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Unigine::LightEnvironmentProbe Class

Header: #include <UnigineLights.h>
Inherits from: Light

This class allows creating and managing Environment Probes.

LightEnvironmentProbe Class

Enums

GRAB_DYNAMIC_FACES_PER_FRAME#

NameDescription
GRAB_DYNAMIC_FACES_PER_FRAME_MODE_1 = 0Refresh only one face every frame.
GRAB_DYNAMIC_FACES_PER_FRAME_MODE_2 = 1Refresh two faces every frame.
GRAB_DYNAMIC_FACES_PER_FRAME_MODE_3 = 2Refresh three faces every frame.
GRAB_DYNAMIC_FACES_PER_FRAME_MODE_4 = 3Refresh four faces every frame.
GRAB_DYNAMIC_FACES_PER_FRAME_MODE_5 = 4Refresh five faces every frame.
GRAB_DYNAMIC_FACES_PER_FRAME_MODE_6 = 5Refresh all six faces every frame.

GRAB_SUPERSAMPLING#

NameDescription
GRAB_SUPERSAMPLING_MODE_1 = 0One sample per pixel.
GRAB_SUPERSAMPLING_MODE_2 = 1Two samples per pixel.
GRAB_SUPERSAMPLING_MODE_4 = 2Four samples per pixel.
GRAB_SUPERSAMPLING_MODE_8 = 3Eight samples per pixel.

GRAB_RESOLUTION#

NameDescription
GRAB_RESOLUTION_MODE_32 = 032-pixel texture resolution.
GRAB_RESOLUTION_MODE_64 = 164-pixel texture resolution.
GRAB_RESOLUTION_MODE_128 = 2128-pixel texture resolution.
GRAB_RESOLUTION_MODE_256 = 3256-pixel texture resolution.
GRAB_RESOLUTION_MODE_512 = 4512-pixel texture resolution.
GRAB_RESOLUTION_MODE_1024 = 51024-pixel texture resolution.
GRAB_RESOLUTION_MODE_2048 = 62048-pixel texture resolution.
GRAB_RESOLUTION_MODE_4096 = 74096-pixel texture resolution.

GRAB_MODE#

NameDescription
GRAB_MODE_BAKED = 0Reflections are static (the cubemap is pre-baked).
GRAB_MODE_DYNAMIC = 1Reflections are updated in realtime (the cubemap is generated dynamically).

SPECULAR_BRDF_MODE#

NameDescription
SPECULAR_BRDF_MODE_BLINN = 0Blinn-Phong reflection model.
SPECULAR_BRDF_MODE_GGX = 1GGX light distribution model.

PROJECTION_MODE#

NameDescription
PROJECTION_MODE_SPHERE = 0The spherical shape of projection.
PROJECTION_MODE_BOX = 1The box shape of projection.
PROJECTION_MODE_RAYMARCHING = 2The raymarching mode used to calculate reflections from the surrounding surfaces.

LAST_STEP_MODE#

NameDescription
LAST_STEP_MODE_ENVIRONMENT_PROBE = 0The cubemap used for the last step is the same as for all previous steps.
LAST_STEP_MODE_ONLY_SKY = 1The cubemap contains the sky and clouds only.

SECONDARY_BOUNCE_PROJECTION_MODE#

NameDescription
SECONDARY_BOUNCE_PROJECTION_MODE_SPHERE = 0Sphere projection.
SECONDARY_BOUNCE_PROJECTION_MODE_RAYMARCHING = 1Raymarching.

Members

void setGrabMode ( LightEnvironmentProbe::GRAB_MODE mode ) #

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

Arguments


LightEnvironmentProbe::GRAB_MODE getGrabMode() const#

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

Return value

Current grabbing mode to be set for the Environment Probe. One of the GRAB_MODE values.

void setTextureFilePath ( const char * path ) #

Sets a new path to the reflection cube texture file used for the Environment Probe.

Arguments

  • const char * path - The path to a cube texture file.

String getTextureFilePath() const#

Returns the current path to the reflection cube texture file used for the Environment Probe.

Return value

Current path to a cube texture file.

void setAmbientContrast ( float contrast = 1.0f ) #

Sets a new ambient (Indirect Diffuse) contrast value for the Environment Probe.

