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LightEnvironmentProbe Class

Warning
The scope of applications for UnigineScript is limited to implementing materials-related logic (material expressions, scriptable materials, brush materials). Do not use UnigineScript as a language for application logic, please consider C#/C++ instead, as these APIs are the preferred ones. Availability of new Engine features in UnigineScript (beyond its scope of applications) is not guaranteed, as the current level of support assumes only fixing critical issues.
Inherits from: Light

This class allows creating and managing environment probes.

LightEnvironmentProbe Class

Members


static LightEnvironmentProbe ( vec4 color, vec3 attenuation_distance, string name = 0 ) #

Constructor. Creates a new environment probe with cubemap modulation based on given parameters.

Arguments

  • vec4 color - Color of the environment probe.
  • vec3 attenuation_distance - Radii of the environment probe.
  • string name - Path to a cube texture of the environment probe.

void setProjectionMode ( int mode ) #

Sets a new projection mode to be used for the environment probe.

Arguments

  • int mode - Projection mode to be set for the environment probe. One of the PROJECTION_MODE values.

int getProjectionMode ( ) #

Returns the current projection mode used for the environment probe.

Return value

Current projection mode for the environment probe. One of the PROJECTION_MODE values.

void setGrabMode ( int mode ) #

Sets the mode used to grab light and reflections for Environment Probe.

Arguments

  • int mode - Grabbing mode to be set for the environment probe. One of the GRAB_MODE values.

int getGrabMode ( ) #

Returns the current mode used to grab light and reflections for Environment Probe.

Return value

The grabbing mode for the environment probe. One of the GRAB_MODE values.

void setAmbientEnabled ( int enabled ) #

Enables or disables ambient (Indirect Diffuse) lighting for the environment probe.

Arguments

  • int enabled - 1 to enable ambient (Indirect Diffuse) lighting for the environment probe; 0 to disable it.

int isAmbientEnabled ( ) #

Returns a value indicating if ambient (Indirect Diffuse) lighting for the environment probe is enabled.

Return value

1 if ambient (Indirect Diffuse) lighting for the environment probe is enabled; otherwise, 0.

void setAmbientContrast ( float contrast ) #

Sets the ambient (Indirect Diffuse) contrast value for the environment probe.

Arguments

  • float contrast - Ambient contrast value within the [0.0f, 1.0f] range. The default value is 1.0f.

float getAmbientContrast ( ) #

Returns the current ambient (Indirect Diffuse) contrast value for the environment probe.

Return value

Ambient contrast value.

void setSpecularEnabled ( int enabled ) #

Enables or disables indirect specular lighting for the environment probe.

Arguments

  • int enabled - 1 to enable indirect specular lighting for the environment probe; 0 to disable it.

int isSpecularEnabled ( ) #

Returns a value indicating if indirect specular lighting for the environment probe is enabled.

Return value

1 if indirect specular lighting for the environment probe is enabled; otherwise, 0.

void setAttenuationDistance ( vec3 distance ) #

Sets the distance from the light source shape, at which the light source doesn't illuminate anything.

Arguments

  • vec3 distance - Distance from the light source shape, at which the light source doesn't illuminate anything.

vec3 getAttenuationDistance ( ) #

Returns the distance from the light source shape, at which the light source doesn't illuminate anything.

Return value

Distance from the light source shape, at which the light source doesn't illuminate anything.

void setBoxAmbientParallax ( float parallax ) #

Sets the current ambient parallax factor for box projection.
Notice
Available only when the Projection Mode is set to Box.

Arguments

  • float parallax - Ambient parallax factor.

float getBoxAmbientParallax ( ) #

Returns the current ambient parallax factor for box projection.
Notice
Available only when the Projection Mode is set to Box.

Return value

Ambient parallax factor.

void setBoxGlossCorners ( float corners ) #

Sets the coefficient that controls glossiness of reflections in the corners of box projection.
Notice
Available only when the Projection Mode is set to Box.

Arguments

  • float corners - New value of the glossiness coefficient for reflections in the corners of box projection. The default value is 1.

float getBoxGlossCorners ( ) #

Returns the current value of the coefficient that controls glossiness of reflections in the corners of box projection.
Notice
Available only when the Projection Mode is set to Box.

