Environment
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Environment
Uses environment map to light scene (for Image Based Lighting).
Intensity: The intensity of the light.
o Default: 1.0
o Range: 0.01 - Infinity
Intensity unit: The units of light intensity.
o Default: empirical
o Range: Empircal, Lux, Kilolux, or Footcandle
Shadows: Switch shadows on or off for this light source.
o Default: Off.
o Range: On / Off
Shadows type: Specify hard (ray-cast) or soft (shadow-mapped) shadows.
o Default: Hard.
o Range: Soft / Hard
Shadows transparency: Specify the way that shadows through transparent objects are handled.
o Default: global
o Range: Displacement , Global, Interpolate, On.
Shadow acceleration: Specify method used for accelerating ray cast shadows.
o Default: none.
o Range: None /Maps
Shadows resolution: The resolution of the shadow map (if soft shadows are specified).
o Default: 256.
o Range: 50 - 2048
Shadows quality: The quality of the shadows generated using the shadow map (if soft shadows are specified).
o Default: 4.
o Range: 4 – 9.
Shadows softness: The softness of the edges of shadows generated using the shadow map (if soft shadows are specified).
o Default: 1.0.
o Range: 1.0 – 4.0
Shadows Tolerance: Modify the shadow map sampling distance, to deal with self shadowing artifacts that can be apparent with low resolution, high softness shadows.
They usually appear as either grid like patterns of smudges or more patterns. A value of 0.0 specifies no effect, a value of 1.0 causes all shadows to vanish.
Values of around 0.1 to 0.2 are usually sufficient to deal with most artifacts.
The value of this parameter should be as small as possible. The reason for this is that large values can cause shadows to disappear from objects close to the object casting the shadow.
o Default: 0.0.
o Range: 0.0 – 0.1
Number of samples: The number of samples taken, giving a simple tradeoff between speed and accuracy.
o Default: 10.
o Range: 10 – 2000
Noise factor: Adding some `noise' to the sampling can reduce any visible artifacts caused by sampling errors.
o Default: 0.
o Range: 0 – Infinite.
Use Global Environment: Specify whether to use the global environment rather than a specific one.
o Default: On.
o Range: Off / On.
Environment: The environment to use. See background for the shader types.
Saturation: Increase or decrease the color saturation of the environment lighting. Negative values will desaturate the illumination (i.e., the colors will fade towards grey). A value of -1 will result in completely grey light, 11-52 and positive values will have the opposite effect, enhancing the coloring effect. The default value, zero, leaves the colors as they are in the environment image.
o Default: 0.
o Range: -1 - + infinite.
Use upper hemisphere only: Specifies whether to sample only the upper hemisphere of the environment instead of the whole environment.
o Default: Off.
o Range: Off / On.
Lighting component: Specify how the contribution of the light should be modelled during final gather rendering. The direct diffuse and specular illumination components can be handled by final gather, or by the light source shader itself, or omitted altogether. The indirect diffuse and specular illumination components can be handled by final gather, or omitted altogether. Alternatively, this argument can be set to 'Use Global Setting' and such specifics are picked up from the 'Global Lighting Components' argument of the parent controller or render style.
o Default : Global.
o Range: Gather direct diffuse, Gather direct specular, Gather indirect, Render direct diffuse, Render direct specular, Use global setting.