier for the stem offset under wind. It sets the direction of wind for all vegetation (grass and trees).
Global maskA mask that determines rendering of the LightProb-based global illumination. For the LightProb to light a scene around it, at least one bit of this mask should match the light mask.of the probe light.
Global distanceA distance up to which the LightProb-based global illumination is rendered.
Global attenuationAn attenuation factor for the LightProb-based global illumination. The larger this value is, the smoother and across the larger distance the global illumination fades out.
Global biasThe Fresnel effect bias for specular highlights when rendering the LightProb-based global illumination. The higher the value, the brighter specular highlights are at all viewing angles.
Global powerThe Fresnel effect power for specular highlights when rendering the LightProb-based global illumination. It defines the amount of reflectance depending on the viewing angle:
  • Low values provide good reflectance even at the large viewing angle, when looking from above.
  • High values provide the reflectance only at the small viewing angle, when close to the surface.
Global diffuseA diffuse light multiplier for the LightProb-based global illumination.
Global specularA specular light multiplier for the LightProb-based global illumination.

Occlusion

The tab contains settings related to both screen-space ambient occlusion mapping and indirect illumination.

The following settings are used for the screen-space ambient occlusion:

Ambient Occlusion Settings

Notice
The settings of the screen-space ambient occlusion can be adjusted if the Occlusion is enabled on the Main Settings panel.
Ambient screen radiusDistance in the screen space, within which the geometry is sampled to compute self-shadowing. The number of sampled points is strictly defined and depends on shader quality.
  • By the minimum value of 0, self-shadowing is not calculated.
  • The maximum value of 0.2. However, when the area of sampling is large, the result appears dispersed and the performance decreases.
Ambient sample radiusDistance for each of the points in the world space, up to which they can shadow their neighbouring points:
  • By low values, each point can shadow only the points in the close range.
  • By high values, each point shadows farther positioned points.
Ambient perspectivePerspective compensation for the ambient occlusion. When at the far distance, the sample radius will be automatically increased, if a value higher than 1 is set.
Ambient attenuationCoefficient that compensates for falloff of the ambient occlusion with a distance, making it more prominent. The lower the value, the less the ambient occlusion effect fades out with the distance.
Ambient thresholdDepth threshold used to filter ambient occlusion. It specifies the maximum possible depth between sampled points in two pixels, to filter them together. This option allows you to have sharp edges, while having smooth ambient occlusion on flat surfaces.
Ambient emitter normalCoefficient indicating if the points can shadow their neighbouring points in all directions or only along their normal vectors.
  • By the minimum value of 0, each point casts shadows in all directions.
  • By the maximum value of 1, each point shadows their neighbours strictly along its normal vector.
Ambient receiver normalCoefficient indicating if the points can be shadowed by other points from all directions or only along their normal vectors.
  • By the minimum value of 0, each point receives the shadow from all directions.
  • By the maximum value of 1, each point receives the shadow only along its normal vector.
Ambient scaleBrightness of shadows:
  • By the minimum value of 0, the ambient occlusion shadowing is the lightest.
  • By the maximum value of 1, the ambient occlusion shadowing is the darkest.
Ambient powerPower of the ambient occlusion. For this parameter the Ambient scale should not equal 0.
  • The higher the value, the darker ambient occlusion shadowing is and the more contrast the rendered image appears.

The following settings are used for the screen-space indirect illumination:

Indirect Illumination Settings

Notice
The settings of the screen-space indirect illumination can be adjusted if the Global Illumination is enabled on the Main Settings panel.
Light screen radiusDistance in the screen space, within which the geometry and its color are sampled to compute indirect illumination. The number of sampled points is strictly defined and depends on shader quality.
  • By the minimum value of 0, indirect illumination is not calculated.
  • The maximum value of 0.2. However, when the area of sampling is large, the result appears dispersed and the performance decreases.
Light sample radiusDistance for each of the points in the world space, up to which they can illuminate their neighbouring points:
  • By low values, each point can illuminate with its color only the points in the close range.
  • By high values, each point shares its color with farther positioned points.
Light perspectivePerspective compensation for the light (directional) occlusion. When at the far distance, the sample radius will be automatically increased, if a value higher than 1 is set.
Light attenuationCoefficient that compensates for falloff of the light (directional) occlusion with a distance, making it more prominent. The lower the value, the less the global illumination effect fades out with the distance.
Light thresholdDepth threshold used to filter light (directional) occlusion. It specifies the maximum possible depth between sampled points in two pixels, to filter them together. This option allows you to have sharp edges, while having smooth global illumination on flat surfaces.
Light emitter normalCoefficient indicating if the points can illuminate their neighbouring points in all directions or only along their normal vectors.
  • By the minimum value of 0, each point is like an omni light that illuminates in all directions.
  • By the maximum value of 1, each point illuminates their neighbours strictly along its normal vector.
Light receiver normalCoefficient indicating if the points can be illuminated by other points from all directions or only along their normal vectors.
  • By the minimum value of 0, each point receives the color from all directions.
  • By the maximum value of 1, each point receives the color only along its normal vector.
Light scaleBrightness scale for indirect illumination.
  • The higher the value, the lighter the colors of indirect illumination will be.
Light powerPower of indirect illumination.
  • The higher the value, the darker the colors of indirect illumination will be.