Arguments

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

float getAmbientContrast() const#

Returns the current ambient (Indirect Diffuse) contrast value for the Environment Probe.

Return value

Current ambient contrast value within the [0.0f, 1.0f] range.

void setAmbientEnabled ( bool enabled ) #

Sets a new value indicating if ambient (Indirect Diffuse) lighting is enabled for the Environment Probe.

Arguments

  • bool enabled - Set true to enable ambient (Indirect Diffuse) lighting for the Environment Probe; false - to disable it.

bool isAmbientEnabled() const#

Returns the current value indicating if ambient (Indirect Diffuse) lighting is enabled for the Environment Probe.

Return value

true if ambient (Indirect Diffuse) lighting for the Environment Probe is enabled; otherwise false.

void setSpecularEnabled ( bool enabled ) #

Sets a new value indicating if specular reflections are enabled for the Environment Probe.

Arguments

  • bool enabled - Set true to enable specular reflections for the Environment Probe; false - to disable it.

bool isSpecularEnabled() const#

Returns the current value indicating if specular reflections are enabled for the Environment Probe.

Return value

true if specular reflections for the Environment Probe is enabled; otherwise false.

void setSphereReflectionParallax ( float parallax ) #

Sets a new 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 - The 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() const#

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 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.

void setGrabZFar ( float zfar ) #

Sets a new distance to the far clipping plane used for image grabbing.

Arguments

  • float zfar - The distance to the far clipping plane.

float getGrabZFar() const#

Returns the current distance to the far clipping plane used for image grabbing.

Return value

Current distance to the far clipping plane.

void setGrabZNear ( float znear ) #

Sets a new distance to the near clipping plane used for image grabbing .

Arguments

  • float znear - The distance to the near clipping plane.

float getGrabZNear() const#

Returns the current distance to the near clipping plane used for image grabbing .

Return value

Current distance to the near clipping plane.

void setGrabViewportMask ( int mask ) #

Sets a new 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 - The reflection viewport mask (integer, each bit of which is used to represent a mask).

int getGrabViewportMask() const#

Returns the current 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

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

void setGrabGGXMipmapsQuality ( Render::GGX_MIPMAPS_QUALITY quality ) #

Sets a new quality of GGX mipmaps.

Arguments


Render::GGX_MIPMAPS_QUALITY getGrabGGXMipmapsQuality() const#

Returns the current quality of GGX mipmaps.

Return value

Current quality of GGX mipmaps, one of the GGX_MIPMAPS_QUALITYvalues.

void setGrabSupersampling ( LightEnvironmentProbe::GRAB_SUPERSAMPLING supersampling = MODE_1 ) #

Sets a new supersampling mode for image grabbing.

Arguments


LightEnvironmentProbe::GRAB_SUPERSAMPLING getGrabSupersampling() const#

Returns the current supersampling mode for image grabbing.

Return value

Current supersampling mode to be set, one of the GRAB_SUPERSAMPLING values.

void setGrabResolution ( LightEnvironmentProbe::GRAB_RESOLUTION resolution ) #

Sets a new resolution of the reflection mask in pixels.

Arguments


LightEnvironmentProbe::GRAB_RESOLUTION getGrabResolution() const#

Returns the current resolution of the reflection mask in pixels.

Return value

Current resolution of the reflection mask in pixels, one of the GRAB_RESOLUTION values.

void setGrabDynamicFacesPerFrame ( LightEnvironmentProbe::GRAB_DYNAMIC_FACES_PER_FRAME frame ) #

Sets a new update interval set for the cube texture used for dynamic reflections.

Arguments


LightEnvironmentProbe::GRAB_DYNAMIC_FACES_PER_FRAME getGrabDynamicFacesPerFrame() const#

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

Return value

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

void setBoxSize ( const Math::vec3 && size ) #

Sets a new size for the Environment Probe when the Projection Mode is set to Box.

Arguments

  • const Math::vec3 && size - The Environment Probe box size along X, Y, and Z axes.

Math::vec3 & getBoxSize() const#

Returns the current size for the Environment Probe when the Projection Mode is set to Box.

Return value

Current Environment Probe box size along X, Y, and Z axes.

void setBoxGlossCorners ( float corners ) #

Sets a new 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.

