Skip to content

Search

Documentation

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…

En esta página

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