Scattering

The tab contains settings of atmospheric light scattering.

Notice
Light scattering and resulting sky color directly depends on camera's far clipping settings.
In the editor and in the world camera clipping settings may differ, causing different colors.

Sun colorThe color of the solar disk.
Ray colorThe color used for the Rayleigh scattering (scattering of small molecules).
Mie colorThe color used for the Mie scattering (scattering of larger particles).
Inner angleThe angle forming the inner circle of the solar disk, which has the defined brightness.
  • The value has to be smaller than the outer angle as the difference between them determines the solar disk size.
Outer angleThe angle forming the fading outer circle of the solar disk.
  • The value has to be greater than the inner angle as the difference between them determines the solar disk size.
RefractiveAtmosphere refractive index (for Rayleigh scattering):
  • The refractive index of air is 1.0003 in the visible spectrum.
DensityThe number of molecules per unit volume (for Rayleigh scattering):
  • The number of molecules per unit volume in air at standard temperature and pressure is considered 2.54*1025.
DepolarizationThe depolarization factor (for Rayleigh scattering):
  • The value of 0.035 is considered standard for air.
TurbidityThe atmosphere turbidity (for Mie scattering):
  • The higher the value, the higher the amount of haze in the atmosphere.
Ground levelThe ground zero level:
  • Negative values allow simulating higher atmosphere layers.
  • Positive values simulate atmospheric conditions below sea level.
AerialAerial perspective scale:
  • The higher the value, the higher the atmospheric curvature. For example, high values allow to simulate thin atmosphere and darken the sky.
Ray heightThe height in units up to which Rayleigh scattering is spread.
Mie heightThe height in units up to which Mie scattering is spread.
AngularityA coefficient that compensates for the angular distribution of Rayleigh light scattering. This compensation allows creating a uniformly lit sky instead of a physically-correct one that depends on the sun angle.
ThresholdDistance threshold for Mie scattering:
  • The higher the value, the closer distance to the camera that will be affected by Mie scattering.
DirectionDirection of light scattering.
DefaultThe default scattering settings.
GreensteinThe directionality factor of light scattering by small particles (for Mie scattering):
  • By the minimum value of 0, the light is scattered isotropically all over the horizon.
  • By the maximum value of 1, the Mie scattering is concentrated around the sun.
EnergyThe intensity of the sunlight.
  • The higher the value, the more brighter the sky color.
PowerScattering power that determines the distance to apply scattering attenuation (both Mie and Rayleigh):
  • The default value of 1 means the settings-based scattering attenuation.
  • By higher values, the attenuation starts further towards to the horizon.
  • By lower values, the attenuation starts closer to the camera.
SunThe brightness of the solar disk.
RayRayleigh scattering intensity.
MieMie scattering intensity.
EarthSets all of the scattering parameters to the Earth's ones.

Postprocess

The tab contains settings for rendering post-processes: motion blur, volumetric shadows and glow.

