Environment

Inherits: Resource < Reference < Object

Category: Core

Brief Description

Resource for environment nodes (like WorldEnvironment) that define multiple rendering options.

Member Variables

  • float adjustment_brightness - Global brightness value of the rendered scene (default value is 1).
  • Texture adjustment_color_correction - Applies the provided Texture resource to affect the global color aspect of the rendered scene.
  • float adjustment_contrast - Global contrast value of the rendered scene (default value is 1).
  • bool adjustment_enabled - Enables the adjustment_* options provided by this resource. If false, adjustments modifications will have no effect on the rendered scene.
  • float adjustment_saturation - Global color saturation value of the rendered scene (default value is 1).
  • Color ambient_light_color - Color of the ambient light.
  • float ambient_light_energy - Energy of the ambient light. The higher the value, the stronger the light.
  • float ambient_light_sky_contribution - Defines the amount of light that the sky brings on the scene. A value of 0 means that the sky’s light emission has no effect on the scene illumination, thus all ambient illumination is provided by the ambient light. On the contrary, a value of 1 means that all the light that affects the scene is provided by the sky, thus the ambient light parameter has no effect on the scene.
  • bool auto_exposure_enabled - Enables the tonemapping auto exposure mode of the scene renderer. If activated, the renderer will automatically determine the exposure setting to adapt to the illumination of the scene and the observed light.
  • float auto_exposure_max_luma - Maximum luminance value for the auto exposure.
  • float auto_exposure_min_luma - Minimum luminance value for the auto exposure.
  • float auto_exposure_scale - Scale of the auto exposure effect. Affects the intensity of auto exposure.
  • float auto_exposure_speed - Speed of the auto exposure effect. Affects the time needed for the camera to perform auto exposure.
  • int background_canvas_max_layer - Maximum layer id (if using Layer background mode).
  • Color background_color - Color displayed for clear areas of the scene (if using Custom color or Color+Sky background modes).
  • float background_energy - Power of light emitted by the background.
  • int background_mode - Defines the mode of background.
  • Sky background_sky - Sky resource defined as background.
  • float background_sky_custom_fov - Sky resource’s custom field of view.
  • float dof_blur_far_amount - Amount of far blur.
  • float dof_blur_far_distance - Distance from the camera where the far blur effect affects the rendering.
  • bool dof_blur_far_enabled - Enables the far blur effect.
  • int dof_blur_far_quality - Quality of the far blur quality.
  • float dof_blur_far_transition - Transition between no-blur area and far blur.
  • float dof_blur_near_amount - Amount of near blur.
  • float dof_blur_near_distance - Distance from the camera where the near blur effect affects the rendering.
  • bool dof_blur_near_enabled - Enables the near blur effect.
  • int dof_blur_near_quality - Quality of the near blur quality.
  • float dof_blur_near_transition - Transition between near blur and no-blur area.
  • Color fog_color - Fog’s Color.
  • float fog_depth_begin - Fog’s depth starting distance from the camera.
  • float fog_depth_curve - Value defining the fog depth intensity.
  • bool fog_depth_enabled - Enables the fog depth.
  • bool fog_enabled - Enables the fog. Needs fog_height_enabled and/or for_depth_enabled to actually display fog.
  • float fog_height_curve - Value defining the fog height intensity.
  • bool fog_height_enabled - Enables the fog height.
  • float fog_height_max - Maximum height of fog.
  • float fog_height_min - Minimum height of fog.
  • float fog_sun_amount - Amount of sun that affects the fog rendering.
  • Color fog_sun_color - Sun Color.
  • float fog_transmit_curve - Amount of light that the fog transmits.
  • bool fog_transmit_enabled - Enables fog’s light transmission. If enabled, lets reflections light to be transmitted by the fog.
  • bool glow_bicubic_upscale
  • int glow_blend_mode - Glow blending mode.
  • float glow_bloom - Bloom value (global glow).
  • bool glow_enabled - Enables glow rendering.
  • float glow_hdr_scale - Bleed scale of the HDR glow.
  • float glow_hdr_threshold - Bleed threshold of the HDR glow.
  • float glow_intensity - Glow intensity.
  • bool glow_levels/1 - First level of glow (most local).
  • bool glow_levels/2 - Second level of glow.
  • bool glow_levels/3 - Third level of glow.
  • bool glow_levels/4 - Fourth level of glow.
  • bool glow_levels/5 - Fifth level of glow.
  • bool glow_levels/6 - Sixth level of glow.
  • bool glow_levels/7 - Seventh level of glow (most global).
  • float glow_strength - Glow strength.
  • float ss_reflections_depth_tolerance
  • bool ss_reflections_enabled
  • float ss_reflections_fade_in
  • float ss_reflections_fade_out
  • int ss_reflections_max_steps
  • bool ss_reflections_roughness
  • float ssao_bias
  • int ssao_blur
  • Color ssao_color
  • float ssao_edge_sharpness
  • bool ssao_enabled
  • float ssao_intensity
  • float ssao_intensity2
  • float ssao_light_affect
  • int ssao_quality
  • float ssao_radius
  • float ssao_radius2
  • float tonemap_exposure - Default exposure for tonemap.
  • int tonemap_mode - Tonemapping mode.
  • float tonemap_white - White reference value for tonemap.

