environment
The scene's atmosphere: sky, ambient_color, fog_mode, exposure, tonemap, colour grading and the shadow budget. The last current one wins; per-view…
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3d · render · 42 properties · 3D
The scene's atmosphere: sky, ambient_color, fog_mode, exposure, tonemap, colour grading and the shadow budget. The last current one wins; per-view effects stay on camera.post.
In a scene, environment is the node key that applies it. A script reaches each property below as a field on node.environment: reading one asks the running component, and assigning one leaves the rest alone. The whole table is node.environment.get() and node.environment.set(table).
Properties
| property | type | default | description |
|---|---|---|---|
ambient_color |
color | [0.125,0.14,0.157,1] |
Light every surface gets whatever the lights do |
auto_exposure_enabled |
bool | false |
Measure the frame's average brightness and adapt the exposure to it, replacing exposure. It adapts on the wall clock, so two captures of one fixed-step frame can differ |
auto_exposure_key |
float | 0.18 |
The mid grey auto-exposure maps the frame's average brightness to At least 0. |
auto_exposure_max |
float | 8 |
The highest exposure auto-exposure settles at, for the darkest scenes At least 0. |
auto_exposure_min |
float | 0.05 |
The lowest exposure auto-exposure settles at, for the brightest scenes At least 0. |
auto_exposure_speed |
float | 3 |
How fast auto-exposure follows the scene, per second At least 0. |
cluster_grid |
vec3 | [16,9,24] |
Clusters the many-light pass cuts the view into, across x, across y and along depth, each 1 to 128. Finer culls tighter and costs memory. Not drawn on WebGL2, which has no compute |
cluster_max_lights |
int | 256 |
Lights one cluster records; past it a dense cluster drops lights. The renderer lowers it to fit the device's largest storage buffer At least 1. |
contrast |
float | 1 |
Contrast around mid grey At least 0. |
current |
bool | true |
Whether this is the environment the scene draws under; the last current one in tree order wins |
exposure |
float | 1 |
Linear multiplier before the tonemap At least 0. |
fog_color |
color | [0.624,0.706,0.784,1] |
What distance fades toward |
fog_density |
float | 0.02 |
Thickness, for exponential fog At least 0. |
fog_end |
float | 80 |
Where linear fog is total, in world units At least 0. |
fog_height_falloff |
float | 0 |
How fast fog thins with height; zero fills the scene evenly At least 0. |
fog_mode |
enum | none |
How fog thickens with distance One of none, linear, exponential, exponential_squared. |
fog_start |
float | 10 |
Where linear fog begins, in world units At least 0. |
gamma |
float | 1 |
Gamma applied in linear space At least 0.01. |
hue_degrees |
float | 0 |
Turns every hue about the grey axis before the tonemap, in degrees |
probe_capture_size_pixels |
int | 256 |
Side of each cube face a reflection_probe captures, and the width of every probe map, which all probes share. A change clears every map and captures the probes again Range 2–4096. |
saturation |
float | 1 |
Colour multiplier around luminance; zero is grey At least 0. |
shadow_bias |
float | 0.0012 |
Depth the lighting pass allows before it calls a point shadowed. Raise it to cure acne; lower it to keep contact shadows attached. Not yet honoured on a node with a shader material At least 0. |
shadow_cascades |
int | 4 |
How many cascades a directional light splits its shadow range into; each takes one of shadow_views Range 1–4. |
shadow_constant_bias |
int | 1 |
Depth-buffer units the shadow pass pushes every caster back by |
shadow_distance |
float | 60 |
How far along the view a directional light's cascades reach, in world units; the camera's far caps it At least 0. |
shadow_enabled |
bool | true |
Whether any light casts shadows at all |
shadow_first_cascade_distance |
float | 12 |
How far along the view the first, sharpest cascade reaches, in world units At least 0.01. |
shadow_resolution |
int | 2048 |
Side of the shadow map, in texels At least 256. |
shadow_slope_bias |
float | 1.75 |
How far the shadow pass pushes a caster back per unit of its depth slope, so a surface seen edge-on by the light does not shadow itself |
shadow_softness |
float | 1 |
How far a shadow's edge is blurred At least 0. |
shadow_views |
int | 16 |
Shadow-map layers every casting light shares: a spot light takes one, a directional one a layer per cascade and a point one six. A light past the budget lights without a shadow. Each layer costs shadow_resolution squared times eight bytes Range 1–64. |
sky |
string | — | Equirectangular image, project-relative: .hdr, .exr or .png. It draws behind the scene and lights it. Empty is no sky |
sky_enabled |
bool | true |
False takes the sky away: it stops drawing and stops lighting, and ambient_color lights the scene as it does with no sky |
sky_intensity |
float | 1 |
Brightness of the sky, and of the light it casts At least 0. |
sky_light |
string | — | Equirectangular image, project-relative, that lights the scene in place of sky, which still draws. Empty lights with sky; it lights even with no sky drawn, and sky_enabled = false takes it away too |
sky_light_intensity |
float | -1 |
Brightness of the light the sky casts, apart from how bright it draws; below zero follows sky_intensity At least -1. |
sky_rotation_degrees |
float | 0 |
Turn of the sky about y, in degrees |
tonemap |
enum | neutral |
The curve the HDR film is mapped through. A scene with no environment node draws untonemapped One of none, aces, reinhard, agx, neutral, tony_mcmapface. |
transmission_blur_quality |
enum | high |
How smoothly rough glass blurs what it refracts; low is cheapest and can look blocky One of low, medium, high. |
transmission_enabled |
bool | true |
Whether glass refracts what is behind it. Off draws a material with transmission as plain opaque PBR and skips the passes |
transmission_steps |
int | 1 |
How many layers of glass seen through glass are drawn; each costs another snapshot of the scene and another glass pass At least 1. |
white_balance |
vec3 | [1,1,1] |
Per-channel linear gain before the tonemap; [1, 1, 1] leaves colour alone |