Arguments

  • float corners - The value of the coefficient that controls glossiness of reflections in the corners of box projection.

float getBoxGlossCorners() const#

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 coefficient that controls glossiness of reflections in the corners of box projection.

void setBoxAmbientParallax ( float parallax ) #

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

Arguments

  • float parallax - The ambient parallax factor.

float getBoxAmbientParallax() const#

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

Return value

Current ambient parallax factor.

void setLocalSpace ( bool space ) #

Sets a new value indicating if local space (local coordinates) for the Environment Probe is enabled. Can be used for scenes with moving objects.

Arguments

  • bool space - Set true to enable local space (local coordinates) for the Environment Probe; false - to disable it.

bool isLocalSpace() const#

Returns the current value indicating if local space (local coordinates) for the Environment Probe is enabled. Can be used for scenes with moving objects.

Return value

true if local space (local coordinates) for the Environment Probe is enabled; otherwise false.

void setCutoutByShadow ( bool shadow = false ) #

Sets a new 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.

Arguments

  • bool shadow - Set true to enable clipping of reflections occluded by obstacles; false - to disable it.

bool isCutoutByShadow() const#

Returns the current 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

true if clipping of reflections occluded by obstacles is enabled; otherwise false.

void setSkyCutout ( bool cutout = false ) #

Sets a new value indicating if sky cutout for image grabbing is enabled.

Arguments

  • bool cutout - Set true to enable sky cutout for image grabbing; false - to disable it.

bool isSkyCutout() const#

Returns the current value indicating if sky cutout for image grabbing is enabled.

Return value

true if sky cutout for image grabbing is enabled; otherwise false.

void setAdditiveBlending ( bool blending = false ) #

Sets a new 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.

Arguments

  • bool blending - Set true to enable additive blending mode for the Environment Probe; false - to disable it.

bool isAdditiveBlending() const#

Returns the current 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

true if additive blending mode for the Environment Probe is enabled; otherwise false.

void setMultiplyBySkyColor ( bool color ) #

Sets a new Enables or disables sun color modulation for the Environment Probe (changing of the light in the Environment Probe as the sun color changes). This parameter can be used for outdoor-baked Environment Probes

Arguments

  • bool color - Set true to enable sun color modulation for the Environment Probe; false - to disable it.

bool isMultiplyBySkyColor() const#

Returns the current Enables or disables sun color modulation for the Environment Probe (changing of the light in the Environment Probe as the sun color changes). This parameter can be used for outdoor-baked Environment Probes

Return value

true if sun color modulation for the Environment Probe is enabled; otherwise false.

void setProjectionMode ( LightEnvironmentProbe::PROJECTION_MODE mode ) #

Sets a new projection mode to be used for the Environment Probe.

Arguments


LightEnvironmentProbe::PROJECTION_MODE getProjectionMode() const#

Returns the current projection mode to be used for the Environment Probe.

Return value

Current projection mode to be used for the Environment Probe, one of the PROJECTION_MODE values.

void setGrabByBakeLighting ( bool lighting ) #

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

Arguments

  • bool lighting - Set true to enable grabbing the cubemap texture with the Bake Lighting Tool; false - to disable it.

bool isGrabByBakeLighting() const#

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

Return value

true if grabbing the cubemap texture with the Bake Lighting Tool is enabled; otherwise false.

void setGrabDistanceScale ( float scale = 0.5f ) #

Sets a new distance scale for the reflection.

Arguments

  • float scale - The distance scale multiplier for the reflection.

float getGrabDistanceScale() const#

Returns the current distance scale for the reflection.

Return value

Current distance scale multiplier for the reflection.

void setAttenuationDistance ( const Math::vec3& distance ) #

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

Arguments

  • const Math::vec3& distance - The distance from the light source shape, at which the light source doesn't illuminate anything.

Math::vec3 getAttenuationDistance() const#

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

Return value

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

void setGrabBakeVisibilityLightmap ( bool lightmap ) #

Sets a new value indicating if 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

  • bool lightmap - Set true to enable baking of lightmapped surfaces to the Environment Probe; false - to disable it.

bool isGrabBakeVisibilityLightmap() const#

Returns the current value indicating if 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.

Return value

true if baking of lightmapped surfaces to the Environment Probe is enabled; otherwise false.

void setGrabBakeVisibilityVoxelProbe ( bool probe ) #

Sets a new 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 Voxel Probes independent of each other and combine them to produce some sort of dynamic GI effect.