Numeric Constants

  • BG_KEEP = 5 — Keep on screen every pixel drawn in the background.
  • BG_CLEAR_COLOR = 0 — Clear the background using the project’s clear color.
  • BG_COLOR = 1 — Clear the background using a custom clear color.
  • BG_SKY = 2 — Display a user-defined sky in the background.
  • BG_COLOR_SKY = 3 — Clear the background using a custom clear color and allows defining a sky for shading and reflection.
  • BG_CANVAS = 4 — Display a CanvasLayer in the background.
  • BG_MAX = 6 — Helper constant keeping track of the enum’s size, has no direct usage in API calls.
  • GLOW_BLEND_MODE_ADDITIVE = 0 — Additive glow blending mode. Mostly used for particles, glows (bloom), lens flare, bright sources.
  • GLOW_BLEND_MODE_SCREEN = 1 — Screen glow blending mode. Increases brightness, used frequently with bloom.
  • GLOW_BLEND_MODE_SOFTLIGHT = 2 — Softlight glow blending mode. Modifies contrast, exposes shadows and highlights, vivid bloom.
  • GLOW_BLEND_MODE_REPLACE = 3 — Replace glow blending mode. Replaces all pixels’ color by the glow value.
  • TONE_MAPPER_LINEAR = 0 — Linear tonemapper operator. Reads the linear data and performs an exposure adjustment.
  • TONE_MAPPER_REINHARDT = 1 — Reinhardt tonemapper operator. Performs a variation on rendered pixels’ colors by this formula: color = color / (1 + color).
  • TONE_MAPPER_FILMIC = 2 — Filmic tonemapper operator.
  • TONE_MAPPER_ACES = 3 — Academy Color Encoding System tonemapper operator.
  • DOF_BLUR_QUALITY_LOW = 0 — Low depth-of-field blur quality.
  • DOF_BLUR_QUALITY_MEDIUM = 1 — Medium depth-of-field blur quality.
  • DOF_BLUR_QUALITY_HIGH = 2 — High depth-of-field blur quality.
  • SSAO_BLUR_DISABLED = 0
  • SSAO_BLUR_1x1 = 1
  • SSAO_BLUR_2x2 = 2
  • SSAO_BLUR_3x3 = 3
  • SSAO_QUALITY_LOW = 0
  • SSAO_QUALITY_MEDIUM = 1
  • SSAO_QUALITY_HIGH = 2

Description

Resource for environment nodes (like WorldEnvironment) that define multiple environment operations (such as background Sky or Color, ambient light, fog, depth-of-field...). These parameters affect the final render of the scene. The order of these operations is:

  • DOF Blur
  • Motion Blur
  • Bloom
  • Tonemap (auto exposure)
  • Adjustments