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Unigine::Render Class

Header: #include <UnigineRender.h>

Provides access to Unigine rendering functions. For example, it is used by AppWall application to render onto multiple monitors.

See Also#

  • A set of UnigineScript API samples located in the <UnigineSDK>/data/samples/rendering/ folder

Render Class

Enums

PASS#

NameDescription
PASS_WIREFRAME = 0Wireframe pass.
PASS_VISUALIZER_SOLID = 1Visualizer pass.
PASS_DEFERRED = 2Deferred pass.
PASS_AUXILIARY = 3Auxiliary pass.
PASS_EMISSION = 4Emission pass.
PASS_REFLECTION = 5Reflection pass.
PASS_REFRACTION = 6Refraction pass.
PASS_TRANSPARENT_BLUR = 7Transparent blur pass.
PASS_AMBIENT = 8Ambient pass.
PASS_LIGHT_VOXEL_PROBE = 9Light voxel probe pass.
PASS_LIGHT_ENVIRONMENT_PROBE = 10Light environment probe pass.
PASS_LIGHT_PLANAR_PROBE = 11Light planar probe pass.
PASS_LIGHT_OMNI = 12Omni light pass.
PASS_LIGHT_PROJ = 13Proj light pass.
PASS_LIGHT_WORLD = 14World light pass.
PASS_SHADOW = 15Shadow pass.
PASS_DEPTH_PRE_PASS = 16Depth pre-pass.
PASS_MS_DEPTH = 17MS depth pass.
PASS_POST = 18Post materials pass.
PASS_PROCEDURAL_DECALS = 19Pass for rendering of particles into procedural textures to be used by orthographic decals.
PASS_PROCEDURAL_FIELDS = 20Pass for rendering of particles into procedural textures to be used by height fields.
PASS_CUSTOM_0 = 21Custom pass (unassigned).
PASS_CUSTOM_1 = 22Custom pass (unassigned).
PASS_CUSTOM_2 = 23Custom pass (unassigned).
PASS_CUSTOM_3 = 24Custom pass (unassigned).
PASS_CUSTOM_4 = 25Custom pass (unassigned).
PASS_CUSTOM_5 = 26Custom pass (unassigned).
PASS_CUSTOM_6 = 27Custom pass (unassigned).
PASS_CUSTOM_7 = 28Custom pass (unassigned).
PASS_CUSTOM_8 = 29Custom pass (unassigned).
PASS_CUSTOM_9 = 30Custom pass (unassigned).
PASS_CUSTOM_10 = 31Custom pass (unassigned).
PASS_CUSTOM_11 = 32Custom pass (unassigned).
PASS_CUSTOM_12 = 33Custom pass (unassigned).
PASS_CUSTOM_13 = 34Custom pass (unassigned).
PASS_CUSTOM_14 = 35Custom pass (unassigned).
PASS_CUSTOM_15 = 36Custom pass (unassigned).
PASS_CUSTOM_16 = 37Custom pass (unassigned).
PASS_CUSTOM_17 = 38Custom pass (unassigned).
PASS_CUSTOM_18 = 39Custom pass (unassigned).
PASS_CUSTOM_19 = 40Custom pass (unassigned).
PASS_CUSTOM_20 = 41Custom pass (unassigned).
PASS_CUSTOM_21 = 42Custom pass (unassigned).
PASS_CUSTOM_22 = 43Custom pass (unassigned).
PASS_CUSTOM_23 = 44Custom pass (unassigned).
PASS_CUSTOM_24 = 45Custom pass (unassigned).
PASS_CUSTOM_25 = 46Custom pass (unassigned).
PASS_CUSTOM_26 = 47Custom pass (unassigned).
PASS_CUSTOM_27 = 48Custom pass (unassigned).
PASS_CUSTOM_28 = 49Custom pass (unassigned).
PASS_CUSTOM_29 = 50Custom pass (unassigned).
PASS_CUSTOM_30 = 51Custom pass (unassigned).
PASS_CUSTOM_31 = 52Custom pass (unassigned).
PASS_CUSTOM_32 = 53Custom pass (unassigned).
NUM_PASSES = 54Total number of rendering passes.

CORRECT_ROUGHNESS#

NameDescription
CORRECT_ROUGHNESS_DISABLED = 0Disabled roughness correction.
CORRECT_ROUGHNESS_LOW = 1Roughness correction of minimum quality.
CORRECT_ROUGHNESS_MEDIUM = 2Roughness correction of medium quality.
CORRECT_ROUGHNESS_HIGH = 3Roughness correction of high quality.
CORRECT_ROUGHNESS_ULTRA = 4Roughness correction of ultra-high quality.

CALLBACK_INDEX#

NameDescription
CALLBACK_BEGIN = 0Beginning of the callback range.
CALLBACK_BEGIN_SHADOWS = 1Callback before the shadows rendering stage.
CALLBACK_BEGIN_WORLD_SHADOW = 2Callback before the stage of rendering shadows from World light sources.
CALLBACK_END_WORLD_SHADOW = 3Callback after the stage of rendering shadows from World light sources.
CALLBACK_BEGIN_PROJ_SHADOW = 4Callback before the stage of rendering shadows from Projected light sources.
CALLBACK_END_PROJ_SHADOW = 5Callback after the stage of rendering shadows from Projected light sources.
CALLBACK_BEGIN_OMNI_SHADOW = 6Callback before the stage of rendering shadows from Omni light sources.
CALLBACK_END_OMNI_SHADOW = 7Callback after the stage of rendering shadows from Omni light sources.
CALLBACK_END_SHADOWS = 8Callback after the shadows rendering stage.
CALLBACK_BEGIN_SCREEN = 9Callback before the stage of rendering each screen (a stereo image has 2 screens, while a cubemap will have 6).
CALLBACK_BEGIN_OPACITY_GBUFFER = 10Callback before filling the Gbuffer.
CALLBACK_END_OPACITY_GBUFFER = 11Callback after filling the Gbuffer.
CALLBACK_BEGIN_OPACITY_DECALS = 12Callback before the opacity decals rendering stage.
CALLBACK_END_OPACITY_DECALS = 13Callback after the opacity decals rendering stage.
CALLBACK_BEGIN_CURVATURE = 14Callback before the SSBevel effect rendering stage.
CALLBACK_END_CURVATURE = 15Callback after the SSBevel effect rendering stage.
CALLBACK_BEGIN_CURVATURE_COMPOSITE = 16Callback before the curvature rendering stage for the SSDirt effect.
CALLBACK_END_CURVATURE_COMPOSITE = 17Callback after the curvature rendering stage for the SSDirt effect.
CALLBACK_BEGIN_SSRTGI = 18Callback before the SSRTGI rendering stage.
CALLBACK_END_SSRTGI = 19Callback after the SSRTGI rendering stage.
CALLBACK_BEGIN_OPACITY_LIGHTS = 20Callback before the opacity lightgs rendering stage.
CALLBACK_END_OPACITY_LIGHTS = 21Callback after the opacity lightgs rendering stage.
CALLBACK_BEGIN_OPACITY_VOXEL_PROBES = 22Callback before the opacity voxel probes rendering stage.
CALLBACK_END_OPACITY_VOXEL_PROBES = 23Callback after the opacity voxel probes rendering stage.
CALLBACK_BEGIN_OPACITY_ENVIRONMENT_PROBES = 24Callback before the opacity environment probes rendering stage.
CALLBACK_END_OPACITY_ENVIRONMENT_PROBES = 25Callback after the opacity environment probes rendering stage.
CALLBACK_BEGIN_OPACITY_PLANAR_PROBES = 26Callback before the opacity planar probes rendering stage.
CALLBACK_END_OPACITY_PLANAR_PROBES = 27Callback after the opacity planar probes rendering stage.
CALLBACK_BEGIN_AUXILIARY_BUFFER = 28Callback before filling the auxiliary buffer.
CALLBACK_END_AUXILIARY_BUFFER = 29Callback after filling the auxiliary buffer.
CALLBACK_BEGIN_REFRACTION_BUFFER = 30Callback before filling the refraction buffer.
CALLBACK_END_REFRACTION_BUFFER = 31Callback after filling the refraction buffer.
CALLBACK_BEGIN_TRANSPARENT_BLUR_BUFFER = 32Callback before filling the transparent blur buffer.
CALLBACK_END_TRANSPARENT_BLUR_BUFFER = 33Callback after filling the transparent blur buffer.
CALLBACK_BEGIN_SSR = 34Callback before the SSR rendering stage.
CALLBACK_END_SSR = 35Callback after the SSR rendering stage.
CALLBACK_BEGIN_SSAO = 36Callback before the SSAO rendering stage.
CALLBACK_END_SSAO = 37Callback after the SSAO rendering stage.
CALLBACK_BEGIN_SSGI = 38Callback before the SSGI rendering stage.
CALLBACK_END_SSGI = 39Callback after the SSGI rendering stage.
CALLBACK_BEGIN_COMPOSITE_DEFERRED = 40Callback before the clouds deferred composite stage.
CALLBACK_END_COMPOSITE_DEFERRED = 41Callback after the clouds deferred composite stage.
CALLBACK_BEGIN_TRANSPARENT = 42Callback before the transparent objects rendering stage.
CALLBACK_BEGIN_CLOUDS = 43Callback before the clouds rendering stage.
CALLBACK_END_CLOUDS = 44Callback after the clouds rendering stage.
CALLBACK_BEGIN_WATER = 45Callback before the water rendering stage.
CALLBACK_BEGIN_WATER_DECALS = 46Callback before the water decals rendering stage.
CALLBACK_END_WATER_DECALS = 47Callback after the water decals rendering stage.
CALLBACK_BEGIN_WATER_LIGHTS = 48Callback before the water lights rendering stage.
CALLBACK_END_WATER_LIGHTS = 49Callback after the water lights rendering stage.
CALLBACK_BEGIN_WATER_VOXEL_PROBES = 50Callback before the water voxel probes rendering stage.
CALLBACK_END_WATER_VOXEL_PROBES = 51Callback after the water voxel probes rendering stage.
CALLBACK_BEGIN_WATER_ENVIRONMENT_PROBES = 52Callback before the water environment probes rendering stage.
CALLBACK_END_WATER_ENVIRONMENT_PROBES = 53Callback after the water environment probes rendering stage.
CALLBACK_BEGIN_WATER_PLANAR_PROBES = 54Callback before the water planar probes rendering stage.
CALLBACK_END_WATER_PLANAR_PROBES = 55Callback after the water planar probes rendering stage.
CALLBACK_END_WATER = 56Callback after the water rendering stage.
CALLBACK_END_TRANSPARENT = 57Callback after the transparent objects rendering stage.
CALLBACK_BEGIN_SRGB_CORRECTION = 58Callback before the sRGB correction stage.
CALLBACK_END_SRGB_CORRECTION = 59Callback after the sRGB correction stage.
CALLBACK_BEGIN_ADAPTATION_COLOR_AVERAGE = 60Callback before the calculation of automatic exposure and white balance correction.
CALLBACK_END_ADAPTATION_COLOR_AVERAGE = 61Callback after the calculation of automatic exposure and white balance correction.
CALLBACK_BEGIN_ADAPTATION_COLOR = 62Callback before the color adaptation rendering stage (automatic exposure and white balance correction).
CALLBACK_END_ADAPTATION_COLOR = 63Callback after the color adaptation rendering stage (automatic exposure and white balance correction).
CALLBACK_BEGIN_TAA = 64Callback before the Temporal Anti-Aliasing (TAA) pass.
CALLBACK_END_TAA = 65Callback after the Temporal Anti-Aliasing (TAA) pass.
CALLBACK_BEGIN_CAMERA_EFFECTS = 66Callback before the camera effects stage.
CALLBACK_END_CAMERA_EFFECTS = 67Callback after the camera effects stage.
CALLBACK_BEGIN_POST_MATERIALS = 68Callback before the post materials rendering stage.
CALLBACK_END_POST_MATERIALS = 69Callback after the post materials rendering stage.
CALLBACK_BEGIN_DEBUG_MATERIALS = 70Callback before the debug materials stage.
CALLBACK_END_DEBUG_MATERIALS = 71Callback after the debug materials stage.
CALLBACK_BEGIN_VISUALIZER = 72Callback before the visualizer rendering stage.
CALLBACK_END_VISUALIZER = 73Callback after the visualizer rendering stage.
CALLBACK_END_SCREEN = 74Callback after the stage of rendering each screen (a stereo image has 2 screens, while a cubemap will have 6).
CALLBACK_END = 75End of the callback range.
NUM_CALLBACKS = 76Callback counter.

VIEWPORT_MODE#

NameDescription
VIEWPORT_MODE_DEFAULT = 0Enables the default stereo mode - no stereo and panoramic rendering in the current viewport is available. This mode is set by default for a new viewport.
VIEWPORT_MODE_PANORAMA_CURVED_180 = 1Enables rendering of the viewport as a panorama with curved edges with an angle of 180 degrees.
VIEWPORT_MODE_PANORAMA_CURVED_360 = 2Enables rendering of the viewport as a panorama with curved edges with an angle of 360 degrees.
VIEWPORT_MODE_PANORAMA_LINEAR_180 = 3Enables rendering of the viewport as a linear panorama without distortion at the edges with an angle of 180 degrees.
VIEWPORT_MODE_PANORAMA_LINEAR_360 = 4Enables rendering of the viewport as a linear panorama without distortion at the edges with an angle of 360 degrees.
VIEWPORT_MODE_PANORAMA_FISHEYE_ORTHOGRAPHIC = 5Enables rendering of the viewport as an orthographic spherical panorama (fisheye).
VIEWPORT_MODE_PANORAMA_FISHEYE_EQUDISTANT = 6Enables rendering of the viewport as an equidistant spherical panorama (fisheye).
VIEWPORT_MODE_PANORAMA_FISHEYE_STEREOGRAPHIC = 7Enables rendering of the viewport as an stereographic spherical panorama (fisheye).
VIEWPORT_MODE_PANORAMA_FISHEYE_EQUISOLID = 8Enables rendering of the viewport as an equisolid spherical panorama (fisheye).
VIEWPORT_MODE_STEREO_ANAGLYPH = 9Enables the anaglyph stereo mode that is viewed with red-cyan anaglyph glasses.
VIEWPORT_MODE_STEREO_INTERLACED = 10Enables the interlaced stereo mode that is used with interlaced stereo monitors and polarized 3D glasses.
VIEWPORT_MODE_STEREO_HORIZONTAL = 11Enables the horizontal stereo mode that is supported on mobile devices.
VIEWPORT_MODE_STEREO_VERTICAL = 12Enables the vertical stereo mode that is supported on mobile devices.
VIEWPORT_MODE_STEREO_SEPARATE = 13Enables the replicate images stereo mode.
VIEWPORT_MODE_STEREO_REPLICATE = 14Enables the separate images stereo mode. This mode serves to output two separate images for each of the eye. It can be used with any VR/AR output devices that support separate images output, e.g. for 3D video glasses or helmets (HMD).

Properties


int getNumTriangles() const#

Returns the current number of rendered per frame triangles that can be seen in the viewport. See Rendering Profiler article for details.

Return value

Current number of triangles.

int getNumSurfaces() const#

Returns the current number of rendered per frame surfaces that can be seen in the viewport (in all rendering passes). See Rendering Profiler article for details.

Return value

Current number of surfaces.

int getNumShadows() const#

Returns the current number of shadow passes rendered per frame. See Rendering Profiler article for details.

Return value

Current number of shadow passes.

long long getNumShaders() const#

Returns the current number of shaders set per frame. See Rendering Profiler article for details.

Return value

Current number of shaders.

int getNumReflections() const#

Returns the current number of reflections drawn per frame that can be seen in the viewport. In case of cubemap reflections, if all six faces are updated, six reflections are rendered per each frame.

Return value

Current number of reflections.

int getNumPrimitives() const#

Returns the current number of geometric rendered per frame primitives that can be seen in the viewport. See Rendering Profiler article for details.

Return value

Current number of primitives.

int getNumMaterials() const#

Returns the current number of materials set per frame (during all of the rendering passes) in the current scene.

Return value

Current number of materials.

int getNumLights() const#

Returns the current number of light passes rendered per frame. It means that the value contains the number of all light sources that are currently seen illuminating something in the viewport and also includes additional passes for rendering lights in the reflecting surfaces (if dynamical reflections are used). See Rendering Profiler article for details.

Return value

Current number of light passes.

int getNumDips() const#

Returns the current Returns the number of draw calls used in the current scene. See Rendering Profiler article for details.

Return value

Current number of draw calls.

int getNumDecals() const#

Returns the current number of rendered per frame decals that can be seen in the viewport (during all of the rendering passes).

Return value

Current number of decals.

int getHDRTextureFormat() const#

Returns the current HDR texture format to be used.

Return value

Current

void setShowLightmapChecker ( bool checker ) #

Console: render_show_lightmap_checker
Sets a new value indicating whether the Baked Lightmap Checker debug mode is enabled. This mode maps the checker texture onto the baked lightmap polygons, which can be used to facilitate the process of comparing UV map texels on neighboring planes.

Arguments

  • bool checker - Set true to enable Baked Lightmap Checker debug mode; false - to disable it. The default value is true.

bool getShowLightmapChecker() const#

Console: render_show_lightmap_checker
Returns the current value indicating whether the Baked Lightmap Checker debug mode is enabled. This mode maps the checker texture onto the baked lightmap polygons, which can be used to facilitate the process of comparing UV map texels on neighboring planes.

Return value

true if Baked Lightmap Checker debug mode is enabled; otherwise false. The default value is true.

void setShowTriangles ( int triangles ) #

Console: render_show_triangles
Sets a new wireframe mode for scene triangles. This parameter is stored in the following configuration file: *.user.

Arguments

  • int triangles - The One of the following values:
    • 0 - triangles are hidden (by default)
    • 1 - front faces with the depth test are shown
    • 2 - front faces without the depth test are shown
    • 3 - front and back faces without the depth test are shown

int getShowTriangles() const#

Console: render_show_triangles
Returns the current wireframe mode for scene triangles. This parameter is stored in the following configuration file: *.user.

Return value

Current One of the following values:
  • 0 - triangles are hidden (by default)
  • 1 - front faces with the depth test are shown
  • 2 - front faces without the depth test are shown
  • 3 - front and back faces without the depth test are shown

void setShowTexturesNumber ( int number ) #

Console: render_show_textures_number
Sets a new number of buffers in a row and column displayed in the full view mode (see the setShowTextures() method) . Textures are displayed in the following manner, depending on the set value:
  • 1 — a single texture per screen
  • 2 — 2x2 textures per screen
  • 3 — 3x3 textures per screen
  • ... etc.
This parameter is stored in the following configuration file: *.user.

