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 |
Defines the illumination settings for the current rendering.
IllumSettings::IllumSettings | ( | ) |
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