Refraction redRefraction displacement for red channel (based on the refraction texture of refractive materials). It can be used to create light dispersion (chromatic aberrations).
  • By the default value of 0, there is no dispersion for refracted light in red channel.
No refraction dispersion
No refraction dispersion
Refraction Red and Green
Dispersion per channel: Red = 0.8, Green = 0.9, Blue = 1
Refraction greenRefraction displacement for green channel (based on the refraction texture of refractive materials). It can be used to create light dispersion (chromatic aberrations).
  • By the default value of 0, there is no dispersion for refracted light in green channel.
Refraction blueRefraction displacement for blue channel (based on the refraction texture of refractive materials). It can be used to create light dispersion (chromatic aberrations).
  • By the default value of 0, there is no dispersion for refracted light in blue channel.
Motion blur linearAmount of the motion blur when the player moves linearly.
  • The higher the value, the more blurred the screen image will be when the camera moves in any direction.
Motion blur angularAmount of the motion blur when the player rotates.
  • The higher the value, the more blurred the screen image will be when the camera turns in any direction.
Motion blur velocityAmount of the motion blur for the moving physical objects (with physical bodies assigned).
  • The higher the value, the more blurred the objects will appear when moving.
Maximum velocityThe maximum possible amount of the motion blur for moving physical objects. When their body velocity exceeds the the set value, they still will not be blurred any further.
Volumetric exposureThe exposure used for rendering volumetric shadows:
  • By the minimum value of 0, there are no volumetric shadows visible.
  • By the maximum value of 1, there volumetric shadows are the most dark and distinct.
Volumetric lengthThe length of volumetric shadows:
  • By the minimum value of 0, there are no volumetric shadows visible.
  • By the maximum value of 1, the volumetric shadows spread along the furthest distance, but are light in color.
Volumetric attenuationHow fast volumetric shadows fade out along their length:
  • By the value of 1 there is no additional attenuation.
  • The lower the value, the smaller the shadow is.
Glow thresholdThe brightness threshold, which is used to detect, if an object is bright enough to produce glow:
  • By the minimum value of 0, all bright objects are rendered glowing.
  • The higher the value, the more bright the object should be to produce glow.
Glow smallBrightness of the small-radius glow. This glow effect is rendered most close to the glowing surface and creates object-shaped highlight.
Small-radius glow
Small-radius glow
Glow mediumBrightness of the medium-radius glow. This glow effect creates a medium-sized halo close to the glowing surface.
Medium-radius glow
Medium-radius glow
Glow largeBrightness of the large-radius glow. This glow effect creates a large-sized halo around the glowing surface.
Large-radius glow
Large-radius glow

DOF

The tab contains settings used to create the depth of field effect.

Effect is represented as Gaussian blur DOF and set via render_dof 1 console command.

To create the DOF effect in your application, you need to do three basic things:

  1. Set the point of focus with the Focal distance.
  2. Set the length of in-focus area with non-zero Near blur range (before the point of focus) and Far blur range (after the point of focus).
  3. Set the Far blur radius and Near blur radius.

Focal distanceThe focal distance of the camera. It sets a line where objects are in focus and can be seen clearly.
  • The higher the value, the further from the camera the in-focus area will be.
  • Focal distance is only a reference point. The width of the in-focus area is defined by Near blur range and Far blur range parameters.
Notice
If the Focal distance is set to 0 (i.e. objects right in front of the camera are in focus), there is no near blurring distance. It means that all the other Near parameters are ignored.
Small Focal distance
Focal distance = 10 units
Large Focal distance
Focal distance = 30 units
Far blur rangeFar blur range is measured from the Focal distance point and away from the camera. It sets the length of the area (in units) within which objects are focused out, i.e. become blurred in the background.
  • The higher the value, the farther from the camera spreads the transition area between non-blurred area to the blurred one. As a result, you can see more objects in focus.
  • By the minimum value of 0, there is no smooth transition. Everything that is farther than the Focal distance point, is abruptly blurred.
    Notice
    If the Near blur range is also equal to 0, there will be no in-focus area at all.
Small Far blur range
Far blur range = 4 units
Large Far blur range
Far blur range = 13 units
Far blur radiusFar blur radius is used for the out-of-focus objects that are outside Far blur range.
  • The higher the value, the more blurred the out-of-focus areas are.
Small Blur radius
Blur radius = 0.5
Large Blur radius
Blur radius = 2
Far blur powerFar blur power acts the same way as the Near blur power — it determines how fast the objects become blurred across the far blur range.
  • By low value, objects become blurred right after the Focal distance point.
  • By high the value, it takes long distance for objects to become blurred.
Far focal rangeFar focal range determines the area between the focal point and objects in crisp focus (not blurred).
Far focal scaleFar focal csale is an interpolation coefficient between a non-blurred screen image and a blurred one. Shifts the Far blur range closer to the camera.
  • The higher the value, the less is the Far blur range and the closer the blurring starts to the camera.
Far focal powerFar focal power also acts the same way as the Near focal power. It allows to adjust the DOF across the far blur range. But unlike the Far blur power, it tweaks both the rate of blurring and intensity of bokeh at the same time.
  • By low value, objects become out-of-focus right after the Focal distance point.
  • By high the value, they stay in-focus up to the very end of the far blur range.
Near blur rangeNear blur range is measured from the Focal distance point towards the camera. It sets the length of the area (in units) within which objects are focused on, i.e. become clearly seen.
  • The higher the value, the closer to the camera spreads the transition area between blurred area to non-blurred one. As a result, you can see more objects in focus.
  • By the minimum value of 0, there is no smooth transition. Everything that is closer than the Focal distance point, is abruptly blurred.
    Notice
    If the Far blur range is also equal to 0, there will be no in-focus area at all.
  • If the Focal distance is set to 0, Near blur range parameter is ignored.
Small Near blur range
Near blur range = 4 units
Large Near blur range
Near blur range = 13 units
Near blur radiusNear blur radius is used for the out-of-focus objects that are outside Near blur range.
  • The higher the value, the more blurred the out-of-focus areas are.
Near blur powerNear blur power determines how fast the objects become blurred across the near blur range.
  • By low value, objects become blurred very close to the Focal distance point.
  • By high the value, it takes long distance for objects to become blurred.
Small Near blur power
Near blur power = 0.2
Large Near blur power
Near blur power = 1.5
Near focal rangeNear focal range determines the area between the focal point and objects in crisp focus (not blurred).
Near focal scaleNear focal csale is an interpolation coefficient between a non-blurred screen image and a blurred one. Shifts the Near blur range closer to the camera.
  • The higher the value, the less is the Near blur range and the closer the blurring starts to the camera.
Near focal powerNear focal power also allows to adjust the DOF across the near blur range. But unlike the Near blur power, it tweaks both the rate of blurring and intensity of bokeh at the same time.
  • By low value, objects become out-of-focus very close to the Focal distance point (right before it).
  • By high the value, they stay in-focus up to the very end of the near blur range.
Small Near focal power
Near focal power = 0.2
Large Near focal power
Near focal power = 1.5