Arguments

  • int number - The number of buffers in a row and column.
    Range of values: [0, 16]. The default value is 7.

int getShowTexturesNumber() const#

Console: render_show_textures_number
Returns the current number of buffers in a row and column displayed in the full view mode (see the setShowTextures() method) . Textures are displayed in the following manner, depending on the set value:
  • 1 — a single texture per screen
  • 2 — 2x2 textures per screen
  • 3 — 3x3 textures per screen
  • ... etc.
This parameter is stored in the following configuration file: *.user.

Return value

Current number of buffers in a row and column.
Range of values: [0, 16]. The default value is 7.

void setShowTexturesOffset ( int offset ) #

Console: render_show_textures_offset
Sets a new number of the buffer to start displaying from in the full view mode (see the setShowTextures() method) . This parameter is stored in the following configuration file: *.user.

Arguments

  • int offset - The number of the buffer to start displaying from.
    Range of values: [0, 256]. The default value is 0.

int getShowTexturesOffset() const#

Console: render_show_textures_offset
Returns the current number of the buffer to start displaying from in the full view mode (see the setShowTextures() method) . This parameter is stored in the following configuration file: *.user.

Return value

Current number of the buffer to start displaying from.
Range of values: [0, 256]. The default value is 0.

void setShowTextures ( int textures ) #

Console: render_show_textures
Sets a new display mode for texture buffers used by the renderer. The number of displayed buffers depends on the number of buffers in a row specified by the corresponding command (see the setShowTexturesNumber() method) . This parameter is stored in the following configuration file: *.user.

Arguments

  • int textures - The display mode. One of the following values:
    • 0 - all buffers are hidden (by default)
    • 1 - show render textures (compact)
    • 2 - show render textures (full)

int getShowTextures() const#

Console: render_show_textures
Returns the current display mode for texture buffers used by the renderer. The number of displayed buffers depends on the number of buffers in a row specified by the corresponding command (see the setShowTexturesNumber() method) . This parameter is stored in the following configuration file: *.user.

Return value

Current display mode. One of the following values:
  • 0 - all buffers are hidden (by default)
  • 1 - show render textures (compact)
  • 2 - show render textures (full)

void setShowGeodeticPivot ( bool pivot ) #

Console: render_show_geodetic_pivot
Sets a new value indicating whether geodetic pivots are displayed. This parameter is stored in the following configuration file: *.user.

Arguments

  • bool pivot - Set true to enable displaying of geodetic pivots; false - to disable it. The default value is true.

bool getShowGeodeticPivot() const#

Console: render_show_geodetic_pivot
Returns the current value indicating whether geodetic pivots are displayed. This parameter is stored in the following configuration file: *.user.

Return value

true if displaying of geodetic pivots is enabled; otherwise false. The default value is true.

void setShowAmbient ( bool ambient ) #

Console: render_show_ambient
Sets a new value indicating whether the ambient pass buffer is displayed. This parameter is stored in the following configuration file: *.user.

Arguments

  • bool ambient - Set true to enable displaying of the ambient pass buffer; false - to disable it. The default value is true.

bool getShowAmbient() const#

Console: render_show_ambient
Returns the current value indicating whether the ambient pass buffer is displayed. This parameter is stored in the following configuration file: *.user.

Return value

true if displaying of the ambient pass buffer is enabled; otherwise false. The default value is true.

void setShowTransparent ( bool transparent ) #

Console: render_show_transparent
Sets a new value indicating whether the visualizer is displayed for transparent objects. This parameter is stored in the following configuration file: *.user.

Arguments

  • bool transparent - Set true to enable visualizer for transparent objects; false - to disable it. The default value is true.

bool getShowTransparent() const#

Console: render_show_transparent
Returns the current value indicating whether the visualizer is displayed for transparent objects. This parameter is stored in the following configuration file: *.user.

Return value

true if visualizer for transparent objects is enabled; otherwise false. The default value is true.

void setShowDynamic ( bool dynamic ) #

Console: render_show_dynamic
Sets a new value indicating whether the visualizer is displayed for dynamic objects. This parameter is stored in the following configuration file: *.user.

Arguments

  • bool dynamic - Set true to enable visualizer for dynamic objects; false - to disable it. The default value is true.

bool getShowDynamic() const#

Console: render_show_dynamic
Returns the current value indicating whether the visualizer is displayed for dynamic objects. This parameter is stored in the following configuration file: *.user.

Return value

true if visualizer for dynamic objects is enabled; otherwise false. The default value is true.

void setShowAlphaTest ( bool test ) #

Console: render_show_alpha_test
Sets a new value indicating whether the visualizer is displayed for transparent objects using alpha test. This parameter is stored in the following configuration file: *.user.

Arguments

  • bool test - Set true to enable visualizer for transparent objects using alpha test; false - to disable it. The default value is true.

bool getShowAlphaTest() const#

Console: render_show_alpha_test
Returns the current value indicating whether the visualizer is displayed for transparent objects using alpha test. This parameter is stored in the following configuration file: *.user.

Return value

true if visualizer for transparent objects using alpha test is enabled; otherwise false. The default value is true.

void setShowCascades ( bool cascades ) #

Console: render_show_cascades
Sets a new value indicating whether Parallel Split Shadow Map - world shadow cascades are displayed. This parameter is stored in the following configuration file: *.user.

Arguments

  • bool cascades - Set true to enable visualization of world shadow cascades; false - to disable it. The default value is true.

bool getShowCascades() const#

Console: render_show_cascades
Returns the current value indicating whether Parallel Split Shadow Map - world shadow cascades are displayed. This parameter is stored in the following configuration file: *.user.

Return value

true if visualization of world shadow cascades is enabled; otherwise false. The default value is true.

void setShowOccluder ( bool occluder ) #

Console: render_show_occluder
Sets a new value indicating whether the buffer used for occluders is displayed in the viewport. This parameter is stored in the following configuration file: *.user.

Arguments

  • bool occluder - Set true to enable visualization of the buffer used for occluders; false - to disable it. The default value is true.

bool getShowOccluder() const#

Console: render_show_occluder
Returns the current value indicating whether the buffer used for occluders is displayed in the viewport. This parameter is stored in the following configuration file: *.user.

Return value

true if visualization of the buffer used for occluders is enabled; otherwise false. The default value is true.

void setShowScissors ( bool scissors ) #

Console: render_show_scissors
Sets a new value indicating if scissor rectangles are displayed. This parameter is stored in the following configuration file: *.user.

Arguments

  • bool scissors - Set true to enable visualization of scissor rectangles; false - to disable it. The default value is true.

bool getShowScissors() const#

Console: render_show_scissors
Returns the current value indicating if scissor rectangles are displayed. This parameter is stored in the following configuration file: *.user.

Return value

true if visualization of scissor rectangles is enabled; otherwise false. The default value is true.

void setShowDecals ( bool decals ) #

Console: render_show_decals
Sets a new value indicating whether the visualizer is displayed for decals or not. This parameter is stored in the following configuration file: *.user.

Arguments

  • bool decals - Set true to enable visualizer for decals; false - to disable it. The default value is true.

bool getShowDecals() const#

Console: render_show_decals
Returns the current value indicating whether the visualizer is displayed for decals or not. This parameter is stored in the following configuration file: *.user.

Return value

true if visualizer for decals is enabled; otherwise false. The default value is true.

void setShowQueries ( bool queries ) #

Console: render_show_queries
Sets a new value indicating whether occlusion query boxes are displayed in the viewport or not. This parameter is stored in the following configuration file: *.user.

Arguments

  • bool queries - Set true to enable rendering of occlusion query boxes; false - to disable it. The default value is true.

bool getShowQueries() const#

Console: render_show_queries
Returns the current value indicating whether occlusion query boxes are displayed in the viewport or not. This parameter is stored in the following configuration file: *.user.

Return value

true if rendering of occlusion query boxes is enabled; otherwise false. The default value is true.

void setTransparentMultipleEnvProbes ( bool probes ) #

Console: render_transparent_multiple_env_probes
Sets a new value indicating if the transparent multiple environment probes pass is rendered.
Notice
This method takes effect only when the forward rendering pass is used for transparent objects rendering.

Arguments

  • bool probes - Set true to enable rendering of the transparent multiple environment probes pass; false - to disable it. The default value is true.

bool getTransparentMultipleEnvProbes() const#

Console: render_transparent_multiple_env_probes
Returns the current value indicating if the transparent multiple environment probes pass is rendered.
Notice
This method takes effect only when the forward rendering pass is used for transparent objects rendering.

Return value

true if rendering of the transparent multiple environment probes pass is enabled; otherwise false. The default value is true.

void setTransparentDeferred ( bool deferred ) #

Console: render_transparent_deferred
Sets a new value indicating if the deferred pass for transparent objects is enabled.
Notice
This option takes effect only when the forward rendering pass is used for transparent objects rendering.

Arguments

  • bool deferred - Set true to enable rendering of the deferred pass for transparent objects; false - to disable it. The default value is true.

bool getTransparentDeferred() const#

Console: render_transparent_deferred
Returns the current value indicating if the deferred pass for transparent objects is enabled.
Notice
This option takes effect only when the forward rendering pass is used for transparent objects rendering.

Return value

true if rendering of the deferred pass for transparent objects is enabled; otherwise false. The default value is true.

void setTransparentLight ( bool light ) #

Console: render_transparent_light
Sets a new value indicating if the transparent light pass is rendered.
Notice
This option takes effect only when the forward rendering pass is used for transparent objects rendering.

Arguments

  • bool light - Set true to enable rendering of the transparent light pass; false - to disable it. The default value is true.

bool getTransparentLight() const#

Console: render_transparent_light
Returns the current value indicating if the transparent light pass is rendered.
Notice
This option takes effect only when the forward rendering pass is used for transparent objects rendering.

Return value

true if rendering of the transparent light pass is enabled; otherwise false. The default value is true.

void setTransparentAmbient ( bool ambient ) #

Console: render_transparent_ambient
Sets a new value indicating if the transparent ambient pass is rendered.
Notice
This option takes effect only when the forward rendering pass is used for transparent objects rendering.

Arguments

  • bool ambient - Set true to enable rendering of the transparent ambient pass; false - to disable it. The default value is true.

bool getTransparentAmbient() const#

Console: render_transparent_ambient
Returns the current value indicating if the transparent ambient pass is rendered.
Notice
This option takes effect only when the forward rendering pass is used for transparent objects rendering.

Return value

true if rendering of the transparent ambient pass is enabled; otherwise false. The default value is true.

void setTransparentEnabled ( bool enabled ) #

Console: render_transparent_enabled
Sets a new value indicating if the transparent pass is rendered.
Notice
This option takes effect only when the forward rendering pass is used for transparent objects rendering.

Arguments

  • bool enabled - Set true to enable rendering of the transparent pass; false - to disable it. The default value is true.

bool getTransparentEnabled() const#

Console: render_transparent_enabled
Returns the current value indicating if the transparent pass is rendered.
Notice
This option takes effect only when the forward rendering pass is used for transparent objects rendering.

Return value

true if rendering of the transparent pass is enabled; otherwise false. The default value is true.

void setScreenSpaceEffects ( bool effects ) #

Console: render_screen_space_effects
Sets a new value indicating if rendering of screen-space effects is enabled.

Arguments

  • bool effects - Set true to enable rendering of screen-space effects; false - to disable it. The default value is true.

bool getScreenSpaceEffects() const#

Console: render_screen_space_effects
Returns the current value indicating if rendering of screen-space effects is enabled.

Return value

true if rendering of screen-space effects is enabled; otherwise false. The default value is true.

void setFieldShorelineResolution ( int resolution ) #

Console: render_field_shoreline_resolution
Sets a new resolution of the texture into which all textures set for all FieldShoreline objects are rendered.
Notice
Increased resolution significantly affects performance.

Arguments

  • int resolution - The resolution in pixels. One of the following values:
    • 0 - 128x128 (by default)
    • 1 - 256x256
    • 2 - 512x512
    • 3 - 1024x1024
    • 4 - 2048x2048
    • 5 - 4096x4096
    • 6 - 8192x8192

int getFieldShorelineResolution() const#

Console: render_field_shoreline_resolution
Returns the current resolution of the texture into which all textures set for all FieldShoreline objects are rendered.
Notice
Increased resolution significantly affects performance.

Return value

Current resolution in pixels. One of the following values:
  • 0 - 128x128 (by default)
  • 1 - 256x256
  • 2 - 512x512
  • 3 - 1024x1024
  • 4 - 2048x2048
  • 5 - 4096x4096
  • 6 - 8192x8192

void setFieldPrecision ( bool precision ) #

Console: render_field_precision
Sets a new value indicating the precision of textures used for field objects. Either of the following:
  • 16-bit precision R16 texture
  • 32-bit precision R32F texture

Arguments

  • bool precision - Set true to enable high (32-bit) precision for textures; false - to disable it. One of the following values:
    • 0 - 16 bit (by default)
    • 1 - 32 bit

bool getFieldPrecision() const#

Console: render_field_precision
Returns the current value indicating the precision of textures used for field objects. Either of the following:
  • 16-bit precision R16 texture
  • 32-bit precision R32F texture

Return value

true if high (32-bit) precision for textures is enabled; otherwise false. One of the following values:
  • 0 - 16 bit (by default)
  • 1 - 32 bit

void setFieldHeightResolution ( int resolution ) #

Console: render_field_height_resolution
Sets a new resolution of the texture into which all textures set for all FieldHeight objects are rendered.
Notice
Increased resolution significantly affects performance.

Arguments

  • int resolution - The resolution in pixels. One of the following values:
    • 0 - 128 x 128
    • 1 - 256 x 256
    • 2 - 512 x 512 (by default)
    • 3 - 1024 x 1024
    • 4 - 2048 x 2048
    • 5 - 4096 x 4096
    • 6 - 8192 x 8192

int getFieldHeightResolution() const#

Console: render_field_height_resolution
Returns the current resolution of the texture into which all textures set for all FieldHeight objects are rendered.
Notice
Increased resolution significantly affects performance.

Return value

Current resolution in pixels. One of the following values:
  • 0 - 128 x 128
  • 1 - 256 x 256
  • 2 - 512 x 512 (by default)
  • 3 - 1024 x 1024
  • 4 - 2048 x 2048
  • 5 - 4096 x 4096
  • 6 - 8192 x 8192

void setCloudsNoiseStepSkip ( float skip ) #

Console: render_clouds_noise_step_skip
Sets a new value of the noise step skip parameter for clouds. This parameter determines the amount of jitter in the areas between clouds, that is used to reduce banding effect due to insufficient number of steps.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • float skip - The value of the noise step skip parameter for clouds.
    Range of values: [0.0f, 1.0f]. The default value is 0.3f.

float getCloudsNoiseStepSkip() const#

Console: render_clouds_noise_step_skip
Returns the current value of the noise step skip parameter for clouds. This parameter determines the amount of jitter in the areas between clouds, that is used to reduce banding effect due to insufficient number of steps.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current value of the noise step skip parameter for clouds.
Range of values: [0.0f, 1.0f]. The default value is 0.3f.

void setCloudsNoiseLighting ( float lighting ) #

Console: render_clouds_noise_lighting
Sets a new value of the noise lighting parameter for the clouds. This parameter determines the amount of jitter for tracing steps of lighting calculation, that is used to reduce banding effect due to insufficient number of steps.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • float lighting - The value of the noise lighting parameter for clouds.
    Range of values: [0.0f, 1.0f]. The default value is 0.3f.

float getCloudsNoiseLighting() const#

Console: render_clouds_noise_lighting
Returns the current value of the noise lighting parameter for the clouds. This parameter determines the amount of jitter for tracing steps of lighting calculation, that is used to reduce banding effect due to insufficient number of steps.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current value of the noise lighting parameter for clouds.
Range of values: [0.0f, 1.0f]. The default value is 0.3f.

void setCloudsNoiseIterations ( float iterations ) #

Console: render_clouds_noise_iterations
Sets a new value of the noise iterations parameter for clouds. This parameter determines the amount of jitter in the areas within clouds, that is used to reduce banding effect due to insufficient number of steps.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • float iterations - The value of the noise iterations parameter for clouds.
    Range of values: [0.0f, 1.0f]. The default value is 0.1f.

float getCloudsNoiseIterations() const#

Console: render_clouds_noise_iterations
Returns the current value of the noise iterations parameter for clouds. This parameter determines the amount of jitter in the areas within clouds, that is used to reduce banding effect due to insufficient number of steps.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current value of the noise iterations parameter for clouds.
Range of values: [0.0f, 1.0f]. The default value is 0.1f.

void setCloudsNoiseStep ( float step ) #

Console: render_clouds_noise_step
Sets a new value of the noise step parameter for clouds. This parameter determines the amount of jitter in the areas within clouds, that is used to reduce banding effect due to insufficient number of steps.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • float step - The value of the noise step parameter for clouds.
    Range of values: [0.0f, 1.0f]. The default value is 0.3f.

float getCloudsNoiseStep() const#

Console: render_clouds_noise_step
Returns the current value of the noise step parameter for clouds. This parameter determines the amount of jitter in the areas within clouds, that is used to reduce banding effect due to insufficient number of steps.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current value of the noise step parameter for clouds.
Range of values: [0.0f, 1.0f]. The default value is 0.3f.

void setCloudsSoftIntersection ( float intersection ) #

Console: render_clouds_soft_intersection
Sets a new soft intersection distance for clouds, in meters.

Arguments

  • float intersection - The soft intersection distance (in meters).
    Range of values: [0.0f, 100000.0f]. The default value is 100.0f.

float getCloudsSoftIntersection() const#

Console: render_clouds_soft_intersection
Returns the current soft intersection distance for clouds, in meters.

