IllumSettings Struct Reference
[Data Structures]

Inheritance diagram for IllumSettings:
TMCObject IllumSettings2

List of all members.

Public Member Functions

 IllumSettings ()

Public Attributes

boolean fShadowsOn
boolean fReflectionOn
 True if shadows should be calculated.
boolean fTransparencyOn
 True if reflection should be calculated.
boolean fLightThroughTransp
 True if transparency should be calculated.
boolean fBumpOn
 True if light should be go through transparent objects (for shadowing).
boolean fRefractionOn
 True if bump mapping should be calculated.
boolean fRadiosityOn
 True if refraction should be calculated.
boolean fCausticsOn
 True if indirect lighting should be calculated.
boolean fUsePhotonMap
 True if caustics should be calculated.
boolean fUseGammaCorrection
 use photon map directly for indirect lighting
boolean fUseSkyLight
 on/off gamma correction
boolean fUseDoubleBounce
 use the sky as a light source
boolean fUseIrradianceCaching
 use double bounce for indirect lighting
boolean fComputeSeparatedShadow
 enable irradiance caching
real fGamma
 compute the shadow as separated (used for compositing)
int32 fMaxRayDepth
 value of gamma
EGlobalIlluminationType fGlobalIlluminationType
 maximum ray depth for reflections and transparency
int32 fIndirectLightingQuality
 type of global illumination (Ambient occlusion or Indirect Light)
real fIndirectLightingIntensity
 for sampling of indirect lighting 0-3 (3 is best)
real fSkyLightIntensity
 intensity of indirect lighting
real fCausticIntensity
 intensity of the sky light
real fInterpolationQuality
 intensity of caustics
real fAmbientRadius
 quality of interpolation [0,1], 1 for maximum quality

Detailed Description

Defines the illumination settings for the current rendering.


Constructor & Destructor Documentation

IllumSettings::IllumSettings (  ) 

Member Data Documentation

quality of interpolation [0,1], 1 for maximum quality

True if light should be go through transparent objects (for shadowing).

intensity of the sky light

True if indirect lighting should be calculated.

enable irradiance caching

compute the shadow as separated (used for compositing)

maximum ray depth for reflections and transparency

for sampling of indirect lighting 0-3 (3 is best)

type of global illumination (Ambient occlusion or Indirect Light)

intensity of caustics

True if transparency should be calculated.

value of gamma

True if refraction should be calculated.

True if shadows should be calculated.

True if bump mapping should be calculated.

intensity of indirect lighting

True if reflection should be calculated.

use the sky as a light source

use photon map directly for indirect lighting

use double bounce for indirect lighting

True if caustics should be calculated.

on/off gamma correction


The documentation for this struct was generated from the following file:
Generated on Mon Apr 26 22:47:44 2010 for Carrara SDK Doc by  doxygen 1.6.3