HDR

The tab contains properties of high-dynamic range rendering.

ExposureCamera exposure. It determines the resulting amount of luminance:
  • By the minimum value of 0, the image is rendered black.
  • The higher the value, the more luminance and the brighter the scene lit.
AdaptationTime in seconds for the camera to adjust exposure (0 is for instant adaptation).
Min luminanceThe minimum luminance used for HDR rendering:
  • The higher the value, the darker the HDR adapted image will be.
Max luminanceThe maximum luminance used for HDR rendering:
  • The lower the value, the brighter the HDR adapted image will be.
ThresholdBrightness threshold used to determine areas to be illuminated by HDR:
  • By the minimum value of 0 the bright areas can become overexposed.
  • The higher the value, the fewer objects are bright enough to be illuminated by HDR.
SmallExposure for the small-radius HDR adaptation effect. This effect is rendered most close to the object surface and creates object-shaped HDR highlight.
Small-radius HDR exposure
Small-radius HDR exposure
MediumExposure for the medium-radius HDR adaptation effect. This effect is rendered at the medium distance from the object surface to create HDR highlight near it.
Medium-radius HDR exposure
Medium-radius HDR exposure
LargeExposure for the large-radius HDR adaptation effect. This effect is rendered most far from the object surface to create scattered HDR highlight.
Large-radius HDR exposure
Large-radius HDR exposure
BrightA coefficient for decreasing the brightness of all HDR flares (lens, shaft ans cross ones)

Filmic

The filmic HDR provides better image quality. It lightens the darkest image regions and makes the lightest regions darker.

Notice
The filmic HDR parameters can be adjusted if the following conditions are satisfied:

Shoulder ScaleThe Shoulder Strength filmic tone mapping parameter value that is used to change bright values.
Shoulder Scale = 0.22 (by default)
Shoulder Scale = 0.6
Linear ScaleThe Linear Strength filmic tone mapping parameter value that is used to change grey values. The Linear Scale controls the length of the tone mapping curve linear part.
Linear Scale = 0.30 (by default)
Linear Scale = 0.8
Linear AngleThe Linear Angle filmic tone mapping parameter value. This parameter controls the slope of the linear part of the tone mapping curve.
Linear Angle = 0.10 (by default)
Linear Angle = 0.7
Toe ScaleThe Toe Strength filmic tone mapping parameter value that is used to change dark values. The Toe Scale controls the slope of the tone mapping curve toe (the area of underexposure).
Toe Scale = 0.20 (by default)
Toe Scale = 0.5
Toe NumeratorThe Toe Numerator filmic tone mapping parameter value.
Toe DenominatorThe Toe Denominator filmic tone mapping parameter value.
White LevelThe Linear White Point filmic tone mapping parameter value, which is mapped as pure white in the resulted image.
White Level = 1.0 (by default)
White Level = 0.2

All of this parameters represent the tone mapping curve, which is constructed by using the following formula:

  • A - Shoulder Scale
  • B - Linear Scale
  • C - Linear Angle
  • D - Toe Scale
  • E - Toe Numerator
  • F - Toe Denominator

Tone mapping curve

For more details about tone mapping curve construction see the article on An efficient and user-friendly tone mapping operator.