Return value

Current soft intersection distance (in meters).
Range of values: [0.0f, 100000.0f]. The default value is 100.0f.

void setCloudsSamplesCount ( int count ) #

Console: render_clouds_samples_count
Sets a new number of samples used for clouds rendering. The higher the value, the less noise in clouds rendering. The following values are available:
  • Low — 1 sample, low quality
  • Medium — 3 samples, medium quality
  • High — 5 samples, high quality
  • Ultra — 6 samples, ultra quality
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • int count - The number of samples. One of the following values:
    • Low - low quality
    • Medium - medium quality
    • High - high quality (by default)
    • Ultra - ultra quality

int getCloudsSamplesCount() const#

Console: render_clouds_samples_count
Returns the current number of samples used for clouds rendering. The higher the value, the less noise in clouds rendering. The following values are available:
  • Low — 1 sample, low quality
  • Medium — 3 samples, medium quality
  • High — 5 samples, high quality
  • Ultra — 6 samples, ultra quality
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current number of samples. One of the following values:
  • Low - low quality
  • Medium - medium quality
  • High - high quality (by default)
  • Ultra - ultra quality

void setCloudsDownsamplingRendering ( int rendering ) #

Console: render_clouds_downsampling_rendering
Sets a new downsampling rendering mode for clouds. This parameter determines clouds resolution based on current screen resolution.
Notice
This parameter has a significant impact on performance.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • int rendering - The downsampling rendering for clouds. One of the following values:
    • Quarter - quarter resolution
    • Half - half resolution (by default)
    • Full - full resolution

int getCloudsDownsamplingRendering() const#

Console: render_clouds_downsampling_rendering
Returns the current downsampling rendering mode for clouds. This parameter determines clouds resolution based on current screen resolution.
Notice
This parameter has a significant impact on performance.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current downsampling rendering for clouds. One of the following values:
  • Quarter - quarter resolution
  • Half - half resolution (by default)
  • Full - full resolution

void setCloudsInterleavedRendering ( int rendering ) #

Console: render_clouds_interleaved_rendering
Sets a new interleaved rendering mode for clouds. In cases when clouds are viewed from the ground, or from above (at significant distance) and viewer's velocities are less than 200 units per second, this parameter can be used to provide a significant gain in performance.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • int rendering - The interleaved rendering mode for clouds. One of the following values:
    • 0 - Disabled (by default)
    • 1 - 2×2
    • 2 - 4×4
    • 3 - 8×8

int getCloudsInterleavedRendering() const#

Console: render_clouds_interleaved_rendering
Returns the current interleaved rendering mode for clouds. In cases when clouds are viewed from the ground, or from above (at significant distance) and viewer's velocities are less than 200 units per second, this parameter can be used to provide a significant gain in performance.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current interleaved rendering mode for clouds. One of the following values:
  • 0 - Disabled (by default)
  • 1 - 2×2
  • 2 - 4×4
  • 3 - 8×8

void setCloudsDynamicCoverageResolution ( int resolution ) #

Console: render_clouds_dynamic_coverage_resolution
Sets a new the value defining the size of the square dynamic coverage resolution texture for clouds, in pixels. This parameter determines the quality of dynamic coverage texture for FieldWeather objects. Higher values make it possible to preserve texture details at high distances.
Notice
Increased resolution significantly affects performance.

Arguments

  • int resolution - The the value defining the size of the square dynamic coverage resolution texture for clouds, in pixels.
    Range of values: [16, 8192]. The default value is 256.

int getCloudsDynamicCoverageResolution() const#

Console: render_clouds_dynamic_coverage_resolution
Returns the current the value defining the size of the square dynamic coverage resolution texture for clouds, in pixels. This parameter determines the quality of dynamic coverage texture for FieldWeather objects. Higher values make it possible to preserve texture details at high distances.
Notice
Increased resolution significantly affects performance.

Return value

Current the value defining the size of the square dynamic coverage resolution texture for clouds, in pixels.
Range of values: [16, 8192]. The default value is 256.

void setCloudsDynamicCoverageArea ( float area ) #

Console: render_clouds_dynamic_coverage_area
Sets a new dynamic coverage area for clouds, in units. This parameter determines visibility distance for coverage of FieldWeather objects.
Notice
Increasing dynamic coverage area leads to reduction of quality of FieldWeather coverage texture and loss of details. This effect can be mitigated by increasing dynamic coverage resolution using the corresponding command (see the setCloudsDynamicCoverageResolution() method) .

Arguments

  • float area - The dynamic coverage area, in units.
    Range of values: [10.0f, 400000.0f]. The default value is 10000.0f.

float getCloudsDynamicCoverageArea() const#

Console: render_clouds_dynamic_coverage_area
Returns the current dynamic coverage area for clouds, in units. This parameter determines visibility distance for coverage of FieldWeather objects.
Notice
Increasing dynamic coverage area leads to reduction of quality of FieldWeather coverage texture and loss of details. This effect can be mitigated by increasing dynamic coverage resolution using the corresponding command (see the setCloudsDynamicCoverageResolution() method) .

Return value

Current dynamic coverage area, in units.
Range of values: [10.0f, 400000.0f]. The default value is 10000.0f.

void setCloudsLightingConeRadius ( float radius ) #

Console: render_clouds_lighting_cone_radius
Sets a new lighting cone sampling radius for clouds lighting.
Notice
Low values may result in unnatural behavior as the position of the sun changes.

Arguments

  • float radius - The lighting cone radius.
    Range of values: [0.0f, 1.0f]. The default value is 0.3f.

float getCloudsLightingConeRadius() const#

Console: render_clouds_lighting_cone_radius
Returns the current lighting cone sampling radius for clouds lighting.
Notice
Low values may result in unnatural behavior as the position of the sun changes.

Return value

Current lighting cone radius.
Range of values: [0.0f, 1.0f]. The default value is 0.3f.

void setCloudsLightingTraceLength ( float length ) #

Console: render_clouds_lighting_tracelength
Sets a new lighting trace length for clouds. This parameter determines the maximum length of a sun ray inside a cloud.

Arguments

  • float length - The lighting trace length, in units.
    Range of values: [1.0f, 2048.0f]. The default value is 230.0f.

float getCloudsLightingTraceLength() const#

Console: render_clouds_lighting_tracelength
Returns the current lighting trace length for clouds. This parameter determines the maximum length of a sun ray inside a cloud.

Return value

Current lighting trace length, in units.
Range of values: [1.0f, 2048.0f]. The default value is 230.0f.

void setCloudsSamplingQuality ( int quality ) #

Console: render_clouds_sampling_quality
Sets a new sampling quality for clouds. This parameter sets the number of noise samples that affects the cloud shape processing quality. The higher the value, the less are visual artifacts. The following modes are available:
  • Low — 1 sample, low quality (higher cloud density)
  • Medium — 3 samples, medium quality
  • High — 5 samples, high quality
  • Ultra — 6 samples, ultra quality (lower density, the clouds are softer)
Notice
Visual difference between low and ultra quality is not significant. Therefore, it is recommended to use low settings, when possible, to gain performance.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • int quality - The sampling quality. One of the following values:
    • Low - low quality
    • Medium - medium quality (by default)
    • High - high quality
    • Ultra - ultra quality

int getCloudsSamplingQuality() const#

Console: render_clouds_sampling_quality
Returns the current sampling quality for clouds. This parameter sets the number of noise samples that affects the cloud shape processing quality. The higher the value, the less are visual artifacts. The following modes are available:
  • Low — 1 sample, low quality (higher cloud density)
  • Medium — 3 samples, medium quality
  • High — 5 samples, high quality
  • Ultra — 6 samples, ultra quality (lower density, the clouds are softer)
Notice
Visual difference between low and ultra quality is not significant. Therefore, it is recommended to use low settings, when possible, to gain performance.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current sampling quality. One of the following values:
  • Low - low quality
  • Medium - medium quality (by default)
  • High - high quality
  • Ultra - ultra quality

void setCloudsLightingQuality ( int quality ) #

Console: render_clouds_lighting_quality
Sets a new lighting quality for clouds. This parameter determines the number of samples used to calculate lighting for clouds. The following values are available:
  • Low — 1 sample, low quality
  • Medium — 3 samples, medium quality
  • High — 5 samples, high quality
  • Ultra — 6 samples, ultra quality
Notice
This parameter has a significant impact on performance. Therefore, it is recommended to use low settings, when possible.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • int quality - The lighting quality. One of the following values:
    • Low - low quality
    • Medium - medium quality (by default)
    • High - high quality
    • Ultra - ultra quality

int getCloudsLightingQuality() const#

Console: render_clouds_lighting_quality
Returns the current lighting quality for clouds. This parameter determines the number of samples used to calculate lighting for clouds. The following values are available:
  • Low — 1 sample, low quality
  • Medium — 3 samples, medium quality
  • High — 5 samples, high quality
  • Ultra — 6 samples, ultra quality
Notice
This parameter has a significant impact on performance. Therefore, it is recommended to use low settings, when possible.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current lighting quality. One of the following values:
  • Low - low quality
  • Medium - medium quality (by default)
  • High - high quality
  • Ultra - ultra quality

void setCloudsGroundShadows ( bool shadows ) #

Console: render_clouds_ground_shadows
Sets a new value indicating if rendering of shadows from the clouds on the ground is enabled.

Arguments

  • bool shadows - Set true to enable rendering of shadows from the clouds on the ground; false - to disable it. The default value is true.

bool getCloudsGroundShadows() const#

Console: render_clouds_ground_shadows
Returns the current value indicating if rendering of shadows from the clouds on the ground is enabled.

Return value

true if rendering of shadows from the clouds on the ground is enabled; otherwise false. The default value is true.

void setCloudsEnabled ( bool enabled ) #

Console: render_clouds_enabled
Sets a new value indicating if rendering of clouds is enabled.

Arguments

  • bool enabled - Set true to enable rendering of clouds; false - to disable it. The default value is true.

bool getCloudsEnabled() const#

Console: render_clouds_enabled
Returns the current value indicating if rendering of clouds is enabled.

Return value

true if rendering of clouds is enabled; otherwise false. The default value is true.

void setCloudsStepAccuracy ( float accuracy ) #

Console: render_clouds_step_accuracy
Sets a new accuracy of ray marching steps. This parameter enables you to improve the visual look of clouds when viewed from inside a cloud layer. It reduces the noise of lighting and clouds shape for long ray marching distances, adds some noise-based blur to a sharp border at the bottom sphere of the cloud layer (rounded) and removes popping effect when leaving a rounded cloud layer. Higher values provide more accurate form and less noise, while lower ones gain more performance.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • float accuracy - The accuracy of ray marching (lower numbers gain more performance).
    Range of values: [0.0f, 1.0f]. The default value is 0.5f.

float getCloudsStepAccuracy() const#

Console: render_clouds_step_accuracy
Returns the current accuracy of ray marching steps. This parameter enables you to improve the visual look of clouds when viewed from inside a cloud layer. It reduces the noise of lighting and clouds shape for long ray marching distances, adds some noise-based blur to a sharp border at the bottom sphere of the cloud layer (rounded) and removes popping effect when leaving a rounded cloud layer. Higher values provide more accurate form and less noise, while lower ones gain more performance.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current accuracy of ray marching (lower numbers gain more performance).
Range of values: [0.0f, 1.0f]. The default value is 0.5f.

void setCloudsAccurateLayersSorting ( bool sorting ) #

Console: render_clouds_accurate_layers_sorting
Sets a new value indicating if correct sorting of intersecting cloud layers is enabled.
Notice
Enabling this feature may reduce raymarching quality as samples shall be distributed among all layers.

Arguments

  • bool sorting - Set true to enable correct sorting of intersecting cloud layers; false - to disable it. The default value is true.

bool getCloudsAccurateLayersSorting() const#

Console: render_clouds_accurate_layers_sorting
Returns the current value indicating if correct sorting of intersecting cloud layers is enabled.
Notice
Enabling this feature may reduce raymarching quality as samples shall be distributed among all layers.

Return value

true if correct sorting of intersecting cloud layers is enabled; otherwise false. The default value is true.

void setCloudDistortionTexture ( int texture ) #

Console: render_clouds_distortion_texture
Sets a new value indicating which texture type is used for clouds distortion at the moment. This parameter has a significant impact on performance:
  • 2D Texture — more performance-friendly, but may cause an excessive vertical extrusion of clouds.
  • 3D Texture — ensures homogeneous detail distortion and better image quality, but at a higher performance cost.

Arguments

  • int texture - The texture type to be used. One of the following values:
    • 0 - 2D texture (by default)
    • 1 - 3D texture

int getCloudDistortionTexture() const#

Console: render_clouds_distortion_texture
Returns the current value indicating which texture type is used for clouds distortion at the moment. This parameter has a significant impact on performance:
  • 2D Texture — more performance-friendly, but may cause an excessive vertical extrusion of clouds.
  • 3D Texture — ensures homogeneous detail distortion and better image quality, but at a higher performance cost.

Return value

Current texture type to be used. One of the following values:
  • 0 - 2D texture (by default)
  • 1 - 3D texture

void setCloudsInterleavedRenderingTemporal ( bool temporal ) #

Console: render_clouds_interleaved_rendering_temporal
Sets a new value indicating if temporal accumulation of noises for interleaved sampling for clouds is enabled.
Notice
Works only when the clouds interleaved rendering mode (see the setCloudsInterleavedRendering() method) is set to 2x2.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • bool temporal - Set true to enable temporal accumulation of noises for interleaved sampling for clouds; false - to disable it. The default value is true.

bool getCloudsInterleavedRenderingTemporal() const#

Console: render_clouds_interleaved_rendering_temporal
Returns the current value indicating if temporal accumulation of noises for interleaved sampling for clouds is enabled.
Notice
Works only when the clouds interleaved rendering mode (see the setCloudsInterleavedRendering() method) is set to 2x2.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

true if temporal accumulation of noises for interleaved sampling for clouds is enabled; otherwise false. The default value is true.

void setCloudsDepthBasedReconstructionThreshold ( float threshold ) #

Console: render_clouds_depth_based_reconstruction_threshold
Sets a new depth threshold value for clouds depth-based reconstruction mode (see the setCloudsDepthBasedReconstruction() method) . This value defines the depth difference starting from which pixels are considered to be related to different surfaces.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • float threshold - The depth threshold value.
    Range of values: [0.0f, inf]. The default value is 100.0f.

float getCloudsDepthBasedReconstructionThreshold() const#

Console: render_clouds_depth_based_reconstruction_threshold
Returns the current depth threshold value for clouds depth-based reconstruction mode (see the setCloudsDepthBasedReconstruction() method) . This value defines the depth difference starting from which pixels are considered to be related to different surfaces.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current depth threshold value.
Range of values: [0.0f, inf]. The default value is 100.0f.

void setCloudsDepthBasedReconstruction ( bool reconstruction ) #

Console: render_clouds_depth_based_reconstruction
Sets a new value indicating if clouds ray-marched depth is used for upsampling the downsampled clouds without obscuring the geometry and reprojection depending on the cloud depth. Recommended for flying through clouds.
Notice
Works only with the clouds downsampling rendering mode (see the setCloudsDownsamplingRendering() method) set to half and/or the clouds interleaved rendering mode (see the setCloudsInterleavedRendering() method) set to 2x2.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • bool reconstruction - Set true to enable using ray-marched depth for upsampling the downsampled clouds; false - to disable it. The default value is true.

bool getCloudsDepthBasedReconstruction() const#

Console: render_clouds_depth_based_reconstruction
Returns the current value indicating if clouds ray-marched depth is used for upsampling the downsampled clouds without obscuring the geometry and reprojection depending on the cloud depth. Recommended for flying through clouds.
Notice
Works only with the clouds downsampling rendering mode (see the setCloudsDownsamplingRendering() method) set to half and/or the clouds interleaved rendering mode (see the setCloudsInterleavedRendering() method) set to 2x2.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

true if using ray-marched depth for upsampling the downsampled clouds is enabled; otherwise false. The default value is true.

void setCloudsRoundedPlanetRadius ( float radius ) #

Console: render_clouds_rounded_planet_radius
Sets a new radius of the planet to be used for clouds curving. Visual curving can be used to make clouds look more natural imitating planet's curvature.

Arguments

  • float radius - The planet radius to be used for clouds curving, in units.
    Range of values: [100.0f, inf]. The default value is 200000.0f.

float getCloudsRoundedPlanetRadius() const#

Console: render_clouds_rounded_planet_radius
Returns the current radius of the planet to be used for clouds curving. Visual curving can be used to make clouds look more natural imitating planet's curvature.

Return value

Current planet radius to be used for clouds curving, in units.
Range of values: [100.0f, inf]. The default value is 200000.0f.

void setCloudsRounded ( bool rounded ) #

Console: render_clouds_rounded
Sets a new value indicating if cloud layers are to be curved to make them look more natural imitating planet's curvature.

Arguments

  • bool rounded - Set true to enable visual curving for clouds; false - to disable it. The default value is true.

bool getCloudsRounded() const#

Console: render_clouds_rounded
Returns the current value indicating if cloud layers are to be curved to make them look more natural imitating planet's curvature.

Return value

true if visual curving for clouds is enabled; otherwise false. The default value is true.

void setWaterAnisotropy ( int anisotropy ) #

Console: render_water_anisotropy
Sets a new water texture anisotropy level. The following values are available:
  • 1x — anisotropy level 1
  • 2x — anisotropy level 2
  • 4x — anisotropy level 4
  • 8x — anisotropy level 8
  • 16x — anisotropy level 16

Arguments

  • int anisotropy - The anisotropy level. One of the following values:
    • 0 - 1x
    • 1 - 2x (by default)
    • 2 - 4x
    • 3 - 8x
    • 4 - 16x

int getWaterAnisotropy() const#

Console: render_water_anisotropy
Returns the current water texture anisotropy level. The following values are available:
  • 1x — anisotropy level 1
  • 2x — anisotropy level 2
  • 4x — anisotropy level 4
  • 8x — anisotropy level 8
  • 16x — anisotropy level 16

Return value

Current anisotropy level. One of the following values:
  • 0 - 1x
  • 1 - 2x (by default)
  • 2 - 4x
  • 3 - 8x
  • 4 - 16x

void setWaterRefractionQuality ( int quality ) #

Console: render_water_refraction_quality
Sets a new quality of water refraction.

Arguments

  • int quality - The refraction quality. One of the following values:
    • Low - low quality
    • Medium - medium quality
    • High - high quality (by default)
    • Ultra - ultra quality

int getWaterRefractionQuality() const#

Console: render_water_refraction_quality
Returns the current quality of water refraction.

Return value

Current refraction quality. One of the following values:
  • Low - low quality
  • Medium - medium quality
  • High - high quality (by default)
  • Ultra - ultra quality

void setWaterSSRQuality ( int ssrquality ) #

Console: render_water_ssr_quality
Sets a new resolution of water SSR (Screen Space Reflections).

Arguments

  • int ssrquality - The water SSR quality. One of the following values:
    • Low - low quality
    • Medium - medium quality (by default)
    • High - high quality
    • Ultra - ultra quality

int getWaterSSRQuality() const#

Console: render_water_ssr_quality
Returns the current resolution of water SSR (Screen Space Reflections).

Return value

Current water SSR quality. One of the following values:
  • Low - low quality
  • Medium - medium quality (by default)
  • High - high quality
  • Ultra - ultra quality

void setWaterLights ( bool lights ) #

Console: render_water_lights
Sets a new value indicating if rendering of lights on the water surface is enabled.
Notice
The option doesn't affect the World Light source.

Arguments

  • bool lights - Set true to enable rendering of lights on the water surface; false - to disable it. The default value is true.

bool getWaterLights() const#

Console: render_water_lights
Returns the current value indicating if rendering of lights on the water surface is enabled.
Notice
The option doesn't affect the World Light source.