Arguments

  • bool probe - Set true to enable baking of Voxel Probes to the Environment Probe; false - to disable it.

bool isGrabBakeVisibilityVoxelProbe() const#

Returns the current 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 Voxel Probes independent of each other and combine them to produce some sort of dynamic GI effect.

Return value

true if baking of Voxel Probes to the Environment Probe is enabled; otherwise false.

void setGrabBakeVisibilityEnvironmentProbe ( bool probe ) #

Sets a new value indicating if other Environment 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 Voxel Probes independent of each other and combine them to produce some sort of dynamic GI effect.

Arguments

  • bool probe - Set true to enable baking of other Environment Probes to the Environment Probe; false - to disable it.

bool isGrabBakeVisibilityEnvironmentProbe() const#

Returns the current value indicating if other Environment 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 Voxel Probes independent of each other and combine them to produce some sort of dynamic GI effect.

Return value

true if baking of other Environment Probes to the Environment Probe is enabled; otherwise false.

void setGrabBakeVisibilityLightProj ( bool proj ) #

Sets a new 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.

Arguments

  • bool proj - Set true to enable baking of projected light sources to the Environment Probe; false - to disable it.

bool isGrabBakeVisibilityLightProj() const#

Returns the current 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

true if baking of projected light sources to the Environment Probe is enabled; otherwise false.

void setGrabBakeVisibilityLightOmni ( bool omni ) #

Sets a new 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.

Arguments

  • bool omni - Set true to enable baking of omni light sources to the Environment Probe; false - to disable it.

bool isGrabBakeVisibilityLightOmni() const#

Returns the current 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

true if baking of omni light sources to the Environment Probe is enabled; otherwise false.

void setGrabBakeVisibilityLightWorld ( bool world ) #

Sets a new 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.

Arguments

  • bool world - Set true to enable baking of world light sources to the Environment Probe; false - to disable it.

bool isGrabBakeVisibilityLightWorld() const#

Returns the current 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

true if baking of world light sources to the Environment Probe is enabled; otherwise false.

void setGrabBakeVisibilitySky ( bool sky ) #

Sets a new The 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.

Arguments

  • bool sky - Set true to enable baking of lighting from the sky to the Environment Probe; false - to disable it.

bool isGrabBakeVisibilitySky() const#

Returns the current The 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

true if baking of lighting from the sky to the Environment Probe is enabled; otherwise false.

void setGrabBakeVisibilityEmission ( bool emission ) #

Sets a new 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.

Arguments

  • bool emission - Set true to enable baking of emission light sources to the Environment Probe; false - to disable it.

bool isGrabBakeVisibilityEmission() const#

Returns the current 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

true if baking of emission light sources to the Environment Probe is enabled; otherwise false.

void setGrabEnvironmentReflectionIntensity ( float intensity ) #

Sets a new intensity of the environment reflection.

Arguments

  • float intensity - The intensity of the environment reflection.

float getGrabEnvironmentReflectionIntensity() const#

Returns the current intensity of the environment reflection.

Return value

Current intensity of the environment reflection.

void setGrabEnvironmentAmbientIntensity ( float intensity ) #

Sets a new intensity of the environment ambient lighting.

Arguments

  • float intensity - The intensity of the environment ambient lighting.

float getGrabEnvironmentAmbientIntensity() const#

Returns the current intensity of the environment ambient lighting.

Return value

Current intensity of the environment ambient lighting.

void setRaymarchingSpecularBRDF ( LightEnvironmentProbe::SPECULAR_BRDF_MODE brdf ) #

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

Arguments


LightEnvironmentProbe::SPECULAR_BRDF_MODE getRaymarchingSpecularBRDF() const#

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

Return value

Current light distribution model for matte surfaces, one of the SPECULAR_BRDF_MODE values. GGX is more realistic, though increases noise and slightly reduces performance.

void setRaymarchingSpecularReplaceWithDiffuseRoughnessThreshold ( float threshold ) #

Sets a new 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() const#

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

Current rougness value starting from which Indirect Specular stops being calculated and is replaced with Indirect Diffuse.

void setRaymarchingSpecularInformationLostRaysMultiplier ( float multiplier ) #

Sets a new multiplier for the number of rays 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 for the indirect specular in the areas where the ghosting effect usually occurs.