Return value

Current value of the glossiness coefficient for reflections in the corners of box projection. The default value is 1.

void setGrabDistanceScale ( float scale ) #

Sets the distance multiplier for the reflection visibility distance. Distance Scale is applied to the distance measured from the reflection camera to the node (surface) bound.

Arguments

  • float scale - Distance scale multiplier for the reflection. The default value is 0.5f.

float getGrabDistanceScale ( ) #

Returns the distance multiplier for the reflection visibility distance. Distance Scale is applied to the distance measured from the reflection camera to the node (surface) bound.

Return value

Distance scale multiplier for the reflection. The default value is 0.5f.

void setGrabByBakeLighting ( int lighting ) #

Sets a value indicating whether the cubemap texture is to be modified by the Bake Lighting Tool.

Arguments

  • int lighting - 1 to enable grabbing the cubemap texture with the Bake Lighting Tool; 0 - to disable it.

int isGrabByBakeLighting ( ) #

Returns a value indicating whether the cubemap texture is to be modified by the Bake Lighting Tool.

Return value

1 if the cubemap texture will be modified by the Bake Lighting Tool; otherwise, 0.

void setBoxSize ( vec3 size ) #

Sets the box size for the environment probe (available only when the Projection Mode is set to Box).

Arguments

  • vec3 size - Box size along X, Y, and Z axes.

vec3 getBoxSize ( ) #

Returns the current box size for the environment probe (available only when the Projection Mode is set to Box).

Return value

Box size along X, Y, and Z axes.

void setTexturePath ( string path ) #

Sets a path to a cube texture.

Arguments

  • string path - Path to a cube texture.

string getTexturePath ( ) #

Returns the path to the reflection cube texture used for the environment probe.

Return value

Path to the cube texture.

void setLocalSpace ( int space ) #

Enables local space (local coordinates) for the environment probe. Can be used for scenes with moving objects.

Arguments

  • int space - 1 to enable local space; otherwise, 0.

int isLocalSpace ( ) #

Returns a value indicating if local space is enabled for the environment probe.

Return value

1 to enable local space; otherwise, 0.

void setGrabGGXMipmapsQuality ( int quality ) #

Arguments

  • int quality

int getGrabGGXMipmapsQuality ( ) #

Return value

void setGrabViewportMask ( int mask ) #

Sets a mask that specifies materials for which reflections are to be rendered in the viewport.
Notice
The reflection viewport mask can be specified only for dynamic reflections (when the Grab Mode is set to DYNAMIC).

Arguments

  • int mask - Reflection viewport mask (integer, each bit of which is used to represent a mask).

int getGrabViewportMask ( ) #

Returns the mask that specifies materials for which reflections are to be rendered in the viewport.
Notice
The reflection viewport mask can be specified only for dynamic reflections (when the Grab Mode is set to DYNAMIC).

Return value

Reflection viewport mask (integer, each bit of which is used to represent a mask).

void setSphereReflectionParallax ( float parallax ) #

Sets parallax correction value for reflection cubemaps projected by the environment probe. By the minimum value of 0 reflection cubemaps are simply projected onto objects, and do not follow the viewer's perspective. This causes an unrealistic-looking reflection for most surfaces. Parallax correction enables to take camera's position into account.
Notice
Parallax correction is not available for reflections on transparent objects.

Arguments

  • float parallax - Parallax correction value to be set for reflection cubemaps projected by the environment probe in the range [0;1]:
    • By the minimum value of 0 parallax correction is disabled (reflections will look like objects are infinitely distant).
    • By the maximum value of 1 parallax correction is enabled (reflections will look like objects are at the distance close to the radius of the environment probe).
    • Values in-between represent a linear interpolation factor for parallax correction and are to be set when the environment probe is used to fit a medium or small object into the environment for additional correction.

float getSphereReflectionParallax ( ) #

Returns the current parallax correction value for reflection cubemaps projected by the environment probe. By the minimum value of 0 reflection cubemaps are simply projected onto objects, and do not follow the viewer's perspective. This causes an unrealistic-looking reflection for most surfaces. Parallax correction enables to take camera's position into account.
Notice
Parallax correction is not available for reflections on transparent objects.