Return value

true if rendering of lights on the water surface is enabled; otherwise false. The default value is true.

void setWaterVoxelProbes ( bool probes ) #

Console: render_water_voxel_probes
Sets a new value indicating if voxel probes are enabled for water rendering.

Arguments

  • bool probes - Set true to enable rendering of voxel probes on the water surface; false - to disable it. The default value is true.

bool getWaterVoxelProbes() const#

Console: render_water_voxel_probes
Returns the current value indicating if voxel probes are enabled for water rendering.

Return value

true if rendering of voxel probes on the water surface is enabled; otherwise false. The default value is true.

void setWaterEnvironmentProbes ( bool probes ) #

Console: render_water_environment_probes
Sets a new value indicating if rendering of environment probes on the water surface is enabled.

Arguments

  • bool probes - Set true to enable rendering of environment probes on the water surface; false - to disable it. The default value is true.

bool getWaterEnvironmentProbes() const#

Console: render_water_environment_probes
Returns the current value indicating if rendering of environment probes on the water surface is enabled.

Return value

true if rendering of environment probes on the water surface is enabled; otherwise false. The default value is true.

void setWaterOpacityDepth ( bool depth ) #

Console: render_water_opacity_depth
Sets a new value indicating if depth data for water is written to the opacity buffer.

Arguments

  • bool depth - Set true to enable writing depth data for water to the opacity buffer; false - to disable it. The default value is true.

bool getWaterOpacityDepth() const#

Console: render_water_opacity_depth
Returns the current value indicating if depth data for water is written to the opacity buffer.

Return value

true if writing depth data for water to the opacity buffer is enabled; otherwise false. The default value is true.

void setWaterShafts ( bool shafts ) #

Console: render_water_shafts
Sets a new value indicating if rendering of underwater shafts is enabled.

Arguments

  • bool shafts - Set true to enable rendering of underwater shafts; false - to disable it. The default value is true.

bool getWaterShafts() const#

Console: render_water_shafts
Returns the current value indicating if rendering of underwater shafts is enabled.

Return value

true if rendering of underwater shafts is enabled; otherwise false. The default value is true.

void setWaterShorelineWetness ( bool wetness ) #

Console: render_water_shoreline_wetness
Sets a new value indicating if the wetness effect for objects near the shoreline is enabled.

Arguments

  • bool wetness - Set true to enable shoreline wetness; false - to disable it. The default value is true.

bool getWaterShorelineWetness() const#

Console: render_water_shoreline_wetness
Returns the current value indicating if the wetness effect for objects near the shoreline is enabled.

Return value

true if shoreline wetness is enabled; otherwise false. The default value is true.

void setWaterSSRIncreasedAccuracy ( bool accuracy ) #

Console: render_water_ssr_increased_accuracy
Sets a new value indicating if increased accuracy for the water SSR (Screen Space Reflections). This option reduces visual artifacts by increasing accuracy of the last step.

Arguments

  • bool accuracy - Set true to enable increased accuracy for the water SSR; false - to disable it. The default value is true.

bool getWaterSSRIncreasedAccuracy() const#

Console: render_water_ssr_increased_accuracy
Returns the current value indicating if increased accuracy for the water SSR (Screen Space Reflections). This option reduces visual artifacts by increasing accuracy of the last step.

Return value

true if increased accuracy for the water SSR is enabled; otherwise false. The default value is true.

void setWaterSSR ( bool ssr ) #

Console: render_water_ssr
Sets a new value indicating if the SSR (Screen Space Reflections) effect is enabled for water.

Arguments

  • bool ssr - Set true to enable SSR effect for water; false - to disable it. The default value is true.

bool getWaterSSR() const#

Console: render_water_ssr
Returns the current value indicating if the SSR (Screen Space Reflections) effect is enabled for water.

Return value

true if SSR effect for water is enabled; otherwise false. The default value is true.

void setWaterEnabled ( bool enabled ) #

Console: render_water_enabled
Sets a new value indicating if rendering of water is enabled.

Arguments

  • bool enabled - Set true to enable water rendering; false - to disable it. The default value is true.

bool getWaterEnabled() const#

Console: render_water_enabled
Returns the current value indicating if rendering of water is enabled.

Return value

true if water rendering is enabled; otherwise false. The default value is true.

void setTerrainGlobalAnisotropy ( int anisotropy ) #

Console: render_terrain_global_anisotropy
Sets a new global terrain texture anisotropy level (degree of anisotropic filtering). Anisotropy for the global terrain has a huge impact for the performance if terrain has a lot of tiled detail materials as anisotropy filtering for the terrain is much slower than for the other objects.

Arguments

  • int anisotropy - The anisotropy level One of the following values:
    • 0 - anisotropy level 1
    • 1 - anisotropy level 2
    • 2 - anisotropy level 4 (by default)
    • 3 - anisotropy level 8
    • 4 - anisotropy level 16

int getTerrainGlobalAnisotropy() const#

Console: render_terrain_global_anisotropy
Returns the current global terrain texture anisotropy level (degree of anisotropic filtering). Anisotropy for the global terrain has a huge impact for the performance if terrain has a lot of tiled detail materials as anisotropy filtering for the terrain is much slower than for the other objects.

Return value

Current anisotropy level One of the following values:
  • 0 - anisotropy level 1
  • 1 - anisotropy level 2
  • 2 - anisotropy level 4 (by default)
  • 3 - anisotropy level 8
  • 4 - anisotropy level 16

void setTerrainGlobalHoles ( bool holes ) #

Console: render_terrain_global_holes
Sets a new value indicating if decal-based holes are enabled for the global terrain.

Arguments

  • bool holes - Set true to enable decal-based holes for the Global Terrain; false - to disable it. The default value is true.

bool getTerrainGlobalHoles() const#

Console: render_terrain_global_holes
Returns the current value indicating if decal-based holes are enabled for the global terrain.

Return value

true if decal-based holes for the Global Terrain is enabled; otherwise false. The default value is true.

void setTerrainGlobalDisplacementNormal ( bool normal ) #

Console: render_terrain_global_displacement_normal
Sets a new value indicating if displacement mapping for the Global Terrain rendering uses normals.

Arguments

  • bool normal - Set true to enable using normals for displacement mapping for the Global Terrain; false - to disable it. The default value is true.

bool getTerrainGlobalDisplacementNormal() const#

Console: render_terrain_global_displacement_normal
Returns the current value indicating if displacement mapping for the Global Terrain rendering uses normals.

Return value

true if using normals for displacement mapping for the Global Terrain is enabled; otherwise false. The default value is true.

void setTerrainGlobalDisplacement ( bool displacement ) #

Console: render_terrain_global_displacement
Sets a new value indicating if displacement mapping is enabled for the Global Terrain.

Arguments

  • bool displacement - Set true to enable displacement mapping for the Global Terrain; false - to disable it. The default value is true.

bool getTerrainGlobalDisplacement() const#

Console: render_terrain_global_displacement
Returns the current value indicating if displacement mapping is enabled for the Global Terrain.

Return value

true if displacement mapping for the Global Terrain is enabled; otherwise false. The default value is true.

void setTerrainGlobalTriplanar ( bool triplanar ) #

Console: render_terrain_global_triplanar
Sets a new value indicating if triplanar texture mapping is enabled for the Global Terrain. If disabled, planar UV-mapping is used.

Arguments

  • bool triplanar - Set true to enable triplanar texture mapping for the Global Terrain.; false - to disable it. The default value is true.

bool getTerrainGlobalTriplanar() const#

Console: render_terrain_global_triplanar
Returns the current value indicating if triplanar texture mapping is enabled for the Global Terrain. If disabled, planar UV-mapping is used.

Return value

true if triplanar texture mapping for the Global Terrain. is enabled; otherwise false. The default value is true.

void setSSDirtConvexityMetalnessVisibility ( float visibility ) #

Console: render_ssdirt_convexity_metalness_visibility
Sets a new metalness visibility value for convexities. A multiplier that determines the degree of impact of the effect on metalness buffer (the higher the value the more metalness buffer is affected. SSDirt (see the setSSDirt() method) must be enabled.

Arguments

  • float visibility - The metalness visibility for convexities.
    Range of values: [0.0f, 1.0f]. The default value is 0.0f.

float getSSDirtConvexityMetalnessVisibility() const#

Console: render_ssdirt_convexity_metalness_visibility
Returns the current metalness visibility value for convexities. A multiplier that determines the degree of impact of the effect on metalness buffer (the higher the value the more metalness buffer is affected. SSDirt (see the setSSDirt() method) must be enabled.

Return value

Current metalness visibility for convexities.
Range of values: [0.0f, 1.0f]. The default value is 0.0f.

void setSSDirtConvexityMetalness ( float metalness ) #

Console: render_ssdirt_convexity_metalness
Sets a new metalness value for convexities. When set to 0 (by default), the SSDirt effect does not modify metalness buffer in convex areas. SSDirt (see the setSSDirt() method) must be enabled.

Arguments

  • float metalness - The metalness value for convexities.
    Range of values: [0.0f, 1.0f]. The default value is 0.0f.

float getSSDirtConvexityMetalness() const#

Console: render_ssdirt_convexity_metalness
Returns the current metalness value for convexities. When set to 0 (by default), the SSDirt effect does not modify metalness buffer in convex areas. SSDirt (see the setSSDirt() method) must be enabled.

Return value

Current metalness value for convexities.
Range of values: [0.0f, 1.0f]. The default value is 0.0f.

void setSSDirtConvexityExponent ( float exponent ) #

Console: render_ssdirt_convexity_exponent
Sets a new exponent value that determines the rate of gradual change of intensity along the radius for convexities. Lower values make gradual change of intensity smoother. SSDirt (see the setSSDirt() method) must be enabled.

Arguments

  • float exponent - The exponent value for convexities.
    Range of values: [0.0f, inf]. The default value is 1.0f.

float getSSDirtConvexityExponent() const#

Console: render_ssdirt_convexity_exponent
Returns the current exponent value that determines the rate of gradual change of intensity along the radius for convexities. Lower values make gradual change of intensity smoother. SSDirt (see the setSSDirt() method) must be enabled.

Return value

Current exponent value for convexities.
Range of values: [0.0f, inf]. The default value is 1.0f.

void setSSDirtConvexityColor ( const Math::vec4& color ) #

Console: render_ssdirt_convexity_color
Sets a new color multiplier for the Albedo texture used for convexities (global wear and scratch color pattern). SSDirt (see the setSSDirt() method) must be enabled.

Arguments

  • const Math::vec4& color - The color multiplier for the Albedo texture used for convexities.
    vec4(0.48f, 0.44f, 0.39f, 1.0f) - default value

Math::vec4 getSSDirtConvexityColor() const#

Console: render_ssdirt_convexity_color
Returns the current color multiplier for the Albedo texture used for convexities (global wear and scratch color pattern). SSDirt (see the setSSDirt() method) must be enabled.

Return value

Current color multiplier for the Albedo texture used for convexities.
vec4(0.48f, 0.44f, 0.39f, 1.0f) - default value

void setSSDirtConvexityTextureSize ( float size ) #

Console: render_ssdirt_convexity_texture_size
Sets a new scaling factor for the textures used for convexities. SSDirt (see the setSSDirt() method) must be enabled.

Arguments

  • float size - The scaling factor.
    Range of values: [0.0f, inf]. The default value is 1.0f.

float getSSDirtConvexityTextureSize() const#

Console: render_ssdirt_convexity_texture_size
Returns the current scaling factor for the textures used for convexities. SSDirt (see the setSSDirt() method) must be enabled.

Return value

Current scaling factor.
Range of values: [0.0f, inf]. The default value is 1.0f.

void setSSDirtCavityMetalnessVisibility ( float visibility ) #

Console: render_ssdirt_cavity_metalness_visibility
Sets a new metalness visibility value for cavities. A multiplier that determines the degree of impact of the effect on metalness buffer (the higher the value the more metalness buffer is affected. SSDirt (see the setSSDirt() method) must be enabled.

Arguments

  • float visibility - The metalness visibility for cavities.
    Range of values: [0.0f, 1.0f]. The default value is 0.0f.

float getSSDirtCavityMetalnessVisibility() const#

Console: render_ssdirt_cavity_metalness_visibility
Returns the current metalness visibility value for cavities. A multiplier that determines the degree of impact of the effect on metalness buffer (the higher the value the more metalness buffer is affected. SSDirt (see the setSSDirt() method) must be enabled.

Return value

Current metalness visibility for cavities.
Range of values: [0.0f, 1.0f]. The default value is 0.0f.

void setSSDirtCavityMetalness ( float metalness ) #

Console: render_ssdirt_cavity_metalness
Sets a new metalness value for cavities. When set to 0 (by default), the SSDirt effect does not modify metalness buffer in cavities. SSDirt (see the setSSDirt() method) must be enabled.

Arguments

  • float metalness - The metalness value for cavities.
    Range of values: [0.0f, 1.0f]. The default value is 0.0f.

float getSSDirtCavityMetalness() const#

Console: render_ssdirt_cavity_metalness
Returns the current metalness value for cavities. When set to 0 (by default), the SSDirt effect does not modify metalness buffer in cavities. SSDirt (see the setSSDirt() method) must be enabled.

Return value

Current metalness value for cavities.
Range of values: [0.0f, 1.0f]. The default value is 0.0f.

void setSSDirtCavityExponent ( float exponent ) #

Console: render_ssdirt_cavity_exponent
Sets a new exponent value that determines the rate of gradual change of intensity along the radius for cavities. Lower values make gradual change of intensity smoother. SSDirt (see the setSSDirt() method) must be enabled.

Arguments

  • float exponent - The exponent value for cavities.
    Range of values: [0.0f, inf]. The default value is 1.0f.

float getSSDirtCavityExponent() const#

Console: render_ssdirt_cavity_exponent
Returns the current exponent value that determines the rate of gradual change of intensity along the radius for cavities. Lower values make gradual change of intensity smoother. SSDirt (see the setSSDirt() method) must be enabled.

Return value

Current exponent value for cavities.
Range of values: [0.0f, inf]. The default value is 1.0f.

void setSSDirtCavityColor ( const Math::vec4& color ) #

Console: render_ssdirt_cavity_color
Sets a new color multiplier for the Albedo texture used for cavities (global dirt and dust color pattern). SSDirt (see the setSSDirt() method) must be enabled.

Arguments

  • const Math::vec4& color - The color multiplier for the Albedo texture used for cavities.
    vec4(0.26f, 0.24f, 0.21f, 1.0f) - default value

Math::vec4 getSSDirtCavityColor() const#

Console: render_ssdirt_cavity_color
Returns the current color multiplier for the Albedo texture used for cavities (global dirt and dust color pattern). SSDirt (see the setSSDirt() method) must be enabled.

Return value

Current color multiplier for the Albedo texture used for cavities.
vec4(0.26f, 0.24f, 0.21f, 1.0f) - default value

void setSSDirtCavityTextureSize ( float size ) #

Console: render_ssdirt_cavity_texture_size
Sets a new scaling factor for the textures used for cavities. SSDirt (see the setSSDirt() method) must be enabled.

Arguments

  • float size - The scaling factor.
    Range of values: [0.0f, inf]. The default value is 1.0f.

float getSSDirtCavityTextureSize() const#

Console: render_ssdirt_cavity_texture_size
Returns the current scaling factor for the textures used for cavities. SSDirt (see the setSSDirt() method) must be enabled.

Return value

Current scaling factor.
Range of values: [0.0f, inf]. The default value is 1.0f.

void setSSDirtConvexityShadingTextureName ( const char * name ) #

Sets a new name of the shading texture to be used for convexities. Red channel of this texture defines metalness pattern for all convexities globally (other channels are ignored). SSDirt (see the setSSDirt() method) must be enabled.

Arguments

  • const char * name - The name of the shading texture.

const char * getSSDirtConvexityShadingTextureName() const#

Returns the current name of the shading texture to be used for convexities. Red channel of this texture defines metalness pattern for all convexities globally (other channels are ignored). SSDirt (see the setSSDirt() method) must be enabled.

Return value

Current name of the shading texture.

void setSSDirtConvexityAlbedoTextureName ( const char * name ) #

Sets a new name of the albedo texture to be used for convexities. This texture defines wear and scratch color pattern for all convexities globally. SSDirt (see the setSSDirt() method) must be enabled.

Arguments

  • const char * name - The name of the albedo texture.

const char * getSSDirtConvexityAlbedoTextureName() const#

Returns the current name of the albedo texture to be used for convexities. This texture defines wear and scratch color pattern for all convexities globally. SSDirt (see the setSSDirt() method) must be enabled.

Return value

Current name of the albedo texture.

void setSSDirtCavityShadingTextureName ( const char * name ) #

Sets a new name of the shading texture to be used for cavities. Red channel of this texture defines metalness pattern for all cavities globally (other channels are ignored). SSDirt (see the setSSDirt() method) must be enabled.

Arguments

  • const char * name - The name of the shading texture.

const char * getSSDirtCavityShadingTextureName() const#

Returns the current name of the shading texture to be used for cavities. Red channel of this texture defines metalness pattern for all cavities globally (other channels are ignored). SSDirt (see the setSSDirt() method) must be enabled.

Return value

Current name of the shading texture.

void setSSDirtCavityAlbedoTextureName ( const char * name ) #

Sets a new name of the albedo texture to be used for cavities. This texture defines wear and scratch color pattern for all cavities globally. SSDirt (see the setSSDirt() method) must be enabled.

Arguments

  • const char * name - The name of the albedo texture.

const char * getSSDirtCavityAlbedoTextureName() const#

Returns the current name of the albedo texture to be used for cavities. This texture defines wear and scratch color pattern for all cavities globally. SSDirt (see the setSSDirt() method) must be enabled.

Return value

Current name of the albedo texture.

void setSSDirtIncreaseAccuracy ( bool accuracy ) #

Console: render_ssdirt_increase_accuracy
Sets a new value indicating if increased accuracy for the SSDirt effect. This option should be used to remove visual artefacts along the screen edges, in case if they appear. Otherwise, it should be disabled. SSDirt (see the setSSDirt() method) must be enabled.

Arguments

  • bool accuracy - Set true to enable increased accuracy for SSDirt; false - to disable it. The default value is true.

bool getSSDirtIncreaseAccuracy() const#

Console: render_ssdirt_increase_accuracy
Returns the current value indicating if increased accuracy for the SSDirt effect. This option should be used to remove visual artefacts along the screen edges, in case if they appear. Otherwise, it should be disabled. SSDirt (see the setSSDirt() method) must be enabled.

Return value

true if increased accuracy for SSDirt is enabled; otherwise false. The default value is true.

void setSSDirtPerspective ( float perspective ) #

Console: render_ssdirt_perspective
Sets a new perspective value, that determines the degree of impact of distance from the camera on the radius of the Screen-Space Dirt effect.
  • 0.0f - radius of the effect is bound to screen space (it remains constant relative to screen size, regardless of the distance to the camera).
  • 1.0f - radius of the effect is bound to world space (it remains the same relative to objects, i.e. gets smaller as the camera moves away from them).
SSDirt (see the setSSDirt() method) must be enabled.