float getRaymarchingSpecularInformationLostRaysMultiplier() const#

Returns the current multiplier for the number of rays 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

Current The multiplier for the number of rays for the indirect specular in the areas where the ghosting effect usually occurs.

void setRaymarchingSpecularMipOffset ( float offset ) #

Sets a new 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. 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.

float getRaymarchingSpecularMipOffset() const#

Returns the current 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

Current 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.

void setRaymarchingSpecularThresholdOcclusion ( float occlusion ) #

Sets a new value that limits imitation of environment cubemap occlusion 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() const#

Returns the current value that limits imitation of environment cubemap occlusion 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

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

void setRaymarchingSpecularThreshold ( float threshold ) #

Sets a new threshold used for the specular reflections calculation to limit imitation of reflections 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() const#

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

Return value

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

void setRaymarchingSpecularNumStepsRoughnessThreshold ( float threshold ) #

Sets a new roughness value at which the number of steps 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 equals to 1.

float getRaymarchingSpecularNumStepsRoughnessThreshold() const#

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

Return value

Current roughness value at which the number of steps equals to 1.

void setRaymarchingSpecularNumSteps ( int steps ) #

Sets a new number of steps per ray that are used for trace calculation. The number of steps defines accuracy of 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() const#

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

Return value

Current number of steps per ray that are used for trace calculation.

void setRaymarchingSpecularNumRays ( int rays ) #

Sets a new 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() const#

Returns the current 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

Current number of rays per pixel that are used to calculate specular reflections from rough surfaces.

void setRaymarchingSpecularStepSize ( float size ) #

Sets a new size of the trace step used for the 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() const#

Returns the current size of the trace step used for the 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

Current size of the trace step used for the indirect specular reflection calculation.

void setRaymarchingDiffuseTranslucenceAnisotropy ( float anisotropy ) #

Sets a new value defining the extent of the light penetration through transparent surfaces.

Arguments

  • float anisotropy - 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.

float getRaymarchingDiffuseTranslucenceAnisotropy() const#

Returns the current value defining the extent of the light penetration through transparent surfaces.

Return value

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.

void setRaymarchingDiffuseInformationLostRaysMultiplier ( float multiplier ) #

Sets a new multiplier for the number of 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 for the indirect diffuse in the areas where the ghosting effect usually occurs.

float getRaymarchingDiffuseInformationLostRaysMultiplier() const#

Returns the current multiplier for the number of 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

Current multiplier for the number of rays for the indirect diffuse in the areas where the ghosting effect usually occurs.

void setRaymarchingDiffuseMipOffset ( float offset ) #

Sets a new 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() const#

Returns the current 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

Current mipmap offset for the cubemap that is used for the diffuse light calculation.

void setRaymarchingDiffuseThresholdOcclusion ( float occlusion ) #

Sets a new value that limits imitation of environment cubemap occlusion 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() const#

Returns the current value that limits imitation of environment cubemap occlusion 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

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

void setRaymarchingDiffuseThreshold ( float threshold ) #

Sets a new threshold used for the diffuse light calculation to limit imitation of reflections 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() const#

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

Return value

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

void setRaymarchingDiffuseNumSteps ( int steps ) #

Sets a new number of steps per ray that are used for trace calculation. The number of steps defines accuracy of indirect 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() const#

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

Return value

Current number of steps per ray that are used for trace calculation.

void setRaymarchingDiffuseNumRays ( int rays ) #

Sets a new 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() const#

Returns the current 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

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

void setRaymarchingDiffuseStepSize ( float size ) #

Sets a new size of the trace step used for the diffuse 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 diffuse reflection calculation.

float getRaymarchingDiffuseStepSize() const#

Returns the current size of the trace step used for the diffuse 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

Current size of the trace step used for the diffuse reflection calculation.

void setRaymarchingNoiseFramesNumber ( int number ) #

Sets a new 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() const#

Returns the current 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

Current number of noise pattern variations

void setRaymarchingSpecularNonLinearStepSize ( float size ) #

Sets a new raymarching step size adjustment value. The value of 0 means that the step size is the same for each step, and at the value of 1 each subsequent raymarching step is twice wider than the previous one.