Return value

Current parallax correction value for reflection cubemaps projected by the environment probe in the range [0;1].
  • By the minimum value of 0 parallax correction is disabled (reflections will look like objects are infinitely distant).
  • By the maximum value of 1 parallax correction is enabled (reflections will look like objects are at the distance close to the radius of the environment probe).
  • Values in-between represent a linear interpolation factor for parallax correction and are to be set when the environment probe is used to fit a medium or small object into the environment for additional correction.

void setGrabDynamicFacesPerFrame ( int frame ) #

Sets the update interval for the cube texture used for dynamic reflections.

Arguments

  • int frame - Value indicating a new update interval for the dynamic cube texture (faces per frame).

int getGrabDynamicFacesPerFrame ( ) #

Returns the current update interval set for the cube texture used for dynamic reflections.

Return value

Value indicating the current update interval for the dynamic cube texture (faces per frame).

void setGrabResolution ( int resolution ) #

Sets the resolution of the reflection mask in pixels (available only when the Grab Mode is set to BAKED).

Arguments

  • int resolution - Resolution of the reflection mask in pixels.

int getGrabResolution ( ) #

Returns the current resolution of the reflection mask in pixels (available only when the Grab Mode is set to BAKED).

Return value

Resolution of the reflection mask in pixels.

void setSkyCutout ( int cutout ) #

Enables or disables sky cutout for image grabbing (available only when the Grab Mode is set to BAKED).

Arguments

  • int cutout - 1 to enable sky cutout, 0 to disable it. The default value is 0.

int isSkyCutout ( ) #

Returns a value indicating if sky cutout for image grabbing is enabled (available only when the Grab Mode is set to BAKED).

Return value

1 if sky cutout for image grabbing is enabled; otherwise, 0.

void setMultiplyBySkyColor ( int color ) #

Enables or disables sun color modulation for the environment probe (the light of the environment probe changes as the sun color changes). This parameter can be used for outdoor-baked environment probes.

Arguments

  • int color - 1 to enable sun color modulation for the environment probe, 0 to disable it. The default value is 0.

int isMultiplyBySkyColor ( ) #

Returns a value indicating if sun color modulation for the environment probe is enabled. This parameter can be used for outdoor-baked environment probes.

Return value

1 if sun color modulation for the environment probe is enabled; otherwise, 0.

void setGrabSupersampling ( int supersampling ) #

Sets a new supersampling mode for image grabbing (available only when the Grab Mode is set to BAKED).

Arguments

  • int supersampling - New supersampling mode to be set. The default value is MODE_1.

int getGrabSupersampling ( ) #

Returns the current supersampling mode for image grabbing (available only when the Grab Mode is set to BAKED).

Return value

Current supersampling mode for grabbing. The default value is MODE_1.

void setGrabZFar ( float zfar ) #

Sets the distance to the far clipping plane for image grabbing (available only when the Grab Mode is set to BAKED).

Arguments

  • float zfar - Distance to the far clipping plane.

float getGrabZFar ( ) #

Returns the distance to the far clipping plane used for image grabbing (available only when the Grab Mode is set to BAKED).

Return value

Distance to the far clipping plane.

void setGrabZNear ( float znear ) #

Sets the distance to the near clipping plane for image grabbing (available only when the Grab Mode is set to BAKED).

Arguments

  • float znear - Distance to the near clipping plane.

float getGrabZNear ( ) #

Returns the distance to the near clipping plane used for image grabbing (available only when the Grab Mode is set to BAKED).

Return value

Distance to the near clipping plane.

static int type ( ) #

Returns the type of the node.

Return value

LightEnvironmentProbe type identifier.

void setCutoutByShadow ( int shadow ) #

Returns a value indicating if reflections occluded by obstacles should be clipped or not. This feature uses the depth texture grabbed for the environment probe to determine reflections that should be visible.

Arguments

  • int shadow - 1 to enable clipping of reflections occluded by obstacles, 0 to disable it. The default value is 0.

int isCutoutByShadow ( ) #

Returns a value indicating if clipping of reflections occluded by obstacles is enabled. This feature uses the depth texture grabbed for the environment probe to determine reflections that should be visible.

Return value

1 if clipping of reflections occluded by obstacles is enabled; otherwise, 0.

void setAdditiveBlending ( int blending ) #

Enables or disables additive blending mode for the environment probe. This option offers more flexibility in reflections control. You can use it to blend reflections of several environment probes together and control them separately .