Cross Flares

EnabledEnable cross flares.

Cross flares

Cross flares
ColorThe color of a cross flares.
ScaleA multiplier for a color of HDR cross flares.
ShaftsThe number of shafts in a cross flare.
  • The maximum number of shafts is 32 (high number of flares can cause a FPS drop on low-performance hardware).
LengthThe length of cross flare shafts.
AngleCross flares orientation angle. The default is 45 degrees.
ThresholdBrightness threshold for areas to produce flare:
  • The higher the threshold value, the brighter the area should be to produce flare.

Bokeh

The bokeh effect is rendered only if HDR and DOF options are enabled at the same time (Esc to open the Main menu -> Render tab -> Post-processing -> DOF and HDR checked).

EnabledEnable the bokeh effect. It is rendered for bright lights or emissive materials only across the DOF-blurred range.

Bokeh flares

Bokeh effect
ColorThe color multiplier for the bokeh effect. It allows to change the tint of the bokeh effect or decrease its brightness if a dark color is set.
ScaleThe numerical multiplier for the bokeh effect. The higher the value, the brighter the bokeh effect is.
Far sizeThe size of the bokeh effect across the far blur range of DOF.
  • The higher the value, the bigger the bokeh is.
Size across the Far blur range
Far size = 0.5
Size across the Far blur range
Far size = 0.8
Far powerControls how fast the bokeh effect appears between objects in focus and out of focus across the far blur range of DOF.
  • The higher the value, the further the effect appears.
Far Power
Far power = 0 (the bokeh appears at once)
Far Power
Far size = 2 (the bokeh appears further away)
Near sizeThe size of the bokeh effect across the near blur range of DOF.
  • The higher the value, the bigger the bokeh is.
Size across the Near blur range
Near size = 0.6
Size across the Near blur range
Near size = 0.9
Near powerControls how fast the bokeh effect appears between out-of-focus and objects in focus across the near blur range of DOF.
  • The higher the value, the closer the effect disappears.
Far Power
Near power = 0 (the bokeh appears furthest away)
Far Power
Far size = 2 (the bokeh appears closer to the camera)
ThresholdBrightness threshold for areas to create a bokeh effect:
  • The higher the threshold value, the brighter the object should be to be rendered with the bokeh effect.

Brightness Threshold
Threshold = 0.5

Brightness Threshold
Threshold = 2 (only the brightest objects have the bokeh effect)
IrisA custom texture for the bokeh effect.

Shaft Flare

EnabledEnable light shaft. Light shaft is a halo only around the sun. Unlike other types of flares, light shaft is not produced by bright surfaces.

Shaft flare

Shaft flare around the sun
ColorThe color of light shaft.
ScaleA multiplier for a color of HDR shaft flares.
LengthLength of light shaft.
AttenuationHow fast the flares fade out along their length:
  • By the value of 1 there is no additional attenuation.
  • The lower the value, the smaller the flare is.
ThresholdBrightness threshold for sun to generate light shaft:
  • The higher the threshold value, the brighter the sun should be to generate light shaft.

Lens Flares

EnabledEnable lens flares.

Lens flares

Lens flares
ColorThe color of lens flares.
ScaleA multiplier for a color of HDR lens flares.
LengthLength indicating if the whole radial lens flare is rendered on the screen or only a part of it. This option controls how lens flares pattern is distributed.
RadiusA radius of the spherical lens flares on the screen.
ThresholdThe brightness threshold for areas to produce flare:
  • The higher the threshold value, the brighter the area should be to produce flare.
RedColor displacement for the red channel of the lens flares.
GreenColor displacement for the green channel of the lens flares.
BlueColor displacement for the blue channel of the lens flares.
DirtA texture that modulates the pattern of lens flares. For example, it can be used to create an effect of light reflections or unclean optics when the camera looks at the sun.

Color

The tab contains settings for color correction of the scene.

BrightnessCorrection of the overall scene brightness:
  • Positive values lighten the colors up to white.
  • Negative values darken the colors up to black.
ContrastCorrection of the overall scene contrast:
  • Positive values increases the contrast.
  • Negative values decreases the contrast.
SaturationCorrection of the overall scene saturation:
  • The higher the value, the more saturated and vibrant the colors are.
  • The lower the value, the duller and more colorless the colors are.
GammaCorrection of the overall scene gamma.
WhiteWhite balance of the scene.
LUT textureThe loading, viewing or clearing of the Look-Up Table texture for color transformation.
Last update: 2017-07-03
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