Arguments

  • float size - The raymarching step size adjustment value.

float getRaymarchingSpecularNonLinearStepSize() const#

Returns the current raymarching step size adjustment value. The value of 0 means that the step size is the same for each step, and at the value of 1 each subsequent raymarching step is twice wider than the previous one.

Return value

Current raymarching step size adjustment value.

void setRaymarchingSpecularPerspectiveCompensation ( float compensation ) #

Sets a new perspective compensation for the raymarching step size. 0 means that the raymarching step size is bound to the World Space, and 1 means that it is bound to the Screen Space. As a result, at the value of 1, the ray length at the distance from the camera will be more than at a closer distance, which makes sense for large objects, but the details on small objects in the distance may will be lost.

Arguments

  • float compensation - The perspective compensation for the raymarching step size.

float getRaymarchingSpecularPerspectiveCompensation() const#

Returns the current perspective compensation for the raymarching step size. 0 means that the raymarching step size is bound to the World Space, and 1 means that it is bound to the Screen Space. As a result, at the value of 1, the ray length at the distance from the camera will be more than at a closer distance, which makes sense for large objects, but the details on small objects in the distance may will be lost.

Return value

Current perspective compensation for the raymarching step size.

void setRaymarchingSpecularReconstructionSamples ( int samples ) #

Sets a new number of iterations required for a more accurate detection of the screen-space ray-surface intersection for the indirect specular. Higher values define the intersection more precisely, however significantly affect performance.

Arguments

  • int samples - The number of iterations for the intersection detection.

int getRaymarchingSpecularReconstructionSamples() const#

Returns the current number of iterations required for a more accurate detection of the screen-space ray-surface intersection for the indirect specular. Higher values define the intersection more precisely, however significantly affect performance.

Return value

Current number of iterations for the intersection detection.

void setRaymarchingSpecularThresholdBinarySearch ( float search ) #

Sets a new threshold value used for the intersection detection that defines the depth of the ray penetration under the surface. Higher values may cause more false intersections, but make the process of intersection detection easier.

Arguments

  • float search - The threshold value used for the intersection detection that defines the depth of the ray penetration under the surface.

float getRaymarchingSpecularThresholdBinarySearch() const#

Returns the current threshold value used for the intersection detection that defines the depth of the ray penetration under the surface. Higher values may cause more false intersections, but make the process of intersection detection easier.

Return value

Current threshold value used for the intersection detection that defines the depth of the ray penetration under the surface.

void setRaymarchingDiffuseNonLinearStepSize ( float size ) #

Sets a new raymarching step size adjustment value. The value of 0 means that the step size is the same for each step, and at the value of 1 each subsequent raymarching step is twice wider than the previous one.

Arguments

  • float size - The raymarching step size adjustment value. The value of 0 means that the step size is the same for each step, and at the value of 1 each subsequent raymarching step is twice wider than the previous one.

float getRaymarchingDiffuseNonLinearStepSize() const#

Returns the current raymarching step size adjustment value. The value of 0 means that the step size is the same for each step, and at the value of 1 each subsequent raymarching step is twice wider than the previous one.

Return value

Current raymarching step size adjustment value. The value of 0 means that the step size is the same for each step, and at the value of 1 each subsequent raymarching step is twice wider than the previous one.

void setRaymarchingDiffusePerspectiveCompensation ( float compensation ) #

Sets a new perspective compensation for the raymarching step size. 0 means that the raymarching step size is bound to the World Space, and 1 means that it is bound to the Screen Space. As a result, at the value of 1, the ray length at the distance from the camera will be more than at a closer distance, which makes sense for large objects, but the details on small objects in the distance may will be lost.

Arguments

  • float compensation - The perspective compensation for the raymarching step size.

float getRaymarchingDiffusePerspectiveCompensation() const#

Returns the current perspective compensation for the raymarching step size. 0 means that the raymarching step size is bound to the World Space, and 1 means that it is bound to the Screen Space. As a result, at the value of 1, the ray length at the distance from the camera will be more than at a closer distance, which makes sense for large objects, but the details on small objects in the distance may will be lost.

Return value

Current perspective compensation for the raymarching step size.

void setRaymarchingDiffuseReconstructionSamples ( int samples ) #

Sets a new number of iterations required for a more accurate detection of the screen-space ray-surface intersection for the indirect diffuse. Higher values define the intersection more precisely, however significantly affect performance.

