RenderEnvironmentPreset Class
The class represents an environment preset. Each preset has settings that can be get/set by using methods of the class.
To get an instance of the class, use the engine.render.getEnvironmentPreset() function:
// get the second environment preset
RenderEnvironmentPreset preset = engine.render.getEnvironmentPreset(1);
RenderEnvironmentPreset Class
Members
int getNum()
Returns the number of the preset.Return value
Preset number. Available values: 0, 1, 2.void setIntensity(float intensity)
Sets the intensity of the given preset. The preset intensity is used to blend the given environment preset with the other ones.Presets overlay each other: the first preset overlays the zero one, the second overlays the first and the zero ones.
Arguments
- float intensity - Intensity of the preset.
float getIntensity()
Returns the intensity of the preset. The preset intensity is used to blend the environment preset with the other ones.Presets overlay each other: the first preset overlays the zero one, the second overlays the first and the zero ones.
Return value
Intensity of the preset.void setScatteringGroundColor(vec4 color)
Sets the color of the imitated landscape (ground) for the preset. For example, you can specify a green color for the forest, a brown color for the desert and so on.Arguments
- vec4 color - Ground color.
vec4 getScatteringGroundColor()
Returns the current color set for the imitated landscape (ground) for the preset.Return value
Ground color.void setScatteringMieLUTName(string name)
Sets the path to the Mie LUT texture (the texture for setting the color of the light round the sun) for the preset. The Mie texture is used for both sun and moon.Arguments
- string name - Path to the texture.
string getScatteringMieLUTName()
Returns the path to the Mie LUT texture (the texture for setting the color of the light round the sun) set for the preset. The Mie texture is used for both sun and moon.Return value
Path to the texture.void setScatteringLightColorLUTName(string name)
Sets the path to the light color texture (the texture defining the color of the LightWorld for different times of the day) for the preset.Arguments
- string name - Path to the texture.
string getScatteringLightColorLUTName()
Returns the path to the light color texture (the texture defining the color of the LightWorld for different times of the day).Return value
Path to the texture.void setScatteringGroundLUTName(string name)
Sets the path to the ground LUT texture (the texture imitating lighting and reflections from the landscape) for the preset.Arguments
- string name - Path to the texture.
string getScatteringGroundLUTName()
Returns the path to the ground LUT texture (the texture imitating lighting and reflections from the landscape) set for the preset.Return value
Path to the texture.void setScatteringBaseLUTName(string name)
Sets the path to the base LUT texture (the texture defining the base color of the sky) for the preset.Arguments
- string name - Path to the texture.
string getScatteringBaseLUTName()
Returns the path to the base LUT texture (the texture defining the base color of the sky) set for the preset.Return value
Path to the texture.void setHazeMaxDistance(float distance)
Sets the distance starting at which the haze becomes completely solid, so nothing will be seen behind. For large terrains it is recommended to the this parameter equal to your camera's Far parameter. This is required for distant objects to fade into the distance instead of being cut sharply.Arguments
- float distance - Haze maximum visibility distance.
float getHazeMaxDistance()
Returns the distance starting at which the haze becomes completely solid, so nothing will be seen behind.Return value
Haze maximum visibility distance.void setHazeColor(vec4 color)
Sets the color of the haze for the preset. This function will take effect only if the HAZE_SOLID mode is set via setEnvironmentHazeMode().Arguments
- vec4 color - Haze color.
vec4 getHazeColor()
Returns the haze color for the preset.This function will return color only if the RENDER_HAZE_SOLID mode is set via setEnvironmentHazeMode().
Return value
Haze color.void setHazeDensity(float density)
Sets the density of the haze for the preset.Arguments
- float density - Haze density.
float getHazeDensity()
Returns the haze density set for the preset.Return value
Haze density.void setReflectionIntensity(float intensity)
Sets intensity of the environment reflection for the preset. 0 value means no environment reflection for the preset.It is recommended to use the default value of the parameter to keep the image realistic.
Arguments
- float intensity - Intensity value of the environment reflection.
float getReflectionIntensity()
Returns the intensity of the environment reflections for the preset. 0 value means no environment reflections for the preset.Return value
The intensity value of the environment reflections.void setSkyIntensity(float intensity)
Sets intensity of the environment sky for the preset. 0.0f value means no environment sky for the preset.It is recommended to use the default value of the parameter to keep the image realistic. If, for example, the sky looks too dark in contrast with lighting from it, you should check exposure and tone mapping settings before changing the environment intensity.
Arguments
- float intensity - Intensity value of the environment sky.
float getSkyIntensity()
Returns the intensity of the environment sky set for the preset.Return value
Intensity value of the environment sky.void setAmbientIntensity(float intensity)
Sets the intensity of the environment ambient lighting for the preset. 0 value means no environment ambient lighting for the preset. The higher the value, the more ambient lighting affects environment.It is recommended to use the default value of the parameter to keep the image realistic.
