Global Properties
The Global Properties tab of the properties pane exposes Global Illumination settings,
general configuration settings that relate to your scene as a whole, and settings
that determine the way eRnsT renders your scene in its 3D view.
GI Engine
The settings in the GI Engine group control the way Global Illumination is computed
for your scene.
setting |
description |
savable? |
Min Depth |
Sets the minimum number of bounces for indirect light rays. Set this value to match
the final GI depth used when baking your levels.
|
No |
Max Depth |
Sets the maximum number of bounces for indirect light rays. Set this value to match
the final GI depth used when baking your levels.
|
No |
Baking Mode |
Determines what parts of the scene are rendered:
- Camera Frustum bakes lightmaps only for the mesh instances that lie within the current field of
view of the camera. This option gives faster results, requires additional rendering
time when the user drives the camera to a new area of the scene.
- Entire Level bakes lightmaps for all instances in the scene. This option takes longer to render,
but provides a complete preview of the whole level that does not need to be updated
as the camera moves around.
|
No |
Variance Limit |
Specifies a limit for the variance within each lightmap, below which the sampling
is considered good enough. While the variance in a lightmap is above this threshold,
eRnsT continues to refine it progressively until the variance drops below the threshold.
Preventing eRnsT from refining lightmaps any further once they have reached the variance
limit can help to improve performance by freeing eRnsT to treat other lightmaps with
higher variance.
If this limit is set to the default value of 0, lightmaps are never considered good enough. eRnsT will continue refining all lightmaps
until the session is terminated.
|
No |
Diffuse Boost |
Specifies a factor that is applied to the brightness of the indirect light that bounces
off of textures in your scene. Tuning the value of this setting to match the content
in your scene can dramatically increase the realism and effect of your lighting. Because dark surfaces do not reflect light as strongly as light surfaces, a scene
that contains mostly dark materials will exhibit less indirect light. Any bounced
illumination dies out quickly. This can make the scene appear dull and boring. Raising
the value of this setting above 1 pushes the values of the diffuse textures toward
white, and increases the indirect light in the scene.
Values lower than 1 cause a corresponding reduction in the diffuse textures, causing
light to bounce off each material less strongly than normal.
This setting is equivalent to the <GISettings><diffuseBoost> setting in the Beast XML configuration file.
|
No |
Emissive Scale |
Specifies a factor that is applied to the brightness of emissive light effects when
they are taken into account during GI. Values greater than 1 exaggerate emissive light
effects, and values less than 1 dampen emissive light effects. This setting is equivalent to the <GISettings><emissiveScale> setting in the Beast XML configuration file.
|
No |
Realtime Renderer
The settings in the Realtime Renderer group control the way your scene is rendered
in the eRnsT inteface.
setting |
description |
savable? |
Exposure |
Specifies a factor applied to the overall brightness of the rendering, useful for
setting up high dynamic range lighting situations. The default value of 1.0 renders
the scene normally without affecting the brightness, 2.0 doubles the on-screen intensity,
0.5 dims the display to be half as bright as the default value, etc.
|
No |
Shadows
The settings in the Shadows group offer overrides for the bias used in shadow mapping
calculations for point lights, spot lights and area lights. You may need to adjust
these settings if you have problems with artifacts such as banding or grids appearing
in your shadows.
These values are not savable.
Rendering
The settings in the Rendering group control what types of light information are displayed
and baked.
setting |
description |
savable? |
Lighting Mode |
Determines whether the 3D view displays only lighting (Illumination Only), textures
with lightmaps (Lit) or textures without lightmaps (Unlit).
Note that for scenes that use physically based rendering, only the Illumination Only
option is supported.
|
No |
Direct Illumination |
Sets a scaling factor that is applied to the direct illumination baked into the lightmaps.
|
No |
Indirect Illumination |
Sets a scaling factor that is applied to the indirect illumination baked into the
lightmaps.
|
No |
Variance Threshold |
Determines the amount of noise reduction filtering performed on the lightmaps during
rendering. If the variance of a lightmap is above this threshold, the light map will
be filtered with maximum noise reduction, blurring the map and reducing high frequency
noise. When the variance gets below this threshold, the amount of filtering is reduced
as the variance decreases. If the variance reaches zero, the lightmap is displayed
unfiltered for the sharpest possible result.
The default value for this threshold uses strong noise reduction initially but converges
to an unfiltered sharp result as the lightmaps get progressively more refined.
Examples of possible values:
- 1000.0: Noise reduction is effectively disabled. This produces sharp details but initially
noisy results.
- 0.0001: High noise reduction. This produces initially blurry lightmaps that end up sharp
once they have been refined enough.
- 0.0: Full noise reduction. Lightmaps are always smooth and blurry with their details
removed.
|
No |
Lightmap Speed |
Determines how fast the baked lightmaps will be generated and updated. This value
provides a budget in bytes per second, assuming HDR floating-point output.
|
No |
Gamma Correction
The Gamma Correction group controls the gamma used to display the rendered scene.
setting |
description |
savable? |
Display Gamma |
Specifies the gamma value used to convert the linear output result in the eRnsT viewer
to a result appropriate for display on screen. You should specify a value appropriate
for the display you are using.
|
No |
These values are not savable.
Scene Info
The settings in the Scene Info group control the scale and coordinate system used
to render your scene in the 3D view.
setting |
description |
savable? |
Interface Scale |
Set this value to match the unit length you use in your level editor or game engine.
This controls the scale at which the objects in your scene are drawn in the 3D view,
which in turn has the effect of controlling the relative size of the control widgets
used to render your light sources, and the way any distance values you set for your
light sources are interpreted.
Equivalent to the Unit control in the main toolbar.
|
Yes |
Up Axis |
Set this value to indicate the Up axis in the coordinate system used in your level
editor or game engine. The coordinate system is assumed to be right-handed. This controls the orientation with which the objects in your scene are drawn in the
3D view, which in turn has the effect of changing the way the camera controls operate.
Equivalent to the Up control in the main toolbar.
|
Yes |