Arguments

  • int samples - The number of iterations for the intersection detection.

int getRaymarchingDiffuseReconstructionSamples() const#

Returns the current number of iterations required for a more accurate detection of the screen-space ray-surface intersection for the indirect diffuse. Higher values define the intersection more precisely, however significantly affect performance.

Return value

Current number of iterations for the intersection detection.

void setRaymarchingDiffuseThresholdBinarySearch ( float search ) #

Sets a new threshold value used for the intersection detection that defines the depth of the ray penetration under the surface. Higher values may cause more false intersections, but make the process of intersection detection easier.

Arguments

  • float search - The threshold value used for the intersection detection that defines the depth of the ray penetration under the surface.

float getRaymarchingDiffuseThresholdBinarySearch() const#

Returns the current threshold value used for the intersection detection that defines the depth of the ray penetration under the surface. Higher values may cause more false intersections, but make the process of intersection detection easier.

Return value

Current threshold value used for the intersection detection that defines the depth of the ray penetration under the surface.

void setRaymarchingAmbientOcclusionRadius ( float radius ) #

Sets a new radius of sample pixels used in the Ambient Occlusion effect, controlling the extent of the darkened area.

Arguments

  • float radius - The radius of sample pixels used in the Ambient Occlusion effect.

float getRaymarchingAmbientOcclusionRadius() const#

Returns the current radius of sample pixels used in the Ambient Occlusion effect, controlling the extent of the darkened area.

Return value

Current radius of sample pixels used in the Ambient Occlusion effect.

void setRaymarchingAmbientOcclusionIntensity ( float intensity ) #

Sets a new ambient occlusion intensity. Keep in mind that ambient occlusion doesn't exist in the real world, this is a method to imitate shadows between objects. For photorealistic visualization, we recommend keeping this value equal to 0.

Arguments

  • float intensity - The ambient occlusion intensity value.

float getRaymarchingAmbientOcclusionIntensity() const#

Returns the current ambient occlusion intensity. Keep in mind that ambient occlusion doesn't exist in the real world, this is a method to imitate shadows between objects. For photorealistic visualization, we recommend keeping this value equal to 0.

Return value

Current ambient occlusion intensity value.

void setRaymarchingLastStepMode ( LightEnvironmentProbe::LAST_STEP_MODE mode ) #

Sets a new cubemap to be used for the last raymarching step. The following modes are available:
  • Environment Probe — the cubemap used for the last step is the same as for all previous steps.
  • Only Sky — the cubemap contains the sky and clouds only. This option is designed to fix the incorrect parallax that may occur in reflections due to the infinite length of the last step.

Arguments


LightEnvironmentProbe::LAST_STEP_MODE getRaymarchingLastStepMode() const#

Returns the current cubemap to be used for the last raymarching step. The following modes are available:
  • Environment Probe — the cubemap used for the last step is the same as for all previous steps.
  • Only Sky — the cubemap contains the sky and clouds only. This option is designed to fix the incorrect parallax that may occur in reflections due to the infinite length of the last step.

Return value

Current cubemap for the last step. One of the LAST_STEP_MODE values.

void setRaymarchingSecondaryBounceProjectionMode ( LightEnvironmentProbe::SECONDARY_BOUNCE_PROJECTION_MODE mode ) #

Sets a new secondary bounce projection mode.

Arguments


LightEnvironmentProbe::SECONDARY_BOUNCE_PROJECTION_MODE getRaymarchingSecondaryBounceProjectionMode() const#

Returns the current secondary bounce projection mode.

Return value

Current secondary bounce projection mode. One of the SECONDARY_BOUNCE_PROJECTION_MODE values.

void setReflectionCubicFiltering ( bool filtering ) #

Sets a new value indicating if bicubic interpolation for the Enviropment Probe cubemap is enabled instead of the standard bilinear interpolation. This effect is only applicable to reflected lighting and calculated if a pixel has a low Roughness value. Modifications are applied only to the first mip of the cubemap. The effect visually represents slight blurring of neighboring pixels. However, this is not antialiasing and might affect the visual quality of high-resolution probes.

This option may be combined with setSrgbModified() to achieve a better gradient between pixels.