Arguments

  • int blending - 1 to enable additive blending mode for the environment probe, 0 to disable it. The default value is 0.

int isAdditiveBlending ( ) #

Returns a value indicating if additive blending is enabled for the environment probe. This option offers more flexibility in reflections control. You can use it to blend reflections of several environment probes together and control them separately.

Return value

1 if additive blending mode is enabled for the environment probe; otherwise, 0.

void setGrabBakeVisibilityEmission ( int emission ) #

Enables or disables baking of emission light sources to the environment probe. You can use this option together with additive blending to provide more flexibility in light baking. Thus, you can make environment probes independent of each other and combine them to produce some sort of dynamic GI effect.

Arguments

  • int emission - 1 to enable baking of emission light sources to the environment probe; 0 to disable it.

int isGrabBakeVisibilityEmission ( ) #

Returns a value indicating if emission light sources are to be baked to the environment probe. You can use this option together with additive blending to provide more flexibility in light baking. Thus, you can make environment probes independent of each other and combine them to produce some sort of dynamic GI effect.

Return value

1 if emission light sources are to be baked to the environment probe; otherwise, 0.

void setGrabBakeVisibilitySky ( int sky ) #

Enables or disables baking of lighting from the sky to the environment probe. You can use this option together with additive blending to provide more flexibility in light baking. Thus, you can make environment probes independent of each other and combine them to produce some sort of dynamic GI effect.

Arguments

  • int sky - 1 to enable baking of lighting from the sky to the environment probe; 0 to disable it.

int isGrabBakeVisibilitySky ( ) #

Returns a value indicating if lighting from the sky is to be baked to the environment probe. You can use this option together with additive blending to provide more flexibility in light baking. Thus, you can make environment probes independent of each other and combine them to produce some sort of dynamic GI effect.

Return value

1 if lighting from the sky is to be baked to the environment probe; otherwise, 0.

void setGrabBakeVisibilityLightWorld ( int world ) #

Enables or disables baking of world light sources to the environment probe. You can use this option together with additive blending to provide more flexibility in light baking. Thus, you can make environment probes independent of each other and combine them to produce some sort of dynamic GI effect.

Arguments

  • int world - 1 to enable baking of world light sources to the environment probe; 0 to disable it.

int isGrabBakeVisibilityLightWorld ( ) #

Returns a value indicating if world light sources are to be baked to the environment probe. You can use this option together with additive blending to provide more flexibility in light baking. Thus, you can make environment probes independent of each other and combine them to produce some sort of dynamic GI effect.

Return value

1 if world light sources are to be baked to the environment probe; otherwise, 0.

void setGrabBakeVisibilityLightOmni ( int omni ) #

Enables or disables baking of omni light sources to the environment probe. You can use this option together with additive blending to provide more flexibility in light baking. Thus, you can make environment probes independent of each other and combine them to produce some sort of dynamic GI effect.

Arguments

  • int omni - 1 to enable baking of omni light sources to the environment probe; 0 to disable it.

int isGrabBakeVisibilityLightOmni ( ) #

Returns a value indicating if omni light sources are to be baked to the environment probe. You can use this option together with additive blending to provide more flexibility in light baking. Thus, you can make environment probes independent of each other and combine them to produce some sort of dynamic GI effect.

Return value

1 if omni light sources are to be baked to the environment probe; otherwise, 0.

void setGrabBakeVisibilityLightProj ( int proj ) #

Enables or disables baking of projected light sources to the environment probe. You can use this option together with additive blending to provide more flexibility in light baking. Thus, you can make environment probes independent of each other and combine them to produce some sort of dynamic GI effect.

Arguments

  • int proj - 1 to enable baking of projected light sources to the environment probe; 0 to disable it.

int isGrabBakeVisibilityLightProj ( ) #

Returns a value indicating if projected light sources are to be baked to the environment probe. You can use this option together with additive blending to provide more flexibility in light baking. Thus, you can make environment probes independent of each other and combine them to produce some sort of dynamic GI effect.

Return value

1 if the projected light sources are to be baked to the environment probe; otherwise, 0.

void setGrabBakeVisibilityVoxelProbe ( int probe ) #

Enables or disables baking of voxel probe light sources to the environment probe. You can use this option together with additive blending to provide more flexibility in light baking. Thus, you can make environment probes independent of each other and combine them to produce some sort of dynamic GI effect.

