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 | |
| real | fGamma |
| enable irradiance caching | |
| int32 | fMaxRayDepth |
| value of gamma | |
| int32 | fIndirectLightingQuality |
| maximum ray depth for reflections and transparency | |
| 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 | |
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True if light should be go through transparent objects (for shadowing).
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intensity of the sky light
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True if indirect lighting should be calculated.
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enable irradiance caching
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for sampling of indirect lighting 0-3 (3 is best)
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maximum ray depth for reflections and transparency
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intensity of caustics
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True if transparency should be calculated.
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value of gamma
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True if refraction should be calculated.
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True if shadows should be calculated.
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True if bump mapping should be calculated.
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intensity of indirect lighting
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True if reflection should be calculated.
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use the sky as a light source
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use photon map directly for indirect lighting
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use double bounce for indirect lighting
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True if caustics should be calculated.
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on/off gamma correction
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1.3.9.1