Notice
  • Enabling this option affects performance, thus it is recommended to enable it only for Environment Probes affecting a big number of reflective/mirror pixels, especially if it is a realtime low-resolution Probe.
  • For this option to have an effect on a transparent sufrace, the Reflection Cubic Filtering state should be enabled for the material (for non-transparent materials the option is applied automatically).
  • The option does not affect Impostors.

Arguments

  • bool filtering - Set true to enable bicubic interpolation for Enviropment Probe; false - to disable it.

bool isReflectionCubicFiltering() const#

Returns the current value indicating if bicubic interpolation for the Enviropment Probe cubemap is enabled instead of the standard bilinear interpolation. This effect is only applicable to reflected lighting and calculated if a pixel has a low Roughness value. Modifications are applied only to the first mip of the cubemap. The effect visually represents slight blurring of neighboring pixels. However, this is not antialiasing and might affect the visual quality of high-resolution probes.

This option may be combined with setSrgbModified() to achieve a better gradient between pixels.

Notice
  • Enabling this option affects performance, thus it is recommended to enable it only for Environment Probes affecting a big number of reflective/mirror pixels, especially if it is a realtime low-resolution Probe.
  • For this option to have an effect on a transparent sufrace, the Reflection Cubic Filtering state should be enabled for the material (for non-transparent materials the option is applied automatically).
  • The option does not affect Impostors.

Return value

true if bicubic interpolation for Enviropment Probe is enabled; otherwise false.

void setSrgbModified ( bool modified ) #

Sets a new value indicating if the Environment Probe cubemap or realtime calculation is converted to sRGB color space and modified to a lower dynamic range. Applying this option makes transition between the neighboring probe pixels smoother, which visually improves low-resolution probes or probes containing bright or constant pixels. Enabing or disabling this option requires rebaking of the static cubemap, otherwise lighting will be visually incorrect. If a static Environment Probe reuses a cubemap that has been baked with this option enabled, it should be enabled for this probe as well.

This option may be combined with setReflectionCubicFiltering() to achieve a better gradient between pixels.

Arguments

  • bool modified - Set true to enable conversion to sRGB and a lower dynamic range for cubemap or realtime calculation; false - to disable it.

bool isSrgbModified() const#

Returns the current value indicating if the Environment Probe cubemap or realtime calculation is converted to sRGB color space and modified to a lower dynamic range. Applying this option makes transition between the neighboring probe pixels smoother, which visually improves low-resolution probes or probes containing bright or constant pixels. Enabing or disabling this option requires rebaking of the static cubemap, otherwise lighting will be visually incorrect. If a static Environment Probe reuses a cubemap that has been baked with this option enabled, it should be enabled for this probe as well.

This option may be combined with setReflectionCubicFiltering() to achieve a better gradient between pixels.

Return value

true if conversion to sRGB and a lower dynamic range for cubemap or realtime calculation is enabled; otherwise false.

void setRenderAboveVoxelProbes ( bool probes ) #

Sets a new value indicating if this Environment Probe is rendered above Voxel Probes (or other Environment Probes) to imitate the GI bounce from the sun. If enabled, the Environment Probe is additively blended with Voxel Probes (or other Environment Probes). In case of several Environment Probes having this setting enabled, they are rendered according to the specified order.

Arguments

  • bool probes - Set true to enable rendering of the Environment Probe above other Probes; false - to disable it.

bool isRenderAboveVoxelProbes() const#

Returns the current value indicating if this Environment Probe is rendered above Voxel Probes (or other Environment Probes) to imitate the GI bounce from the sun. If enabled, the Environment Probe is additively blended with Voxel Probes (or other Environment Probes). In case of several Environment Probes having this setting enabled, they are rendered according to the specified order.

Return value

true if rendering of the Environment Probe above other Probes is enabled; otherwise false.

static LightEnvironmentProbePtr create ( const Math::vec4 & color, const Math::vec3 & attenuation_distance, const char * name = 0 ) #

Constructor. Creates a new Environment Probe with cubemap modulation based on given parameters.

Arguments

  • const Math::vec4 & color - Color of the Environment Probe.
  • const Math::vec3 & attenuation_distance - Radii of the Environment Probe.
  • const char * name - Path to a cube texture of the Environment Probe.

static int type ( ) #

Returns the type of the node.

Return value

LightEnvironmentProbe type identifier.

The information on this page is valid for UNIGINE 2.20 SDK.

Last update: 2025-05-30
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