Arguments

  • int probe - 1 to enable baking of voxel probe light sources to the environment probe; 0 to disable it.

int isGrabBakeVisibilityVoxelProbe ( ) #

Returns a value indicating if voxel probe light sources are to be baked to the environment probe. You can use this option together with additive blending to provide more flexibility in light baking. Thus, you can make environment probes independent of each other and combine them to produce some sort of dynamic GI effect.

Return value

1 if voxel probe light sources are to be baked to the environment probe; otherwise, 0.

void setGrabBakeVisibilityEnvironmentProbe ( int probe ) #

Enables or disables baking of environment probe light sources to the voxel probe. You can use this option together with additive blending to provide more flexibility in light baking. Thus, you can make voxel probes independent of each other and combine them to produce some sort of dynamic GI effect.

Arguments

  • int probe - 1 to enable baking of environment probe light sources to the voxel probe; 0 to disable it.

int isGrabBakeVisibilityEnvironmentProbe ( ) #

Returns a value indicating if environment probe light sources are to be baked to the voxel probe. You can use this option together with additive blending to provide more flexibility in light baking. Thus, you can make voxel probes independent of each other and combine them to produce some sort of dynamic GI effect.

Return value

1 if environment probe light sources are to be baked to the voxel probe; otherwise, 0.

void setGrabBakeVisibilityLightmap ( int lightmap ) #

Enables or disables baking of lightmapped surfaces to the environment probe. You can use this option together with additive blending to provide more flexibility in light baking. Thus, you can make environment probes independent of each other and combine them to produce some sort of dynamic GI effect.

Arguments

  • int lightmap - 1 to enable baking of lightmapped surfaces to the environment probe; 0 to disable it.

int isGrabBakeVisibilityLightmap ( ) #

Returns a value indicating if lightmapped surfaces are to be baked to the environment probe. You can use this option together with additive blending to provide more flexibility in light baking. Thus, you can make environment probes independent of each other and combine them to produce some sort of dynamic GI effect.

Return value

1 if lightmapped surfaces are to be baked to the environment probe; otherwise, 0.

void setRaymarchingNoiseFramesNumber ( int number ) #

Sets the number of variations of the noise pattern, which is changed every frame. Higher values result in a more dynamic noise effect, but a significant temporal accumulation of frames will make the image look like more rays are used. Smaller values result in a more static noise pattern.

Arguments

  • int number - The number of noise pattern variations.

int getRaymarchingNoiseFramesNumber ( ) #

Returns the number of variations of the noise pattern, which is changed every frame. Higher values result in a more dynamic noise effect, but a significant temporal accumulation of frames will make the image look like more rays are used. Smaller values result in a more static noise pattern.

Return value

Number of variations of the noise pattern, which is changed every frame.

void setRaymarchingDiffuseStepSize ( float size ) #

Sets the size of the trace step used for the indirect diffuse light calculation. Higher values result in longer traces (however, tiny objects may become missing), lower values produce more detailed reflections of tiny objects.

Arguments

  • float size - Size of the trace step used for the indirect diffuse light calculation.

float getRaymarchingDiffuseStepSize ( ) #

Returns the size of the trace step used for the indirect diffuse light calculation. Higher values result in longer traces (however, tiny objects may become missing), lower values produce more detailed reflections of tiny objects.

Return value

Size of the trace step used for the indirect diffuse light calculation.

void setRaymarchingDiffuseNumRays ( int rays ) #

Sets the number of rays per pixel that are used to calculate diffuse reflections from rough surfaces. Using more rays provides more precise reflection roughness calculation, however, it is more expensive.

Arguments

  • int rays - The number of rays per pixel that are used to calculate diffuse reflections from rough surfaces.

int getRaymarchingDiffuseNumRays ( ) #

Returns the number of rays per pixel that are used to calculate diffuse reflections from rough surfaces. Using more rays provides more precise reflection roughness calculation, however, it is more expensive.

Return value

The number of rays per pixel that are used to calculate diffuse reflections from rough surfaces.

void setRaymarchingDiffuseNumSteps ( int steps ) #

Sets the number of steps per ray that are used for trace calculation. The number of steps defines accuracy of indirect diffuse light and causes a reasonable performance impact. The higher the value, the more accurate obstacles between objects are taken into account.