Arguments
- float intensity - Intensity value of the environment ambient lighting. The value can be greater than 1.0f (useful for dark scenes).
float getAmbientIntensity()
Returns the intensity of the environment ambient lighting for the preset. 0 value means no environment ambient lighting for the preset. The higher the value, the more ambient lighting affects environment.Return value
The intensity value of environment ambient lighting. The value can be greater than 1.0f.void setTextureName(string name)
Sets the path to the cubemap defining the environment color for the preset. This texture is used for imitating landscape reflections and lighting in accordance with the ground mask.Arguments
- string name - Path to the cubemap defining the environment color.
string getTextureName()
Returns the path to the cubemap defining the environment color set for the preset. This texture is used for imitating landscape reflections and lighting in accordance with the ground mask.Return value
Path to the cubemap defining the environment color.void setTextureColor(vec4 color)
Sets the environment color multiplier for the preset. The alpha channel defines visibility of the environment cubemap above scattering. The color multiplier is required when you need to display a sky with a photo texture and dynamic gradients at the same time.Arguments
- vec4 color - The environment color multiplier.
vec4 getTextureColor()
Returns the environment color multiplier set for the preset. The alpha channel defines visibility of the environment cubemap above scattering. The color multiplier is required when you need to display a sky with a photo texture and dynamic gradients at the same time.Return value
The environment color multiplier.void setTextureRotation(vec3 rotation)
Sets rotation of the environment texture along three axes.Arguments
- vec3 rotation - Rotation of the texture along X, Y, Z axes, in degrees.
vec3 getTextureRotation()
Returns rotation of the environment texture along three axes, in degrees.Return value
Rotation of the texture along X, Y, Z axes, in degrees.void setTextureBlur(float blur)
Sets the blur intensity for the environment texture. This value can be used to make blurred panorama at the background.Reflections and ambient lighting aren't blurred.
Arguments
- float blur - Blur intensity.
float getTextureBlur()
Returns the blur intensity for the environment texture.Reflections and ambient lighting aren't blurred.
Return value
Blur intensity.float getMoonTextureIntensity()
Returns the intensity multiplier of the Moon texture. It allows increasing/reducing brightness of the Moon.Return value
Intensity of the Moon texture.void setMoonTextureIntensity(float intensity)
Sets the intensity multiplier of the Moon texture. It allows increasing/reducing brightness of the Moon.Arguments
- float intensity - Intensity of the Moon texture.
void setSunTextureColor(vec4 color)
Sets the color multiplier for the current Sun texture. By default, it is (1,1,1,1).Arguments
- vec4 color - Color multiplier.
float getMoonAngularSize()
Returns the current angular size of the Moon in degrees as seen from the Earth. By default, the size of the Moon is 0.5 degrees.Return value
Angular size of the Moon.float getSunTextureIntensity()
Returns the intensity multiplier of the Sun texture. It allows increasing/reducing brightness of the Sun.Return value
Intensity of the sun texture.vec4 getMoonTextureColor()
Returns the color multiplier of the Moon texture.Return value
Color multiplier.void setSunTextureName(string name)
Sets the Sun texture with the given name.Arguments
- string name - Name of the Sun texture.
void setMoonTextureColor(vec4 color)
Sets the color multiplier for the current Moon texture. By default, it is (1,1,1,1).Arguments
- vec4 color - Color multiplier.
void setSunTextureIntensity(float intensity)
Sets the intensity multiplier of the Sun texture. It allows increasing/reducing brightness of the Sun.Arguments
- float intensity - Intensity of the Sun texture.
void setMoonAngularSize(float size)
Sets the angular size of the Moon in degrees. The value is set for an observer on the Earth. By default, the size of the Moon is 0.5 degrees as seen from the Earth..Arguments
- float size - Angular size of the Moon.
vec4 getSunTextureColor()
Returns the color multiplier of the Sun texture. By default, it is (1,1,1,1).Return value
Color multiplier.void setMoonTextureName(string name)
Sets a name of the Moon texture.Arguments
- string name - Name of the Moon texture.
void setSunAngularSize(float size)
Sets the angular size of the Sun in degrees. The value is set for an observer on the Earth. By default, the size of the Sun is 0.5 degrees as seen from the Earth.Arguments
- float size - Angular size of the Sun.
float getSunAngularSize()
Returns the angular size of the Sun in degrees as seen from the Earth. By default, the size of the Sun is 0.5 degrees.Return value
Angular size of the Sun.string getSunTextureName()
Returns the name of the Sun texture.Return value
Name of the Sun texture.string getMoonTextureName()
Returns the name of the Moon texture.Return value
Name of the Moon texure.Last update: 2018-08-10
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