Arguments

  • float perspective - The perspective value.
    Range of values: [0.0f, 1.0f]. The default value is 0.02f.

float getSSDirtPerspective() const#

Console: render_ssdirt_perspective
Returns the current perspective value, that determines the degree of impact of distance from the camera on the radius of the Screen-Space Dirt effect.
  • 0.0f - radius of the effect is bound to screen space (it remains constant relative to screen size, regardless of the distance to the camera).
  • 1.0f - radius of the effect is bound to world space (it remains the same relative to objects, i.e. gets smaller as the camera moves away from them).
SSDirt (see the setSSDirt() method) must be enabled.

Return value

Current perspective value.
Range of values: [0.0f, 1.0f]. The default value is 0.02f.

void setSSDirtAngleBias ( float bias ) #

Console: render_ssdirt_angle_bias
Sets a new angle bias value to limit the SSDirt effect where information cannot be obtained. This parameter can be used to remove visual artefacts at the edges of polygons. SSDirt (see the setSSDirt() method) must be enabled.
Notice
This parameter affects both, concave and convex areas.

Arguments

  • float bias - The angle bias value.
    Range of values: [0.0f, 1.0f]. The default value is 0.35f.

float getSSDirtAngleBias() const#

Console: render_ssdirt_angle_bias
Returns the current angle bias value to limit the SSDirt effect where information cannot be obtained. This parameter can be used to remove visual artefacts at the edges of polygons. SSDirt (see the setSSDirt() method) must be enabled.
Notice
This parameter affects both, concave and convex areas.

Return value

Current angle bias value.
Range of values: [0.0f, 1.0f]. The default value is 0.35f.

void setSSDirtThreshold ( float threshold ) #

Console: render_ssdirt_threshold
Sets a new threshold of the SSDirt effect. It determines depth limit for the SSDirt effect in areas where information cannot be obtained. Higher values make the effect less pronounced. SSDirt (see the setSSDirt() method) must be enabled.

Arguments

  • float threshold - The threshold value.
    Range of values: [0.0f, 1.0f]. The default value is 1.0f.

float getSSDirtThreshold() const#

Console: render_ssdirt_threshold
Returns the current threshold of the SSDirt effect. It determines depth limit for the SSDirt effect in areas where information cannot be obtained. Higher values make the effect less pronounced. SSDirt (see the setSSDirt() method) must be enabled.

Return value

Current threshold value.
Range of values: [0.0f, 1.0f]. The default value is 1.0f.

void setSSDirtRadius ( float radius ) #

Console: render_ssdirt_radius
Sets a new size of the SSDirt effect. SSDirt (see the setSSDirt() method) must be enabled.

Arguments

  • float radius - The size of the SSDirt effect.
    Range of values: [0.0f, inf]. The default value is 1.0f.

float getSSDirtRadius() const#

Console: render_ssdirt_radius
Returns the current size of the SSDirt effect. SSDirt (see the setSSDirt() method) must be enabled.

Return value

Current size of the SSDirt effect.
Range of values: [0.0f, inf]. The default value is 1.0f.

void setSSDirtIntensity ( float intensity ) #

Console: render_ssdirt_intensity
Sets a new intensity of the SSDirt effect.
  • By the minimum value of 0.0f, the effect is not visible.
  • Higher values make the effect more pronounced.
SSDirt (see the setSSDirt() method) must be enabled.

Arguments

  • float intensity - The SSDirt effect intensity.
    Range of values: [0.0f, inf]. The default value is 1.0f.

float getSSDirtIntensity() const#

Console: render_ssdirt_intensity
Returns the current intensity of the SSDirt effect.
  • By the minimum value of 0.0f, the effect is not visible.
  • Higher values make the effect more pronounced.
SSDirt (see the setSSDirt() method) must be enabled.

Return value

Current SSDirt effect intensity.
Range of values: [0.0f, inf]. The default value is 1.0f.

void setSSDirtResolution ( int resolution ) #

Console: render_ssdirt_resolution
Sets a new resolution of the SSDirt effect. SSDirt (see the setSSDirt() method) must be enabled.
Notice
This parameter significantly affects performance, so choose it reasonably.

Arguments

  • int resolution - The SSDirt effect resolution. One of the following values:
    • Quarter - quarter resolution
    • Half - half resolution (by default)
    • Full - full resolution

int getSSDirtResolution() const#

Console: render_ssdirt_resolution
Returns the current resolution of the SSDirt effect. SSDirt (see the setSSDirt() method) must be enabled.
Notice
This parameter significantly affects performance, so choose it reasonably.

Return value

Current SSDirt effect resolution. One of the following values:
  • Quarter - quarter resolution
  • Half - half resolution (by default)
  • Full - full resolution

void setSSDirtQuality ( int quality ) #

Console: render_ssdirt_quality
Sets a new quality for the SSDirt effect. SSDirt (see the setSSDirt() method) must be enabled. Quality implies the number of samples used for the Screen-Space Dirt effect:
  • Low — 4 samples
  • Medium — 8 samples
  • High — 16 samples
  • Ultra — 32 samples
Notice
This parameter significantly affects performance, so choose it reasonably.

Arguments

  • int quality - The quality level. One of the following values:
    • Low - low quality
    • Medium - medium quality
    • High - high quality (by default)
    • Ultra - ultra quality

int getSSDirtQuality() const#

Console: render_ssdirt_quality
Returns the current quality for the SSDirt effect. SSDirt (see the setSSDirt() method) must be enabled. Quality implies the number of samples used for the Screen-Space Dirt effect:
  • Low — 4 samples
  • Medium — 8 samples
  • High — 16 samples
  • Ultra — 32 samples
Notice
This parameter significantly affects performance, so choose it reasonably.

Return value

Current quality level. One of the following values:
  • Low - low quality
  • Medium - medium quality
  • High - high quality (by default)
  • Ultra - ultra quality

void setSSDirt ( bool ssdirt ) #

Console: render_ssdirt
Sets a new value indicating if the Screen-Space Dirt (SSDirt) effect is enabled.

Arguments

  • bool ssdirt - Set true to enable SSDirt effect; false - to disable it. The default value is true.

bool getSSDirt() const#

Console: render_ssdirt
Returns the current value indicating if the Screen-Space Dirt (SSDirt) effect is enabled.

Return value

true if SSDirt effect is enabled; otherwise false. The default value is true.

void setSSBevelRadius ( float radius ) #

Console: render_ssbevel_radius
Sets a new size of the Screen-Space Bevel effect. To use this option, rendering of SSBevel (see the setSSBevel() method) should be enabled.

Arguments

  • float radius - The size of the SSBevel effect.
    Range of values: [0.0f, inf]. The default value is 0.01f.

float getSSBevelRadius() const#

Console: render_ssbevel_radius
Returns the current size of the Screen-Space Bevel effect. To use this option, rendering of SSBevel (see the setSSBevel() method) should be enabled.

Return value

Current size of the SSBevel effect.
Range of values: [0.0f, inf]. The default value is 0.01f.

void setSSBevelNoise ( bool noise ) #

Console: render_ssbevel_noise
Sets a new value indicating if the noise is enabled for smoothing bevels. It is recommended to use the noise with TAA (see the setTAA() method) enabled to avoid visual artifacts. The bevel noise is applied at a certain distance from the camera (i.e. if the camera is too far from the object with bevels, the noise won't be applied). To use this option, rendering of SSBevel (see the setSSBevel() method) should be enabled.

Arguments

  • bool noise - Set true to enable noise-based smoothing for bevels; false - to disable it. The default value is true.

bool getSSBevelNoise() const#

Console: render_ssbevel_noise
Returns the current value indicating if the noise is enabled for smoothing bevels. It is recommended to use the noise with TAA (see the setTAA() method) enabled to avoid visual artifacts. The bevel noise is applied at a certain distance from the camera (i.e. if the camera is too far from the object with bevels, the noise won't be applied). To use this option, rendering of SSBevel (see the setSSBevel() method) should be enabled.

Return value

true if noise-based smoothing for bevels is enabled; otherwise false. The default value is true.

void setSSBevelQuality ( int quality ) #

Console: render_ssbevel_quality
Sets a new quality mode for the screen-space bevels.

Arguments

  • int quality - The quality level. One of the following values:
    • Low - low quality
    • Medium - medium quality (by default)
    • High - high quality
    • Ultra - ultra quality

int getSSBevelQuality() const#

Console: render_ssbevel_quality
Returns the current quality mode for the screen-space bevels.

Return value

Current quality level. One of the following values:
  • Low - low quality
  • Medium - medium quality (by default)
  • High - high quality
  • Ultra - ultra quality

void setSSBevelVertexNormal ( int normal ) #

Console: render_ssbevel_vertex_normal
Sets a new rendering mode of the screen-space bevels. The following modes are available:
  • Better Edges smoothes vertex and surface normals of the object. In this mode, the relief created by using Normal Mapping will be smoothed along with the mesh edges.
  • Better Normals smoothes only vertex normals. In this mode, only edges of the mesh geometry will be bevelled. The mode may produce visual artifacts on the edges. However, they can be reduced by increasing quality settings of anti-aliasing.
To use this option, rendering of SSBevel (see the setSSBevel() method) should be enabled.

Arguments

  • int normal - The bevels rendering mode. One of the following values:
    • 0 - Better Edges (by default)
    • 1 - Better Normals

int getSSBevelVertexNormal() const#

Console: render_ssbevel_vertex_normal
Returns the current rendering mode of the screen-space bevels. The following modes are available:
  • Better Edges smoothes vertex and surface normals of the object. In this mode, the relief created by using Normal Mapping will be smoothed along with the mesh edges.
  • Better Normals smoothes only vertex normals. In this mode, only edges of the mesh geometry will be bevelled. The mode may produce visual artifacts on the edges. However, they can be reduced by increasing quality settings of anti-aliasing.
To use this option, rendering of SSBevel (see the setSSBevel() method) should be enabled.

Return value

Current bevels rendering mode. One of the following values:
  • 0 - Better Edges (by default)
  • 1 - Better Normals

void setSSBevel ( bool ssbevel ) #

Console: render_ssbevel
Sets a new value indicating if the Screen-Space Bevels (SSBevel effect) are enabled.

Arguments

  • bool ssbevel - Set true to enable Screen-Space Bevels; false - to disable it. The default value is true.

bool getSSBevel() const#

Console: render_ssbevel
Returns the current value indicating if the Screen-Space Bevels (SSBevel effect) are enabled.

Return value

true if Screen-Space Bevels is enabled; otherwise false. The default value is true.

void setScreenPrecision ( bool precision ) #

Console: render_screen_precision
Sets a new value indicating the current screen precision. This parameter determines the texture format used for screen HDR buffers.

Arguments

  • bool precision - Set true to enable screen precision; false - to disable it. One of the following values:
    • 0 - RG11B10F
    • 1 - RGBA16F (by default)

bool getScreenPrecision() const#

Console: render_screen_precision
Returns the current value indicating the current screen precision. This parameter determines the texture format used for screen HDR buffers.

Return value

true if screen precision is enabled; otherwise false. One of the following values:
  • 0 - RG11B10F
  • 1 - RGBA16F (by default)

void setShadowsFilterNoise ( bool noise ) #

Console: render_shadows_filter_noise
Sets a new value indicating if noise for shadow filtering is enabled. This noise is used for smoothing.

Arguments

  • bool noise - Set true to enable noise for shadow filtering; false - to disable it. The default value is true.

bool getShadowsFilterNoise() const#

Console: render_shadows_filter_noise
Returns the current value indicating if noise for shadow filtering is enabled. This noise is used for smoothing.

Return value

true if noise for shadow filtering is enabled; otherwise false. The default value is true.

void setShadowsFilterMode ( int mode ) #

Console: render_shadows_filter_mode
Sets a new global filtering mode to be used for shadows from all light sources by default. This mode determines quality of soft shadows. Higher quality produces smoother shadow edges. When disabled, no filtering is performed and the stair-step effect is clearly seen at the edges of shadows.
Notice
You can set filtering mode or disable filtering for each light source individually.

Arguments

  • int mode - The filtering mode. One of the following values:
    • 0 - Disabled
    • 1 - Low
    • 2 - Medium (by default)
    • 3 - High
    • 4 - Ultra

int getShadowsFilterMode() const#

Console: render_shadows_filter_mode
Returns the current global filtering mode to be used for shadows from all light sources by default. This mode determines quality of soft shadows. Higher quality produces smoother shadow edges. When disabled, no filtering is performed and the stair-step effect is clearly seen at the edges of shadows.
Notice
You can set filtering mode or disable filtering for each light source individually.

Return value

Current filtering mode. One of the following values:
  • 0 - Disabled
  • 1 - Low
  • 2 - Medium (by default)
  • 3 - High
  • 4 - Ultra

void setShadowsPenumbraNoise ( bool noise ) #

Console: render_shadows_penumbra_noise
Sets a new value indicating if noise for penumbra rendering is enabled. This noise is used for smoothing.

Arguments

  • bool noise - Set true to enable noise for penumbra rendering; false - to disable it. The default value is true.

bool getShadowsPenumbraNoise() const#

Console: render_shadows_penumbra_noise
Returns the current value indicating if noise for penumbra rendering is enabled. This noise is used for smoothing.

Return value

true if noise for penumbra rendering is enabled; otherwise false. The default value is true.

void setShadowsPenumbraMode ( int mode ) #

Console: render_shadows_penumbra_mode
Sets a new global quality mode to be used for rendering penumbra from all light sources by default. This mode enables simulation of real-world shadows by keeping sharp contact shadows closer to the base and softening the farther the shadow stretches away. Higher values produce softer shadows. When disabled, shadow edges are crisp and sharp (no shadow softness at all).
Notice
You can set penumbra quality mode or disable penumbra rendering for each light source individually.

Arguments

  • int mode - The quality mode. One of the following values:
    • 0 - Disabled
    • 1 - Low (by default)
    • 2 - Medium
    • 3 - High
    • 4 - Ultra

int getShadowsPenumbraMode() const#

Console: render_shadows_penumbra_mode
Returns the current global quality mode to be used for rendering penumbra from all light sources by default. This mode enables simulation of real-world shadows by keeping sharp contact shadows closer to the base and softening the farther the shadow stretches away. Higher values produce softer shadows. When disabled, shadow edges are crisp and sharp (no shadow softness at all).
Notice
You can set penumbra quality mode or disable penumbra rendering for each light source individually.

Return value

Current quality mode. One of the following values:
  • 0 - Disabled
  • 1 - Low (by default)
  • 2 - Medium
  • 3 - High
  • 4 - Ultra

void setShadowsScreenSpace ( bool space ) #

Console: render_shadows_screen_space
Sets a new value indicating if screen space shadows are enabled. They provide high-quality penumbra, per-light work, per-pixel detail at any zoom level and infinite visibility distance (when enabled, distant objects can cast shadows next to the horizon). Supports depth cutout parallax. Screen space shadows can be mixed with regular ones.

Arguments

  • bool space - Set true to enable screen-space shadows; false - to disable it. The default value is true.

bool getShadowsScreenSpace() const#

Console: render_shadows_screen_space
Returns the current value indicating if screen space shadows are enabled. They provide high-quality penumbra, per-light work, per-pixel detail at any zoom level and infinite visibility distance (when enabled, distant objects can cast shadows next to the horizon). Supports depth cutout parallax. Screen space shadows can be mixed with regular ones.

Return value

true if screen-space shadows is enabled; otherwise false. The default value is true.

void setShadowsAlphaTest ( bool test ) #

Console: render_shadows_alpha_test
Sets a new value indicating if alpha test is enabled for shadows.

Arguments

  • bool test - Set true to enable alpha test for shadows; false - to disable it. The default value is true.

bool getShadowsAlphaTest() const#

Console: render_shadows_alpha_test
Returns the current value indicating if alpha test is enabled for shadows.

Return value

true if alpha test for shadows is enabled; otherwise false. The default value is true.

void setShadowsWorldLerpCascades ( bool cascades ) #

Console: render_shadows_world_lerp_cascades
Sets a new value indicating if linear interpolation of shadow cascades is enabled, making transitions between cascades smoother. This option significantly affects performance, as 2 shadow maps are rendered in transition areas.

Arguments

  • bool cascades - Set true to enable linear interpolation of shadow cascades; false - to disable it. The default value is true.

bool getShadowsWorldLerpCascades() const#

Console: render_shadows_world_lerp_cascades
Returns the current value indicating if linear interpolation of shadow cascades is enabled, making transitions between cascades smoother. This option significantly affects performance, as 2 shadow maps are rendered in transition areas.

Return value

true if linear interpolation of shadow cascades is enabled; otherwise false. The default value is true.

void setShadowsTranslucentDepth ( float depth ) #

Console: render_shadows_translucent_depth
Sets a new global translucence depth value defining how deep the light goes through translucent objects shifting the shadow. The higher the value, the deeper the light penetrates translucent objects shifting the shadow.

Arguments

  • float depth - The translucence depth.
    Range of values: [0.0f, inf]. The default value is 0.1f.

float getShadowsTranslucentDepth() const#

Console: render_shadows_translucent_depth
Returns the current global translucence depth value defining how deep the light goes through translucent objects shifting the shadow. The higher the value, the deeper the light penetrates translucent objects shifting the shadow.

Return value

Current translucence depth.
Range of values: [0.0f, inf]. The default value is 0.1f.

void setShadows ( bool shadows ) #

Console: render_shadows
Sets a new value indicating whether shadows are rendered or not.

Arguments

  • bool shadows - Set true to enable shadows rendering; false - to disable it. The default value is true.

bool getShadows() const#

Console: render_shadows
Returns the current value indicating whether shadows are rendered or not.

Return value

true if shadows rendering is enabled; otherwise false. The default value is true.

void setLightsLensFlares ( bool flares ) #

Console: render_lights_lens_flares
Sets a new value indicating if rendering of per-light lens flares is enabled.

Arguments

  • bool flares - Set true to enable rendering of per-light lens flares; false - to disable it. The default value is true.

bool getLightsLensFlares() const#

Console: render_lights_lens_flares
Returns the current value indicating if rendering of per-light lens flares is enabled.

Return value

true if rendering of per-light lens flares is enabled; otherwise false. The default value is true.

void setLightsForwardPerObjectVoxel ( int voxel ) #

Console: render_lights_forward_per_object_voxel
Sets a new maximum number of Voxel Probes per object (available only for materials rendered in the forward rendering pass). You should set the nonzero value to increase performance: it is not recommended to use more than 4 Voxel Probes per object.