Arguments

  • int steps - The number of steps per ray that are used for trace calculation.

int getRaymarchingDiffuseNumSteps ( ) #

Returns the number of steps per ray that are used for trace calculation. The number of steps defines accuracy of indirect diffuse light and causes a reasonable performance impact. The higher the value, the more accurate obstacles between objects are taken into account.

Return value

void setRaymarchingDiffuseThreshold ( float threshold ) #

Sets the threshold used for the diffuse light calculation to limit imitation of diffuse light in areas where information can't be obtained. Higher values make the effect less pronounced.

Arguments

  • float threshold - The threshold used for the diffuse light calculation to limit imitation of diffuse light in areas where information can't be obtained.

float getRaymarchingDiffuseThreshold ( ) #

Returns the current threshold used for the diffuse light calculation to limit imitation of diffuse light in areas where information can't be obtained. Higher values make the effect less pronounced.

Return value

void setRaymarchingDiffuseThresholdOcclusion ( float occlusion ) #

Sets the value that limits imitation of environment cubemap occlusion for the diffuse light in areas where information can't be obtained. Higher values make the effect less pronounced. This parameter is mainly used for indoor environment to correct false reflections on occluded areas (false reflections are replaced with black color). For outdoor environment, higher values of this parameter are recommended.

Arguments

  • float occlusion - The value that limits imitation of environment cubemap occlusion for the diffuse light in areas where information can't be obtained.

float getRaymarchingDiffuseThresholdOcclusion ( ) #

Returns the current value that limits imitation of environment cubemap occlusion for the diffuse light in areas where information can't be obtained. Higher values make the effect less pronounced. This parameter is mainly used for indoor environment to correct false reflections on occluded areas (false reflections are replaced with black color). For outdoor environment, higher values of this parameter are recommended.

Return value

void setRaymarchingDiffuseMipOffset ( float offset ) #

The mipmap offset for the cubemap that is used for the diffuse light calculation. Increasing the value affects performance, lighting turns to be less detailed and realistic, small objects on the cubemap may be lost. The 0 value provides the most visually credible result, but more rays are required to eliminate the noise.

Arguments

  • float offset - The mipmap offset for the cubemap that is used for the diffuse light calculation.

float getRaymarchingDiffuseMipOffset ( ) #

The mipmap offset for the cubemap that is used for the diffuse light calculation. Increasing the value affects performance, lighting turns to be less detailed and realistic, small objects on the cubemap may be lost. The 0 value provides the most visually credible result, but more rays are required to eliminate the noise.

Return value

void setRaymarchingDiffuseInformationLostRaysMultiplier ( float multiplier ) #

Sets the multiplier for the number of rays (Num Rays) for the indirect diffuse in the areas where the ghosting effect usually occurs. Increasing this value reduces the ghosting, but the more ghosting cases are, the more it affects performance.

Arguments

  • float multiplier - The multiplier for the number of rays (Num Rays) for the indirect diffuse in the areas where the ghosting effect usually occurs.

float getRaymarchingDiffuseInformationLostRaysMultiplier ( ) #

Returns the current multiplier for the number of rays (Num Rays) for the indirect diffuse in the areas where the ghosting effect usually occurs. Increasing this value reduces the ghosting, but the more ghosting cases are, the more it affects performance.

Return value

void setRaymarchingDiffuseTranslucenceAnisotropy ( float anisotropy ) #

Sets the value defining the extent of the light penetration through transparent surfaces. The example values have the following effect:

  • 0 — light does not penetrate through surfaces.
  • 0.5 — light is distributed equally on both sides of the surface (along the ray direction and towards the light source)
  • 1.0 — all light passes through the surface along the ray direction.

Arguments

  • float anisotropy - The value defining the extent of the light penetration through transparent surfaces.

float getRaymarchingDiffuseTranslucenceAnisotropy ( ) #

Returns the current value defining the extent of the light penetration through transparent surfaces. The example values have the following effect:

  • 0 — light does not penetrate through surfaces.
  • 0.5 — light is distributed equally on both sides of the surface (along the ray direction and towards the light source)
  • 1.0 — all light passes through the surface along the ray direction.

