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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 69• sun direction is the direction of the sun disk when specified manually.parameter is used, this parameter is ignored.If the sun• sun is the way to automatically set the sun direction. It should be the tag of the lightinstance that contains the directional light that represents the sun - i.e. the same lightthat has the mia physicalsunshader. This will make the visible sun disk automaticallyfollow the direction of the actual sunlight.• Aerial Perspective is a term used by painters to convey how distant objects are perceivedas hazier <strong>and</strong> tinted towards the blue end of the spectrum. mia physicalsky emulates thiswith the visibility distance parameter. When nonzero, it defines the “10% distance”,i.e. the distance at which approximately 10% of haze is visible at a haze level of 0.0.To use this effect, the shader must be applied as either a lens or camera volume shader.• y is up defines what constitutes “up”. Some OEM integrations of <strong>mental</strong> <strong>ray</strong> considersthe Z axis “up” <strong>and</strong> hence this parameter should be off - others consider the Y axis“up” <strong>and</strong> in that case this parameter should be on.• flags is for future expansion, testing <strong>and</strong> internal algorithm control. Should be set tozero.• If sky luminance mode is zero, the luminance of the sky is calculated automaticallybased on the haze level, sun position, etc, <strong>and</strong> is compatible with the previous versionof the shader.However, if sky luminance mode is nonzero, the luminance distribution across thesky dome will follow the Perez model, which is driven by five parameters named a, b, c,d <strong>and</strong> e. So to use this mode you must have a valid set of Perez coefficients. The colordistribution across the sky dome is still driven by the haze parameter!If sky luminance mode is 1, the luminance of the sky can either be defined by settingthe zenith luminance parameter (a c<strong>and</strong>ela per square meter measurement) or bysetting a known diffuse horizontal illuminance value (in lux) - not both.If sky luminance mode is 2, the zenith luminance is calculated from the CIE Clearskymodel.It is important to note that the mia physicalsky shader treats <strong>ray</strong>s differently. Direct <strong>ray</strong>sfrom the camera, as well as reflection <strong>and</strong> refraction <strong>ray</strong>s see the “entire” effect, including the“sun disk” described below. But since the lighting already has a direct light that representsthe sun (using the mia physicalsun shader) the sun disk is not visible to the finalgather <strong>ray</strong>s3 .These parameters do not affect the Final Gathering result, only the “visible” result, i.e. whatthe camera sees <strong>and</strong> what is seen in reflection <strong>and</strong> refraction:• sun intensity <strong>and</strong> glow intensity is the intensity of the visible sun disk <strong>and</strong> it’s glow,which can be used to tune the “look” of the sun.3 This would otherwise cause noise in the Final Gathering solution <strong>and</strong> too much light added to the scene.

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