Arguments

  • int voxel - The number of Voxel Probes per object.
    Range of values: [0, 128]. The default value is 4.

int getLightsForwardPerObjectVoxel() const#

Console: render_lights_forward_per_object_voxel
Returns the current maximum number of Voxel Probes per object (available only for materials rendered in the forward rendering pass). You should set the nonzero value to increase performance: it is not recommended to use more than 4 Voxel Probes per object.

Return value

Current number of Voxel Probes per object.
Range of values: [0, 128]. The default value is 4.

void setLightsForwardPerObjectEnv ( int env ) #

Console: render_lights_forward_per_object_env
Sets a new maximum number of Environment Probes per object (available only for materials rendered in the forward rendering pass). You should set the nonzero value to increase performance: it is not recommended to use more than 4 Voxel Probes per object.

Arguments

  • int env - The number of Environment Probes per object.
    Range of values: [0, 128]. The default value is 4.

int getLightsForwardPerObjectEnv() const#

Console: render_lights_forward_per_object_env
Returns the current maximum number of Environment Probes per object (available only for materials rendered in the forward rendering pass). You should set the nonzero value to increase performance: it is not recommended to use more than 4 Voxel Probes per object.

Return value

Current number of Environment Probes per object.
Range of values: [0, 128]. The default value is 4.

void setLightsForwardPerObjectPlanar ( int planar ) #

Console: render_lights_forward_per_object_planar
Sets a new maximum number of Planar Reflection Probes per object (available only for materials rendered in the forward rendering pass). You should set the nonzero value to increase performance: it is not recommended to use more than 4 Planar Reflection Probes per object.

Arguments

  • int planar - The number of Planar Reflection Probes per object.
    Range of values: [0, 128]. The default value is 4.

int getLightsForwardPerObjectPlanar() const#

Console: render_lights_forward_per_object_planar
Returns the current maximum number of Planar Reflection Probes per object (available only for materials rendered in the forward rendering pass). You should set the nonzero value to increase performance: it is not recommended to use more than 4 Planar Reflection Probes per object.

Return value

Current number of Planar Reflection Probes per object.
Range of values: [0, 128]. The default value is 4.

void setLightsForwardPerObjectProj ( int proj ) #

Console: render_lights_forward_per_object_proj
Sets a new maximum number of Projected lights per object (available only for materials rendered in the forward rendering pass). You should set the nonzero value to increase performance: it is not recommended to use more than 4 Projected lights per object.

Arguments

  • int proj - The number of Projected lights per object.
    Range of values: [0, 128]. The default value is 4.

int getLightsForwardPerObjectProj() const#

Console: render_lights_forward_per_object_proj
Returns the current maximum number of Projected lights per object (available only for materials rendered in the forward rendering pass). You should set the nonzero value to increase performance: it is not recommended to use more than 4 Projected lights per object.

Return value

Current number of Projected lights per object.
Range of values: [0, 128]. The default value is 4.

void setLightsForwardPerObjectOmni ( int omni ) #

Console: render_lights_forward_per_object_omni
Sets a new maximum number of Omni lights per object (available only for materials rendered in the forward rendering pass). You should set the nonzero value to increase performance: it is not recommended to use more than 4 Omni lights per object.

Arguments

  • int omni - The number of Omni lights per object.
    Range of values: [0, 128]. The default value is 4.

int getLightsForwardPerObjectOmni() const#

Console: render_lights_forward_per_object_omni
Returns the current maximum number of Omni lights per object (available only for materials rendered in the forward rendering pass). You should set the nonzero value to increase performance: it is not recommended to use more than 4 Omni lights per object.

Return value

Current number of Omni lights per object.
Range of values: [0, 128]. The default value is 4.

void setLightsForwardPerObjectWorld ( int world ) #

Console: render_lights_forward_per_object_world
Sets a new maximum number of World lights per object (available only for materials rendered in the forward rendering pass). You should set the nonzero value to increase performance: it is not recommended to use more than 4 World lights per object.

Arguments

  • int world - The maximum number of World lights per object.
    Range of values: [0, 128]. The default value is 4.

int getLightsForwardPerObjectWorld() const#

Console: render_lights_forward_per_object_world
Returns the current maximum number of World lights per object (available only for materials rendered in the forward rendering pass). You should set the nonzero value to increase performance: it is not recommended to use more than 4 World lights per object.

Return value

Current maximum number of World lights per object.
Range of values: [0, 128]. The default value is 4.

void setLightsInterleavedSamples ( int samples ) #

Console: render_lights_interleaved_samples
Sets a new interleaved rendering mode defining the number of pixels to be skipped when rendering lights during the deferred pass with subsequent reconstruction of neighboring pixels using the data from previous frames.
  • 1 x 2 — half of all pixels are rendered skipping each second line (1.0 * width x 0.5 * height)
  • 2 x 2 — quarter of all pixels are rendered skipping each second line and row (0.5 * width x 0.5 * height)

Arguments

  • int samples - The interleaved rendering mode One of the following values:
    • 0 - 1 x 2 (by default)
    • 1 - 2 x 2

int getLightsInterleavedSamples() const#

Console: render_lights_interleaved_samples
Returns the current interleaved rendering mode defining the number of pixels to be skipped when rendering lights during the deferred pass with subsequent reconstruction of neighboring pixels using the data from previous frames.
  • 1 x 2 — half of all pixels are rendered skipping each second line (1.0 * width x 0.5 * height)
  • 2 x 2 — quarter of all pixels are rendered skipping each second line and row (0.5 * width x 0.5 * height)

Return value

Current interleaved rendering mode One of the following values:
  • 0 - 1 x 2 (by default)
  • 1 - 2 x 2

void setLightsInterleavedColorClamping ( int clamping ) #

Console: render_lights_interleaved_color_clamping
Sets a new color clamping mode to be used for interleaved lights rendering mode. This mode is used to reduce ghosting effect: higher values increase clamping intensity but may cause flickering on rippled reflective surfaces (as this mode is not so good at the object's edges). When disabled, shadows and reflections have a lag as they are several frames behind.

Arguments

  • int clamping - The color clamping mode One of the following values:
    • 0 - Disabled
    • 1 - Low (by default)
    • 2 - Medium
    • 3 - High
    • 4 - High + Velocity

int getLightsInterleavedColorClamping() const#

Console: render_lights_interleaved_color_clamping
Returns the current color clamping mode to be used for interleaved lights rendering mode. This mode is used to reduce ghosting effect: higher values increase clamping intensity but may cause flickering on rippled reflective surfaces (as this mode is not so good at the object's edges). When disabled, shadows and reflections have a lag as they are several frames behind.

Return value

Current color clamping mode One of the following values:
  • 0 - Disabled
  • 1 - Low (by default)
  • 2 - Medium
  • 3 - High
  • 4 - High + Velocity

void setLightsInterleavedCatmullResampling ( bool resampling ) #

Console: render_lights_interleaved_catmull_resampling
Sets a new value indicating if the Catmull-Rom resampling for interleaved lights rendering mode is enabled. This mode allows you to reduce image blurring when the camera moves forward/backward.

Arguments

  • bool resampling - Set true to enable Catmull-Rom resampling; false - to disable it. The default value is true.

bool getLightsInterleavedCatmullResampling() const#

Console: render_lights_interleaved_catmull_resampling
Returns the current value indicating if the Catmull-Rom resampling for interleaved lights rendering mode is enabled. This mode allows you to reduce image blurring when the camera moves forward/backward.

Return value

true if Catmull-Rom resampling is enabled; otherwise false. The default value is true.

void setLightsInterleaved ( bool interleaved ) #

Console: render_lights_interleaved
Sets a new value indicating if interleaved mode for rendering lights during the deferred pass is enabled. When enabled, lights are rendered in half resolution with subsequent reconstruction of neighboring pixels using the data from previous frames. This mode requires a high framerate (60+ FPS), otherwise anti-aliasing quality reduces and ghosting effect becomes more pronounced. Recommended for relatively static scenes which contain a lot of light sources and do not have a lot of reflective surfaces (in case of small number of light sources may reduce performance).

Arguments

  • bool interleaved - Set true to enable interleaved lights rendering mode; false - to disable it. The default value is true.

bool getLightsInterleaved() const#

Console: render_lights_interleaved
Returns the current value indicating if interleaved mode for rendering lights during the deferred pass is enabled. When enabled, lights are rendered in half resolution with subsequent reconstruction of neighboring pixels using the data from previous frames. This mode requires a high framerate (60+ FPS), otherwise anti-aliasing quality reduces and ghosting effect becomes more pronounced. Recommended for relatively static scenes which contain a lot of light sources and do not have a lot of reflective surfaces (in case of small number of light sources may reduce performance).

Return value

true if interleaved lights rendering mode is enabled; otherwise false. The default value is true.

void setLightsTileGridSize ( int size ) #

Console: render_lights_tile_grid_size
Sets a new number of grid tiles per axis for tiled rendering optimization. During this optimization, the screen space is divided into tiles that render lights in batches (see the setLightsMaxPerBatch() method) . The optimization works only for omni lights with point shape and without shadows.

Arguments

  • int size - The number of grid tiles per axis.
    Range of values: [1, 32]. The default value is 8.

int getLightsTileGridSize() const#

Console: render_lights_tile_grid_size
Returns the current number of grid tiles per axis for tiled rendering optimization. During this optimization, the screen space is divided into tiles that render lights in batches (see the setLightsMaxPerBatch() method) . The optimization works only for omni lights with point shape and without shadows.

Return value

Current number of grid tiles per axis.
Range of values: [1, 32]. The default value is 8.

void setLightsMaxPerBatch ( int batch ) #

Console: render_lights_max_per_batch
Sets a new maximum number of lights rendered by a tile (see the setLightsTileGridSize() method) per batch call.

With lights batching optimization, omni lights divided into tiles are rendered in batches: each tile renders the specified number of lights per batch. It allows decreasing the number of DIP calls and increasing performance. The optimization works only for omni lights with point shape and without shadows.

0 disables batching optimization.

Arguments

  • int batch - The number of lights per batch.
    Range of values: [32, 1024]. The default value is 1024.

int getLightsMaxPerBatch() const#

Console: render_lights_max_per_batch
Returns the current maximum number of lights rendered by a tile (see the setLightsTileGridSize() method) per batch call.

With lights batching optimization, omni lights divided into tiles are rendered in batches: each tile renders the specified number of lights per batch. It allows decreasing the number of DIP calls and increasing performance. The optimization works only for omni lights with point shape and without shadows.

0 disables batching optimization.

Return value

Current number of lights per batch.
Range of values: [32, 1024]. The default value is 1024.

void setLightsEnabled ( bool enabled ) #

Console: render_lights_enabled
Sets a new value indicating if rendering of lights is enabled.

Arguments

  • bool enabled - Set true to enable lights rendering; false - to disable it. The default value is true.

bool getLightsEnabled() const#

Console: render_lights_enabled
Returns the current value indicating if rendering of lights is enabled.

Return value

true if lights rendering is enabled; otherwise false. The default value is true.

void setOccludersShadowsResolution ( const Math::vec2& resolution ) #

Console: render_occluders_shadows_resolution
Sets a new resolution of the texture, to which occluders for shadows (see the setOccludersShadows() method) are rendered.

Arguments

  • const Math::vec2& resolution - The texture resolution (X, Y), in pixels.
    From 1x1 to 1024x1024 Default: 512x512

Math::vec2 getOccludersShadowsResolution() const#

Console: render_occluders_shadows_resolution
Returns the current resolution of the texture, to which occluders for shadows (see the setOccludersShadows() method) are rendered.

Return value

Current texture resolution (X, Y), in pixels.
From 1x1 to 1024x1024 Default: 512x512

void setOccludersShadows ( bool shadows ) #

Console: render_occluders_shadows
Sets a new value indicating whether rendering of occluders for shadows is enabled.

Arguments

  • bool shadows - Set true to enable rendering of occluders for shadows; false - to disable it. The default value is true.

bool getOccludersShadows() const#

Console: render_occluders_shadows
Returns the current value indicating whether rendering of occluders for shadows is enabled.

Return value

true if rendering of occluders for shadows is enabled; otherwise false. The default value is true.

void setOccludersResolution ( const Math::vec2& resolution ) #

Console: render_occluders_resolution
Sets a new resolution of the texture, to which occluders (see the setOccluders() method) are rendered.

Arguments

  • const Math::vec2& resolution - The texture resolution (X, Y), in pixels.
    From 1x1 to 1024x1024 Default: 128x64

Math::vec2 getOccludersResolution() const#

Console: render_occluders_resolution
Returns the current resolution of the texture, to which occluders (see the setOccluders() method) are rendered.

Return value

Current texture resolution (X, Y), in pixels.
From 1x1 to 1024x1024 Default: 128x64

void setOccluders ( bool occluders ) #

Console: render_occluders
Sets a new value indicating if rendering of occluders is enabled.

Arguments

  • bool occluders - Set true to enable rendering of occluders; false - to disable it. The default value is true.

bool getOccluders() const#

Console: render_occluders
Returns the current value indicating if rendering of occluders is enabled.

Return value

true if rendering of occluders is enabled; otherwise false. The default value is true.

void setOcclusionQueriesNumFrames ( int frames ) #

Console: render_occlusion_queries_num_frames
Sets a new number of frames for additional hardware occlusion query test performed before sending data to GPU. Make sure that the additional hardware occlusion query test (see the setOcclusionQueries() method) is enabled.

Arguments

  • int frames - The number of frames.
    Range of values: [0, 1024]. The default value is 5.

int getOcclusionQueriesNumFrames() const#

Console: render_occlusion_queries_num_frames
Returns the current number of frames for additional hardware occlusion query test performed before sending data to GPU. Make sure that the additional hardware occlusion query test (see the setOcclusionQueries() method) is enabled.

Return value

Current number of frames.
Range of values: [0, 1024]. The default value is 5.

void setOcclusionQueries ( bool queries ) #

Console: render_occlusion_queries
Sets a new value indicating if additional hardware occlusion query test before sending data to GPU is enabled. This test is performed for all objects with the Culled by occlusion query flag set.

Arguments

  • bool queries - Set true to enable additional hardware occlusion query test; false - to disable it. The default value is true.

bool getOcclusionQueries() const#

Console: render_occlusion_queries
Returns the current value indicating if additional hardware occlusion query test before sending data to GPU is enabled. This test is performed for all objects with the Culled by occlusion query flag set.

Return value

true if additional hardware occlusion query test is enabled; otherwise false. The default value is true.

void setSkyRotation ( const Math::quat& rotation ) #

Sets a new sky rotation.

Arguments

  • const Math::quat& rotation - The sky rotation quaternion.

Math::quat getSkyRotation() const#

Returns the current sky rotation.

Return value

Current sky rotation quaternion.

float getEnvironmentSkyIntensity() const#

Returns the current intensity of the environment sky set for the preset that overlays the other ones. To get the sky intensity for the specific preset, use RenderEnvironmentPreset::getSkyIntensity().
Source code (C++)
// get a sky intensity for the preset that overlays the others
Render::getEnvironmentSkyIntensity();
// get a sky intensity for the second environment preset
RenderEnvironmentPresetPtr preset = Render::getEnvironmentPreset(1);
preset->getSkyIntensity();

Return value

Current intensity value.

float getEnvironmentReflectionIntensity() const#

Returns the current intensity of the environment reflections for the preset that overlays the other ones. 0 value means no environment reflections for the preset. To get the reflection intensity for the specific preset, use RenderEnvironmentPreset::getReflectionIntensity().
Source code (C++)
// get a reflection intensity for the preset that overlays the others
Render::getEnvironmentReflectionIntensity();
// get a reflection intensity for the second environment preset
RenderEnvironmentPresetPtr preset = Render::getEnvironmentPreset(1);
preset->getReflectionIntensity();

Return value

Current intensity value.

float getEnvironmentAmbientIntensity() const#

Returns the current intensity of the environment ambient lighting for the preset that overlays the other ones. 0 value means no environment ambient lighting for the preset. The higher the value, the more ambient lighting affects environment. To get the ambient intensity for the specific preset, use RenderEnvironmentPreset::getAmbientIntensity().
Source code (C++)
// get an ambient intensity for the preset that overlays the others
Render::getEnvironmentAmbientIntensity();
// get an ambient intensity for the second environment preset
RenderEnvironmentPresetPtr preset = Render::getEnvironmentPreset(1);
preset->getAmbientIntensity();

Return value

Current intensity value.

float getEnvironmentHazeDensity() const#

Returns the current haze density set for the preset that overlays the other ones. To get the haze density for the specific preset, use RenderEnvironmentPreset::getHazeDensity().
Source code (C++)
// get a haze density for the preset that overlays the others
Render::getEnvironmentHazeDensity();
// get a haze density for the second environment preset
RenderEnvironmentPresetPtr preset = Render::getEnvironmentPreset(1);
preset->getHazeDensity();

Return value

Current haze density.

float getEnvironmentHazeMaxDistance() const#

Returns the current distance starting at which the haze becomes completely solid, so nothing will be seen behind. To get the haze maximum visibility distance for the specific preset, use RenderEnvironmentPreset::getHazeMaxDistance().
Source code (C++)
// get a haze maximum visibility distance for the preset that overlays the others
Render::getEnvironmentHazeMaxDistance();
// get a haze maximum visibility distance for the second environment preset
RenderEnvironmentPresetPtr preset = Render::getEnvironmentPreset(1);
preset->getHazeMaxDistance();

Return value

Current maximum visibility distance.

Math::vec4 getEnvironmentHazeColor() const#

Returns the current haze color for the preset that overlays the other ones.
Notice
This function will return color only if the HAZE_SOLID mode is set via setEnvironmentHazeMode().
To get the haze color for the specific preset, use RenderEnvironmentPreset::getHazeColor().
Source code (C++)
// get a haze color for the preset that overlays the others
Render::getEnvironmentHazeColor();
// get a haze color for the second environment preset
RenderEnvironmentPresetPtr preset = Render::getEnvironmentPreset(1);
preset->getHazeColor();

Return value

Current haze color.

void setEnvironmentCubemapBlendMode ( int mode ) #

Console: render_environment_cubemap_blend
Sets a new blending mode for the environment cubemap.

Arguments

  • int mode - The blending mode. One of the following values:
    • 0 - alpha blend (by default)
    • 1 - additive blend
    • 2 - multiply
    • 3 - overlay

int getEnvironmentCubemapBlendMode() const#

Console: render_environment_cubemap_blend
Returns the current blending mode for the environment cubemap.