Return value

void setRaymarchingSpecularStepSize ( float size ) #

Sets the size of the trace step used for the indirect specular reflection calculation. Higher values result in longer traces (however, tiny objects may become missing), lower values produce more detailed reflections of tiny objects.

Arguments

  • float size - The size of the trace step used for the indirect specular reflection calculation.

float getRaymarchingSpecularStepSize ( ) #

Returns the size of the trace step used for the indirect specular reflection calculation. Higher values result in longer traces (however, tiny objects may become missing), lower values produce more detailed reflections of tiny objects.

Return value

void setRaymarchingSpecularNumRays ( int rays ) #

Sets the number of rays per pixel that are used to calculate specular reflections from rough surfaces. Using more rays provides more precise reflection roughness calculation, however, it is more expensive.

Arguments

  • int rays - The number of rays per pixel that are used to calculate specular reflections from rough surfaces.

int getRaymarchingSpecularNumRays ( ) #

Returns the number of rays per pixel that are used to calculate specular reflections from rough surfaces. Using more rays provides more precise reflection roughness calculation, however, it is more expensive.

Return value

void setRaymarchingSpecularNumSteps ( int steps ) #

Sets the number of steps per ray that are used for trace calculation. The number of steps defines accuracy of indirect specular reflections and causes a reasonable performance impact. The higher the value, the more accurate obstacles between objects are taken into account.

Arguments

  • int steps - The number of steps per ray that are used for trace calculation.

int getRaymarchingSpecularNumSteps ( ) #

Returns the current number of steps per ray that are used for trace calculation. The number of steps defines accuracy of indirect specular reflections and causes a reasonable performance impact. The higher the value, the more accurate obstacles between objects are taken into account.

Return value

void setRaymarchingSpecularNumStepsRoughnessThreshold ( float threshold ) #

Sets the roughness value at which the number of steps (SpecularNumSteps) equals to 1. This is required for optimization, as calculating matte reflections as correctly as possible may be unnecessary.

Arguments

  • float threshold - The roughness value at which the number of steps (SpecularNumSteps) equals to 1.

float getRaymarchingSpecularNumStepsRoughnessThreshold ( ) #

Returns the current roughness value at which the number of steps (SpecularNumSteps) equals to 1. This is required for optimization, as calculating matte reflections as correctly as possible may be unnecessary.

Return value

void setRaymarchingSpecularThreshold ( float threshold ) #

Sets the threshold used for the specular reflections calculation to limit imitation of specular in areas where information can't be obtained. Higher values make the effect less pronounced.

Arguments

  • float threshold - The threshold used for the specular reflections calculation to limit imitation of specular in areas where information can't be obtained.

float getRaymarchingSpecularThreshold ( ) #

Returns the current threshold used for the specular reflections calculation to limit imitation of specular in areas where information can't be obtained. Higher values make the effect less pronounced.

Return value

void setRaymarchingSpecularThresholdOcclusion ( float occlusion ) #

Sets the value that limits imitation of environment cubemap occlusion for the specular reflections in areas where information can't be obtained. Higher values make the effect less pronounced. This parameter is mainly used for indoor environment to correct false reflections on occluded areas (false reflections are replaced with black color). For outdoor environment, higher values of this parameter are recommended.

Arguments

  • float occlusion - The value that limits imitation of environment cubemap occlusion for the specular reflections in areas where information can't be obtained.

float getRaymarchingSpecularThresholdOcclusion ( ) #

Returns the current value that limits imitation of environment cubemap occlusion for the specular reflections in areas where information can't be obtained. Higher values make the effect less pronounced. This parameter is mainly used for indoor environment to correct false reflections on occluded areas (false reflections are replaced with black color). For outdoor environment, higher values of this parameter are recommended.

Return value

void setRaymarchingSpecularMipOffset ( float offset ) #

The mipmap offset for the cubemap that is used for the specular reflections calculation. Increasing the value affects performance, lighting turns to be less detailed and realistic, small objects on the cubemap may be lost. The 0 value provides the most visually credible result, but more rays are required to eliminate the noise.

