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mental ray Architectural and Design Visualization Shader Library

mental ray Architectural and Design Visualization Shader Library

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3.6 Sky Parameters 67light"sun",# The following parameters are only useful# when the shader is used as environmentscalar "sun_disk_intensity" default 1.0,scalar "sun_disk_scale" default 4.0,scalar "sun_glow_intensity" default 1.0,boolean "use_background",shader "background",# For the lens/volume shader modescalar "visibility_distance",boolean "y_is_up",integer "flags",integer "sky_luminance_mode" default 0,scalar "zenith_luminance" default 0.0,scalar "diffuse_horizontal_illuminance" default 0.0,# Perez model luminance distribution parametersscalar "a",scalar "b",scalar "c",scalar "d",scalar "e",)boolean "physically_scaled_sun"version 5apply environment, texture, lens, volumeend declare• on turns the shader on or off. The default is on.• multiplier is a scalar multiplier for the light output. The default is 1.0.• rgb unit conversion allows setting the units, described in more detail above. Thespecial value of 0 0 0 matches 80000 lux (light level on a sunny day) to the output value1, suitable for low dynamic range rendering.• horizon height sets the “level” of the horizon. The default value of 0.0 puts the horizonat st<strong>and</strong>ard “height”. But since the horizon is infinitely far away this can cause troublejoining up with any finite geometry that is supposed to represent the ground. It can alsocause issues rendering locations that are supposed to be at a high altitude, like mountaintops or the top of New York skyscrapers where the horizon really is visibly “below” theviewer.This parameter allows tuning the position of the horizon. Note that the horizon doesn’tactually exist at any specific “height” in 3D space - it is a shading effect for <strong>ray</strong>s that

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