Return value

Current blending mode. One of the following values:
  • 0 - alpha blend (by default)
  • 1 - additive blend
  • 2 - multiply
  • 3 - overlay

void setEnvironmentHazeGradient ( int gradient ) #

Console: render_environment_haze_gradient
Sets a new environment haze gradient mode. By using this option, you can make the haze look more realistic for a specific distance range.
  • Short Distance Range — better suitable for near-surface haze
  • Long Distance Range — better suitable for hazy mountains
  • Physically Based — for physically based haze simulation

Arguments

  • int gradient - The gradient mode. One of the following values:
    • 0 - Short Distance Range (by default)
    • 1 - Long Distance Range
    • 2 - Physically Based

int getEnvironmentHazeGradient() const#

Console: render_environment_haze_gradient
Returns the current environment haze gradient mode. By using this option, you can make the haze look more realistic for a specific distance range.
  • Short Distance Range — better suitable for near-surface haze
  • Long Distance Range — better suitable for hazy mountains
  • Physically Based — for physically based haze simulation

Return value

Current gradient mode. One of the following values:
  • 0 - Short Distance Range (by default)
  • 1 - Long Distance Range
  • 2 - Physically Based

void setEnvironmentHazeMode ( int mode ) #

Console: render_environment_haze
Sets a new mode for the haze effect.
  • If Disabled, no haze is applied.
  • The Solid mode uses the solid color from the Color parameter.
  • The Scattering mode uses the color from the sky LUTs is blended with the Color parameter. This value is recommended for better realism: objects will smoothly fade into the distance.

Arguments

  • int mode - The haze mode: one of the HAZE_* variables. One of the following values:
    • 0 - haze disabled
    • 1 - haze colored the specific color
    • 2 - haze colored in accordance with the sky LUT (by default)

int getEnvironmentHazeMode() const#

Console: render_environment_haze
Returns the current mode for the haze effect.
  • If Disabled, no haze is applied.
  • The Solid mode uses the solid color from the Color parameter.
  • The Scattering mode uses the color from the sky LUTs is blended with the Color parameter. This value is recommended for better realism: objects will smoothly fade into the distance.

Return value

Current haze mode: one of the HAZE_* variables. One of the following values:
  • 0 - haze disabled
  • 1 - haze colored the specific color
  • 2 - haze colored in accordance with the sky LUT (by default)

void setEnvironment ( bool environment ) #

Console: render_environment
Sets a new value indicating if rendering of environment of the scene is enabled.

Arguments

  • bool environment - Set true to enable rendering of environment; false - to disable it. The default value is true.

bool getEnvironment() const#

Console: render_environment
Returns the current value indicating if rendering of environment of the scene is enabled.

Return value

true if rendering of environment is enabled; otherwise false. The default value is true.

void setColorCorrectionLUTPath ( const char * lutpath ) #

Sets a new name of a new color transformation texture (LUT).

Arguments

  • const char * lutpath - The name of the file with the texture. If NULL (0) is passed, the texture is cleared.

const char * getColorCorrectionLUTPath() const#

Returns the current name of a new color transformation texture (LUT).

Return value

Current name of the file with the texture. If NULL (0) is passed, the texture is cleared.

void setColorCorrectionWhite ( const Math::vec4& white ) #

Console: color_correction_white
Sets a new white balance of the scene.

Arguments

  • const Math::vec4& white - The white balance. The provided value is saturated in the range [vec4_epsilon;vec4_one].
    vec4_zero - default value (black)

Math::vec4 getColorCorrectionWhite() const#

Console: color_correction_white
Returns the current white balance of the scene.

Return value

Current white balance. The provided value is saturated in the range [vec4_epsilon;vec4_one].
vec4_zero - default value (black)

void setColorCorrectionGamma ( float gamma ) #

Console: color_correction_gamma
Sets a new Gamma correction value for the scene.

Arguments

  • float gamma - The Gamma value. The provided value is saturated in the range [0.5f; 1.5f].
    Range of values: [0.5f, 1.5f]. The default value is 1.0f.

float getColorCorrectionGamma() const#

Console: color_correction_gamma
Returns the current Gamma correction value for the scene.

Return value

Current Gamma value. The provided value is saturated in the range [0.5f; 1.5f].
Range of values: [0.5f, 1.5f]. The default value is 1.0f.

Ptr<TextureCurve> getColorCorrectionCurve() const#

Returns the current Color Correction curve texture of the scene. An instance of the TextureCurve class with 4 channels:

Return value

Current TextureCurve instance

void setColorCorrectionSaturation ( const Palette& saturation ) #

Console: color_correction_saturation
Sets a new saturation adjustment values for the scene.List of palette colors: 0 - Red, 1 - Orange, 2 - Yellow, 3 - Chartreuse, 4 - Green, 5 - Spring green, 6 - Cyan, 7 - Azure, 8 - Blue, 9 - Violet, 10 - Magenta, 11 - Rose.

Arguments

  • Palette saturation - The color values in a Palette structure.
    (1,1,1,1,1,1,1,1,1,1,1,1) - default value

Palette getColorCorrectionSaturation() const#

Console: color_correction_saturation
Returns the current saturation adjustment values for the scene.List of palette colors: 0 - Red, 1 - Orange, 2 - Yellow, 3 - Chartreuse, 4 - Green, 5 - Spring green, 6 - Cyan, 7 - Azure, 8 - Blue, 9 - Violet, 10 - Magenta, 11 - Rose.

Return value

Current color values in a Palette structure.
(1,1,1,1,1,1,1,1,1,1,1,1) - default value

void setColorCorrectionHueShift ( const Palette& shift ) #

Console: color_correction_hue_shift
Sets a new hue adjustment values for the scene. List of palette colors: 0 - Red, 1 - Orange, 2 - Yellow, 3 - Chartreuse, 4 - Green, 5 - Spring green, 6 - Cyan, 7 - Azure, 8 - Blue, 9 - Violet, 10 - Magenta, 11 - Rose.

Arguments

  • Palette shift - The color values in a Palette structure.
    (0,0,0,0,0,0,0,0,0,0,0,0) - default value

Palette getColorCorrectionHueShift() const#

Console: color_correction_hue_shift
Returns the current hue adjustment values for the scene. List of palette colors: 0 - Red, 1 - Orange, 2 - Yellow, 3 - Chartreuse, 4 - Green, 5 - Spring green, 6 - Cyan, 7 - Azure, 8 - Blue, 9 - Violet, 10 - Magenta, 11 - Rose.

Return value

Current color values in a Palette structure.
(0,0,0,0,0,0,0,0,0,0,0,0) - default value

void setColorCorrectionContrast ( float contrast ) #

Console: color_correction_contrast
Sets a new overall contrast value for the scene.

Arguments

  • float contrast - The contrast value. The provided value is saturated in the range [-1.0f; 1.0f].
    Range of values: [-1.0f, 1.0f]. The default value is 0.0f.

float getColorCorrectionContrast() const#

Console: color_correction_contrast
Returns the current overall contrast value for the scene.

Return value

Current contrast value. The provided value is saturated in the range [-1.0f; 1.0f].
Range of values: [-1.0f, 1.0f]. The default value is 0.0f.

void setColorCorrectionBrightness ( float brightness ) #

Console: color_correction_brightness
Sets a new overall brightness value for the scene.

Arguments

  • float brightness - The brightness value. The provided value is saturated in the range [-1.0f; 1.0f].
    Range of values: [-1.0f, 1.0f]. The default value is 0.0f.

float getColorCorrectionBrightness() const#

Console: color_correction_brightness
Returns the current overall brightness value for the scene.

Return value

Current brightness value. The provided value is saturated in the range [-1.0f; 1.0f].
Range of values: [-1.0f, 1.0f]. The default value is 0.0f.

void setColorCorrectionPreserveSaturation ( bool saturation ) #

Console: color_correction_preserve_saturation
Sets a new value indicating if initial scene color saturation is to be preserved after applying color correction.

Arguments

  • bool saturation - Set true to enable preserving initial scene color saturation; false - to disable it. The default value is true.

bool getColorCorrectionPreserveSaturation() const#

Console: color_correction_preserve_saturation
Returns the current value indicating if initial scene color saturation is to be preserved after applying color correction.

Return value

true if preserving initial scene color saturation is enabled; otherwise false. The default value is true.

void setFadeColor ( const Math::vec4& color ) #

Console: render_fade_color
Sets a new fade color for the scene on the screen. By gradually changing this value it is possible to create "fade in" and "fade out" effects depending on the w component of the given vector. For example, when the following vectors are passed the result will be:
  • vec4(1,1,1,1) - a fully white screen. Positive w results in additive blending.
  • vec4(0.5,0.5,0.5,1) - light colors on the screen.
  • vec4(1,0,0,1) - R channel for all screen colors is to its maximum; G and B without changes.
  • vec4(0,0,0,0) - there is no fading (no color alterations are done to the screen).
  • vec4(1,1,1,-1) - a fully black screen. Negative w results in scene colors * (1 - RGB), where RGB is the first three components of the passed vector.
  • vec4(0.5,0.5,0.5,-1) - dark colors on the screen.

Arguments

  • const Math::vec4& color - The fade color for the scene on the screen. The provided vector represents RGB channel values (first three components) and a fading coefficient (w component). All components are saturated in the range [-1; 1].
    vec4_zero - default value (white)

Math::vec4 getFadeColor() const#

Console: render_fade_color
Returns the current fade color for the scene on the screen. By gradually changing this value it is possible to create "fade in" and "fade out" effects depending on the w component of the given vector. For example, when the following vectors are passed the result will be:
  • vec4(1,1,1,1) - a fully white screen. Positive w results in additive blending.
  • vec4(0.5,0.5,0.5,1) - light colors on the screen.
  • vec4(1,0,0,1) - R channel for all screen colors is to its maximum; G and B without changes.
  • vec4(0,0,0,0) - there is no fading (no color alterations are done to the screen).
  • vec4(1,1,1,-1) - a fully black screen. Negative w results in scene colors * (1 - RGB), where RGB is the first three components of the passed vector.
  • vec4(0.5,0.5,0.5,-1) - dark colors on the screen.

Return value

Current fade color for the scene on the screen. The provided vector represents RGB channel values (first three components) and a fading coefficient (w component). All components are saturated in the range [-1; 1].
vec4_zero - default value (white)

void setBackgroundColor ( const Math::vec4& color ) #

Console: render_background_color
Sets a new background color vector. The Alpha channel of this color sets background transparency: lower alpha channel values produce darker background color. This parameter allows creating colored transparent background instead of rendering an environment cubemap. However, if the environment cubemap is rendered, the background color will always be rendered over the environment.

Arguments

  • const Math::vec4& color - The color vector.
    vec4_one - default value (white)

Math::vec4 getBackgroundColor() const#

Console: render_background_color
Returns the current background color vector. The Alpha channel of this color sets background transparency: lower alpha channel values produce darker background color. This parameter allows creating colored transparent background instead of rendering an environment cubemap. However, if the environment cubemap is rendered, the background color will always be rendered over the environment.

Return value

Current color vector.
vec4_one - default value (white)

void setWireframeColor ( const Math::vec4& color ) #

Console: render_wireframe_color
Sets a new color of the wireframe.

Arguments

  • const Math::vec4& color - The color vector.
    vec4_one - default value (white)

Math::vec4 getWireframeColor() const#

Console: render_wireframe_color
Returns the current color of the wireframe.

Return value

Current color vector.
vec4_one - default value (white)

void setLensDispersion ( const Math::vec3& dispersion ) #

Console: render_lens_dispersion
Sets a new color displacement for red, green, and blue channels of the lens flares. Can be used to create light dispersion (chromatic aberrations). If a negative value is set for a channel, 0 will be used instead. To use this option, rendering of lens flares (see the setLens() method) should be enabled.

Arguments

  • const Math::vec3& dispersion - The lens dispersion displacement per channel.
    vec3_one - default value

Math::vec3 getLensDispersion() const#

Console: render_lens_dispersion
Returns the current color displacement for red, green, and blue channels of the lens flares. Can be used to create light dispersion (chromatic aberrations). If a negative value is set for a channel, 0 will be used instead. To use this option, rendering of lens flares (see the setLens() method) should be enabled.

Return value

Current lens dispersion displacement per channel.
vec3_one - default value

void setLensColor ( const Math::vec4& color ) #

Console: render_lens_color
Sets a new color of HDR lens flares. To use this option, rendering of lens flares (see the setLens() method) should be enabled.

Arguments

  • const Math::vec4& color - The color vector.
    vec4_one - default value (white)

Math::vec4 getLensColor() const#

Console: render_lens_color
Returns the current color of HDR lens flares. To use this option, rendering of lens flares (see the setLens() method) should be enabled.

Return value

Current color vector.
vec4_one - default value (white)

void setLensThreshold ( float threshold ) #

Console: render_lens_threshold
Sets a new value of the brightness threshold for areas to produce lens flares. The higher the threshold value, the brighter the area should be to produce flares. To use this option, rendering of lens flares (see the setLens() method) should be enabled.

Arguments

  • float threshold - The threshold value.
    Range of values: [0.0f, 1.0f]. The default value is 0.5f.

float getLensThreshold() const#

Console: render_lens_threshold
Returns the current value of the brightness threshold for areas to produce lens flares. The higher the threshold value, the brighter the area should be to produce flares. To use this option, rendering of lens flares (see the setLens() method) should be enabled.

Return value

Current threshold value.
Range of values: [0.0f, 1.0f]. The default value is 0.5f.

void setLensRadius ( float radius ) #

Console: render_lens_radius
Sets a new radius of the spherical lens flares on the screen. 1.0f corresponds to a screen-wide radius (a lens flare is not visible). To use this option, rendering of lens flares (see the setLens() method) should be enabled.

Arguments

  • float radius - The radius.
    Range of values: [0.0f, 1.0f]. The default value is 0.5f.

float getLensRadius() const#

Console: render_lens_radius
Returns the current radius of the spherical lens flares on the screen. 1.0f corresponds to a screen-wide radius (a lens flare is not visible). To use this option, rendering of lens flares (see the setLens() method) should be enabled.

Return value

Current radius.
Range of values: [0.0f, 1.0f]. The default value is 0.5f.

void setLensLength ( float length ) #

Console: render_lens_length
Sets a new length of the radial lens flare indicating if the whole radial lens flare is rendered on the screen or only a part of it. This option controls how lens flares pattern is distributed. To use this option, rendering of lens flares (see the setLens() method) should be enabled.

Arguments

  • float length - The length value.
    Range of values: [0.0f, 1.0f]. The default value is 0.5f.

float getLensLength() const#

Console: render_lens_length
Returns the current length of the radial lens flare indicating if the whole radial lens flare is rendered on the screen or only a part of it. This option controls how lens flares pattern is distributed. To use this option, rendering of lens flares (see the setLens() method) should be enabled.

Return value

Current length value.
Range of values: [0.0f, 1.0f]. The default value is 0.5f.

void setLensScale ( float scale ) #

Console: render_lens_scale
Sets a new multiplier for color (see the setLensColor() method) of HDR lens flares. To use this option, rendering of lens flares (see the setLens() method) should be enabled.

Arguments

  • float scale - The color scale.
    Range of values: [0.0f, inf]. The default value is 1.0f.

float getLensScale() const#

Console: render_lens_scale
Returns the current multiplier for color (see the setLensColor() method) of HDR lens flares. To use this option, rendering of lens flares (see the setLens() method) should be enabled.

Return value

Current color scale.
Range of values: [0.0f, inf]. The default value is 1.0f.

void setLens ( bool lens ) #

Console: render_lens
Sets a new value indicating if lens flares are enabled.

Arguments

  • bool lens - Set true to enable lens flares effect.; false - to disable it. The default value is true.

bool getLens() const#

Console: render_lens
Returns the current value indicating if lens flares are enabled.

Return value

true if lens flares effect. is enabled; otherwise false. The default value is true.

void setShadowShaftsLength ( float length ) #

Console: render_shadow_shafts_length
Sets a new relative length of volumetric shadows in the screen space.
By the value of 0.0f shadows are not seen. By the value of 1.0f shadows are long enough to occupy the whole screen.
Rendering of shadow shafts must be enabled (see the setShadowShafts() method) .

Arguments

  • float length - The length value.
    Range of values: [0.0f, 1.0f]. The default value is 0.5f.

float getShadowShaftsLength() const#

Console: render_shadow_shafts_length
Returns the current relative length of volumetric shadows in the screen space.
By the value of 0.0f shadows are not seen. By the value of 1.0f shadows are long enough to occupy the whole screen.
Rendering of shadow shafts must be enabled (see the setShadowShafts() method) .

Return value

Current length value.
Range of values: [0.0f, 1.0f]. The default value is 0.5f.

void setShadowShaftsExposure ( float exposure ) #

Console: render_shadow_shafts_exposure
Sets a new contrast used for volumetric shadows.
By the value of 0.0f shadows are not seen.
Rendering of shadow shafts must be enabled (see the setShadowShafts() method) .

Arguments

  • float exposure - The exposure value.
    Range of values: [0.0f, 1.0f]. The default value is 0.5f.

float getShadowShaftsExposure() const#

Console: render_shadow_shafts_exposure
Returns the current contrast used for volumetric shadows.
By the value of 0.0f shadows are not seen.
Rendering of shadow shafts must be enabled (see the setShadowShafts() method) .

Return value

Current exposure value.
Range of values: [0.0f, 1.0f]. The default value is 0.5f.

void setShadowShafts ( bool shafts ) #

Console: render_shadow_shafts
Sets a new value indicating if volumetric shadows are enabled.

Arguments

  • bool shafts - Set true to enable rendering of volumetric shadow shafts; false - to disable it. The default value is true.

bool getShadowShafts() const#

Console: render_shadow_shafts
Returns the current value indicating if volumetric shadows are enabled.

Return value

true if rendering of volumetric shadow shafts is enabled; otherwise false. The default value is true.

void setCrossColor ( const Math::vec4& color ) #

Console: render_cross_color
Sets a new color of the cross flares. To use this option, rendering of cross flares (see the setCross() method) should be enabled.

Arguments

  • const Math::vec4& color - The color of cross flares.
    vec4_one - default value (white)

Math::vec4 getCrossColor() const#

Console: render_cross_color
Returns the current color of the cross flares. To use this option, rendering of cross flares (see the setCross() method) should be enabled.

Return value

Current color of cross flares.
vec4_one - default value (white)

void setCrossThreshold ( float threshold ) #

Console: render_cross_threshold
Sets a new brightness threshold for areas to produce flare. The higher the threshold value, the brighter the area should be to produce a flare. To use this option, rendering of cross flares (see the setCross() method) should be enabled.

Arguments

  • float threshold - The threshold value.
    Range of values: [0.0f, inf]. The default value is 0.0f.

float getCrossThreshold() const#

Console: render_cross_threshold
Returns the current brightness threshold for areas to produce flare. The higher the threshold value, the brighter the area should be to produce a flare. To use this option, rendering of cross flares (see the setCross() method) should be enabled.