Arguments

  • float offset - The mipmap offset for the cubemap that is used for the specular reflections calculation.

float getRaymarchingSpecularMipOffset ( ) #

The mipmap offset for the cubemap that is used for the specular reflections calculation. Increasing the value affects performance, lighting turns to be less detailed and realistic, small objects on the cubemap may be lost. The 0 value provides the most visually credible result, but more rays are required to eliminate the noise.

Return value

void setRaymarchingSpecularInformationLostRaysMultiplier ( float multiplier ) #

Sets the multiplier for the number of rays (Num Rays) for the indirect specular in the areas where the ghosting effect usually occurs. Increasing this value reduces the ghosting, but the more ghosting cases are, the more it affects performance.

Arguments

  • float multiplier - The multiplier for the number of rays (Num Rays) for the indirect specular in the areas where the ghosting effect usually occurs.

float getRaymarchingSpecularInformationLostRaysMultiplier ( ) #

Returns the current multiplier for the number of rays (Num Rays) for the indirect specular in the areas where the ghosting effect usually occurs. Increasing this value reduces the ghosting, but the more ghosting cases are, the more it affects performance.

Return value

void setRaymarchingSpecularReplaceWithDiffuseRoughnessThreshold ( float threshold ) #

Sets the rougness value starting from which Indirect Specular stops being calculated and is replaced with Indirect Diffuse. This setting is used to optimize matte reflections.

Arguments

  • float threshold - The rougness value starting from which Indirect Specular stops being calculated and is replaced with Indirect Diffuse.

float getRaymarchingSpecularReplaceWithDiffuseRoughnessThreshold ( ) #

Returns the current rougness value starting from which Indirect Specular stops being calculated and is replaced with Indirect Diffuse. This setting is used to optimize matte reflections.

Return value

void setRaymarchingSpecularBRDF ( int raymarchingspecularbrdf ) #

Sets the light distribution model for matte surfaces. GGX is more realistic, though increases noise and slightly reduces performance.

Arguments

  • int raymarchingspecularbrdf

int getRaymarchingSpecularBRDF ( ) #

The light distribution model for matte surfaces. GGX is more realistic, though increases noise and slightly reduces performance.

Return value

void setRaymarchingLastStepMode ( int mode ) #

Arguments

  • int mode

int getRaymarchingLastStepMode ( ) #

void setRaymarchingAmbientOcclusionIntensity ( float intensity ) #

Arguments

  • float intensity

float getRaymarchingAmbientOcclusionIntensity ( ) #

void setRaymarchingAmbientOcclusionRadius ( float radius ) #

Arguments

  • float radius

float getRaymarchingAmbientOcclusionRadius ( ) #

void setRaymarchingDiffuseThresholdBinarySearch ( float search ) #

Arguments

  • float search

float getRaymarchingDiffuseThresholdBinarySearch ( ) #

void setRaymarchingDiffuseReconstructionSamples ( int samples ) #

Arguments

  • int samples

int getRaymarchingDiffuseReconstructionSamples ( ) #

void setRaymarchingDiffusePerspectiveCompensation ( float compensation ) #

Arguments

  • float compensation

float getRaymarchingDiffusePerspectiveCompensation ( ) #

void setRaymarchingDiffuseNonLinearStepSize ( float size ) #

Arguments

  • float size

float getRaymarchingDiffuseNonLinearStepSize ( ) #

void setRaymarchingSpecularThresholdBinarySearch ( float search ) #

Arguments

  • float search

float getRaymarchingSpecularThresholdBinarySearch ( ) #

void setRaymarchingSpecularReconstructionSamples ( int samples ) #

Arguments

  • int samples

int getRaymarchingSpecularReconstructionSamples ( ) #

void setRaymarchingSpecularPerspectiveCompensation ( float compensation ) #

Arguments

  • float compensation

float getRaymarchingSpecularPerspectiveCompensation ( ) #

void setRaymarchingSpecularNonLinearStepSize ( float size ) #

Arguments

  • float size

float getRaymarchingSpecularNonLinearStepSize ( ) #

void setGrabEnvironmentAmbientIntensity ( float intensity ) #

Arguments

  • float intensity

float getGrabEnvironmentAmbientIntensity ( ) #

void setGrabEnvironmentReflectionIntensity ( float intensity ) #

Arguments

  • float intensity

float getGrabEnvironmentReflectionIntensity ( ) #

Last update: 2023-09-26
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