Return value

Current threshold value.
Range of values: [0.0f, inf]. The default value is 0.0f.

void setCrossAngle ( float angle ) #

Console: render_cross_angle
Sets a new cross flares orientation angle. To use this option, rendering of cross flares (see the setCross() method) should be enabled.

Arguments

  • float angle - The angle, in degrees.
    Range of values: [-inf, inf]. The default value is 45.0f.

float getCrossAngle() const#

Console: render_cross_angle
Returns the current cross flares orientation angle. To use this option, rendering of cross flares (see the setCross() method) should be enabled.

Return value

Current angle, in degrees.
Range of values: [-inf, inf]. The default value is 45.0f.

void setCrossScale ( float scale ) #

Console: render_cross_scale
Sets a new color multiplier.cross color scale — a multiplier for the color of cross flares. Higher values produce more pronounced flares. To use this option, rendering of cross flares (see the setCross() method) should be enabled.

Arguments

  • float scale - The
    Range of values: [0.0f, inf]. The default value is 1.0f.

float getCrossScale() const#

Console: render_cross_scale
Returns the current color multiplier.cross color scale — a multiplier for the color of cross flares. Higher values produce more pronounced flares. To use this option, rendering of cross flares (see the setCross() method) should be enabled.

Return value

Current
Range of values: [0.0f, inf]. The default value is 1.0f.

void setCrossLength ( float length ) #

Console: render_cross_length
Sets a new length of a cross flare relative to the screen width. Increasing this value also leads to fading of the shafts across their length. To use this option, rendering of cross flares (see the setCross() method) should be enabled.

Arguments

  • float length - The length value.
    Range of values: [0.0f, 2.0f]. The default value is 0.2f.

float getCrossLength() const#

Console: render_cross_length
Returns the current length of a cross flare relative to the screen width. Increasing this value also leads to fading of the shafts across their length. To use this option, rendering of cross flares (see the setCross() method) should be enabled.

Return value

Current length value.
Range of values: [0.0f, 2.0f]. The default value is 0.2f.

void setCrossShafts ( int shafts ) #

Console: render_cross_shafts
Sets a new number of shafts in a cross flare. High number of flares can cause a FPS drop on low-performance hardware. To use this option, rendering of cross flares (see the setCross() method) should be enabled.

Arguments

  • int shafts - The number of cross flares.
    Range of values: [2, 32]. The default value is 4.

int getCrossShafts() const#

Console: render_cross_shafts
Returns the current number of shafts in a cross flare. High number of flares can cause a FPS drop on low-performance hardware. To use this option, rendering of cross flares (see the setCross() method) should be enabled.

Return value

Current number of cross flares.
Range of values: [2, 32]. The default value is 4.

void setCross ( bool cross ) #

Console: render_cross
Sets a new value indicating if cross flares are enabled.

Arguments

  • bool cross - Set true to enable cross flares effect; false - to disable it. The default value is true.

bool getCross() const#

Console: render_cross
Returns the current value indicating if cross flares are enabled.

Return value

true if cross flares effect is enabled; otherwise false. The default value is true.

void setFilmicSaturationRecovery ( float recovery ) #

Console: render_filmic_saturation_recovery
Sets a new color saturation recovery value for the filmic tonemapper. Filmic tonemapper desaturates image colors in bright areas making them look grayish. This parameter enables you to recover initial color saturation in such areas. Higher values make colors more saturated:
  • 0.0f - standard filmic tonemapping, no saturation recovery is performed.
  • 1.0f - color saturation is recovered to the full extent.
Notice
When the 1.0f value is set specular highlights appear too saturated, so the recommended value is 0.75f (default)

Arguments

  • float recovery - The color saturation recovery value.
    Range of values: [0.0f, 1.0f]. The default value is 0.75f.

float getFilmicSaturationRecovery() const#

Console: render_filmic_saturation_recovery
Returns the current color saturation recovery value for the filmic tonemapper. Filmic tonemapper desaturates image colors in bright areas making them look grayish. This parameter enables you to recover initial color saturation in such areas. Higher values make colors more saturated:
  • 0.0f - standard filmic tonemapping, no saturation recovery is performed.
  • 1.0f - color saturation is recovered to the full extent.
Notice
When the 1.0f value is set specular highlights appear too saturated, so the recommended value is 0.75f (default)

Return value

Current color saturation recovery value.
Range of values: [0.0f, 1.0f]. The default value is 0.75f.

void setFilmicWhiteLevel ( float level ) #

Console: render_filmic_white_level
Sets a new Linear White Point tonemapping parameter value, which is mapped as pure white in the resulting image.

Arguments

  • float level - The Linear White Point value.
    Range of values: [0.0f, inf]. The default value is 1.0f.

float getFilmicWhiteLevel() const#

Console: render_filmic_white_level
Returns the current Linear White Point tonemapping parameter value, which is mapped as pure white in the resulting image.

Return value

Current Linear White Point value.
Range of values: [0.0f, inf]. The default value is 1.0f.

void setFilmicToeDenominator ( float denominator ) #

Console: render_filmic_toe_denominator
Sets a new Toe Denominator tonemapping parameter value.

Arguments

  • float denominator - The Toe Denominator value.
    Range of values: [0.0f, 1.0f]. The default value is 0.3f.

float getFilmicToeDenominator() const#

Console: render_filmic_toe_denominator
Returns the current Toe Denominator tonemapping parameter value.

Return value

Current Toe Denominator value.
Range of values: [0.0f, 1.0f]. The default value is 0.3f.

void setFilmicToeNumerator ( float numerator ) #

Console: render_filmic_toe_numerator
Sets a new Toe Numerator tonemapping parameter value.

Arguments

  • float numerator - The Toe Numerator value.
    Range of values: [0.0f, 1.0f]. The default value is 0.01f.

float getFilmicToeNumerator() const#

Console: render_filmic_toe_numerator
Returns the current Toe Numerator tonemapping parameter value.

Return value

Current Toe Numerator value.
Range of values: [0.0f, 1.0f]. The default value is 0.01f.

void setFilmicToeScale ( float scale ) #

Console: render_filmic_toe_scale
Sets a new Toe Scale tonemapping parameter value that is used to change dark values. The Toe Scale controls the slope of the tone mapping curve toe (the area of underexposure).

Arguments

  • float scale - The Toe scale value.
    Range of values: [0.0f, 1.0f]. The default value is 0.2f.

float getFilmicToeScale() const#

Console: render_filmic_toe_scale
Returns the current Toe Scale tonemapping parameter value that is used to change dark values. The Toe Scale controls the slope of the tone mapping curve toe (the area of underexposure).

Return value

Current Toe scale value.
Range of values: [0.0f, 1.0f]. The default value is 0.2f.

void setFilmicLinearAngle ( float angle ) #

Console: render_filmic_linear_angle
Sets a new Linear Angle tone mapping parameter value. This parameter controls the slope of the linear part of the tone mapping curve.

Arguments

  • float angle - The Linear Angle value.
    Range of values: [0.0f, 1.0f]. The default value is 1.0f.

float getFilmicLinearAngle() const#

Console: render_filmic_linear_angle
Returns the current Linear Angle tone mapping parameter value. This parameter controls the slope of the linear part of the tone mapping curve.

Return value

Current Linear Angle value.
Range of values: [0.0f, 1.0f]. The default value is 1.0f.

void setFilmicLinearScale ( float scale ) #

Console: render_filmic_linear_scale
Sets a new Linear Strength tone mapping parameter value that is used to change gray values. The Linear Scale controls the length of the tone mapping curve linear part.

Arguments

  • float scale - The Linear Scale value.
    Range of values: [0.0f, 1.0f]. The default value is 0.3f.

float getFilmicLinearScale() const#

Console: render_filmic_linear_scale
Returns the current Linear Strength tone mapping parameter value that is used to change gray values. The Linear Scale controls the length of the tone mapping curve linear part.

Return value

Current Linear Scale value.
Range of values: [0.0f, 1.0f]. The default value is 0.3f.

void setFilmicShoulderScale ( float scale ) #

Console: render_filmic_shoulder_scale
Sets a new Shoulder Strength tonemapping parameter value that is used to change bright values.

Arguments

  • float scale - The Shoulder Scale value.
    Range of values: [0.0f, 1.0f]. The default value is 0.2f.

float getFilmicShoulderScale() const#

Console: render_filmic_shoulder_scale
Returns the current Shoulder Strength tonemapping parameter value that is used to change bright values.

Return value

Current Shoulder Scale value.
Range of values: [0.0f, 1.0f]. The default value is 0.2f.

void setBloomPower ( float power ) #

Console: render_bloom_power
Sets a new power of the Bloom effect.
  • 0.0f (min) - the Bloom effect is blurred.
  • 1.0f (max) - the Bloom effect is more contrast.

Arguments

  • float power - The Bloom power value.
    Range of values: [0.0f, 1.0f]. The default value is 0.7f.

float getBloomPower() const#

Console: render_bloom_power
Returns the current power of the Bloom effect.
  • 0.0f (min) - the Bloom effect is blurred.
  • 1.0f (max) - the Bloom effect is more contrast.

Return value

Current Bloom power value.
Range of values: [0.0f, 1.0f]. The default value is 0.7f.

void setBloomScale ( float scale ) #

Console: render_bloom_scale
Sets a new scale of the Bloom effect.

Arguments

  • float scale - The Bloom scale value.
    Range of values: [0.0f, 1.0f]. The default value is 0.3f.

float getBloomScale() const#

Console: render_bloom_scale
Returns the current scale of the Bloom effect.

Return value

Current Bloom scale value.
Range of values: [0.0f, 1.0f]. The default value is 0.3f.

void setBloomPasses ( int passes ) #

Console: render_bloom_passes
Sets a new number of passes for the bloom effect. During the pass a Bloom texture is generating. Up to 8 Bloom textures can be generated: each texture has lower resolution (original size, original size /2, original size /4, so forth) with Bloom effect. After that, all these Bloom textures with the different resolution form the final Bloom texture.
Notice
The higher the value, the smoother the effect is. However, this option significantly affects performance.

Arguments

  • int passes - The number of bloom passes.
    Range of values: [2, 8]. The default value is 6.

int getBloomPasses() const#

Console: render_bloom_passes
Returns the current number of passes for the bloom effect. During the pass a Bloom texture is generating. Up to 8 Bloom textures can be generated: each texture has lower resolution (original size, original size /2, original size /4, so forth) with Bloom effect. After that, all these Bloom textures with the different resolution form the final Bloom texture.
Notice
The higher the value, the smoother the effect is. However, this option significantly affects performance.

Return value

Current number of bloom passes.
Range of values: [2, 8]. The default value is 6.

void setBloomResolution ( int resolution ) #

Console: render_bloom_resolution
Sets a new resolution of the Bloom effect.

Arguments

  • int resolution - The resolution. One of the following values:
    • 0 - quarter
    • 1 - half
    • 2 - full (by default)

int getBloomResolution() const#

Console: render_bloom_resolution
Returns the current resolution of the Bloom effect.

Return value

Current resolution. One of the following values:
  • 0 - quarter
  • 1 - half
  • 2 - full (by default)

void setBloom ( bool bloom ) #

Console: render_bloom
Sets a new value indicating if the Bloom effect is enabled.

Arguments

  • bool bloom - Set true to enable Bloom effect; false - to disable it. The default value is true.

bool getBloom() const#

Console: render_bloom
Returns the current value indicating if the Bloom effect is enabled.

Return value

true if Bloom effect is enabled; otherwise false. The default value is true.

void setDOFNearFocalOffset ( float offset ) #

Console: render_dof_near_focal_offset
Sets a new offset from the focal to the nearest blurred zone. In other words, the distance when foreground (near) is in focus.

Arguments

  • float offset - The near focal offset for DoF (Depth Of Field), in units.
    Range of values: [0.0f, inf]. The default value is 0.0f.

float getDOFNearFocalOffset() const#

Console: render_dof_near_focal_offset
Returns the current offset from the focal to the nearest blurred zone. In other words, the distance when foreground (near) is in focus.

Return value

Current near focal offset for DoF (Depth Of Field), in units.
Range of values: [0.0f, inf]. The default value is 0.0f.

void setDOFNearDistance ( float distance ) #

Console: render_dof_near_distance
Sets a new near DOF limit of the camera: the distance between the camera and the first element that is considered to be acceptably sharp. Black zone on the DOF mask means in-focus zone.

Arguments

  • float distance - The near DOF limit value, in units.
    Range of values: [0.0f, inf]. The default value is 10.0f.

float getDOFNearDistance() const#

Console: render_dof_near_distance
Returns the current near DOF limit of the camera: the distance between the camera and the first element that is considered to be acceptably sharp. Black zone on the DOF mask means in-focus zone.

Return value

Current near DOF limit value, in units.
Range of values: [0.0f, inf]. The default value is 10.0f.

void setDOFFarFocalOffset ( float offset ) #

Console: render_dof_far_focal_offset
Sets a new Sets the offset from the focal to the farthest blurred zone for the DOF effect. In other words, the distance when background (far) is in focus.

Arguments

  • float offset - The far focal offset for DoF (Depth Of Field), in units.
    Range of values: [0.0f, inf]. The default value is 0.0f.

float getDOFFarFocalOffset() const#

Console: render_dof_far_focal_offset
Returns the current Sets the offset from the focal to the farthest blurred zone for the DOF effect. In other words, the distance when background (far) is in focus.

Return value

Current far focal offset for DoF (Depth Of Field), in units.
Range of values: [0.0f, inf]. The default value is 0.0f.

void setDOFFarDistance ( float distance ) #

Console: render_dof_far_distance
Sets a new far DOF limit of the camera: the distance between the camera and the furthest element that is considered to be acceptably sharp. Black zone on the DOF mask means in-focus zone.

Arguments

  • float distance - The far DoF limit value, in units.
    Range of values: [0.0f, inf]. The default value is 10.0f.

float getDOFFarDistance() const#

Console: render_dof_far_distance
Returns the current far DOF limit of the camera: the distance between the camera and the furthest element that is considered to be acceptably sharp. Black zone on the DOF mask means in-focus zone.

Return value

Current far DoF limit value, in units.
Range of values: [0.0f, inf]. The default value is 10.0f.

void setDOFBlur ( float dofblur ) #

Console: render_dof_blur
Sets a new intensity of blur for the DOF (Depth Of Field) effect.

Arguments

  • float dofblur - The DOF blur intensity value.
    Range of values: [0.0f, inf]. The default value is 1.0f.

float getDOFBlur() const#

Console: render_dof_blur
Returns the current intensity of blur for the DOF (Depth Of Field) effect.

Return value

Current DOF blur intensity value.
Range of values: [0.0f, inf]. The default value is 1.0f.

void setDOFChromaticAberration ( float aberration ) #

Console: render_dof_chromatic_aberration
Sets a new intensity of chromatic aberration for the DOF (Depth Of Field) effect.

Arguments

  • float aberration - The DOF chromatic aberration intensity value.
    Range of values: [0.0f, inf]. The default value is 0.0f.

float getDOFChromaticAberration() const#

Console: render_dof_chromatic_aberration
Returns the current intensity of chromatic aberration for the DOF (Depth Of Field) effect.

Return value

Current DOF chromatic aberration intensity value.
Range of values: [0.0f, inf]. The default value is 0.0f.

void setDOFFocalDistance ( float distance ) #

Console: render_dof_focal_distance
Sets a new focal distance of the camera, i.e. a point where objects are in-focus and visible clearly.

Arguments

  • float distance - The focal distance, in units.
    Range of values: [0.0f, inf]. The default value is 1.0f.

float getDOFFocalDistance() const#

Console: render_dof_focal_distance
Returns the current focal distance of the camera, i.e. a point where objects are in-focus and visible clearly.

Return value

Current focal distance, in units.
Range of values: [0.0f, inf]. The default value is 1.0f.

void setDOFBokehMode ( int mode ) #

Console: render_dof_bokeh_mode
Sets a new shape of the Bokeh for the DOF effect. This parameter determines the way the lens renders out-of-focus points of light.
Notice
For the DOF effect, the Bokeh effect is enabled by default.

Arguments

  • int mode - The DOF Bokeh shape. One of the following values:
    • 0 - ring (by default)
    • 1 - circle

int getDOFBokehMode() const#

Console: render_dof_bokeh_mode
Returns the current shape of the Bokeh for the DOF effect. This parameter determines the way the lens renders out-of-focus points of light.
Notice
For the DOF effect, the Bokeh effect is enabled by default.

Return value

Current DOF Bokeh shape. One of the following values:
  • 0 - ring (by default)
  • 1 - circle

void setDOFResolution ( int dofresolution ) #

Console: render_dof_resolution
Sets a new resolution of the DOF (Depth Of Field) effect.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • int dofresolution - The DOF resolution. One of the following values:
    • 0 - quarter
    • 1 - half
    • 2 - full (by default)

int getDOFResolution() const#

Console: render_dof_resolution
Returns the current resolution of the DOF (Depth Of Field) effect.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current DOF resolution. One of the following values:
  • 0 - quarter
  • 1 - half
  • 2 - full (by default)

void setDOFQuality ( int dofquality ) #

Console: render_dof_quality
Sets a new quality of the DOF (Depth Of Field) effect.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • int dofquality - The DOF quality. One of the following values:
    • Low - low quality
    • Medium - medium quality (by default)
    • High - high quality
    • Ultra - ultra quality

int getDOFQuality() const#

Console: render_dof_quality
Returns the current quality of the DOF (Depth Of Field) effect.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current DOF quality. One of the following values:
  • Low - low quality
  • Medium - medium quality (by default)
  • High - high quality
  • Ultra - ultra quality

void setDOFFocusImprovement ( bool improvement ) #

Console: render_dof_focus_improvement
Sets a new value indicating if the focus improvement option is enabled for the DOF (Depth Of Field) effect. When enabled, transitions between the focused and unfocused parts of the scene become more accurate.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • bool improvement - Set true to enable focus improvement for the DOF effect; false - to disable it. The default value is true.

bool getDOFFocusImprovement() const#

Console: render_dof_focus_improvement
Returns the current value indicating if the focus improvement option is enabled for the DOF (Depth Of Field) effect. When enabled, transitions between the focused and unfocused parts of the scene become more accurate.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

true if focus improvement for the DOF effect is enabled; otherwise false. The default value is true.

void setDOFIncreasedAccuracy ( bool accuracy ) #

Console: render_dof_increased_accuracy
Sets a new value indicating if the increased accuracy option is enabled for the DOF (Depth Of Field) effect. When enabled, focusing calculation is performed with increased accuracy.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • bool accuracy - Set true to enable increased accuracy for the DOF effect; false - to disable it. The default value is true.

bool getDOFIncreasedAccuracy() const#

Console: render_dof_increased_accuracy
Returns the current value indicating if the increased accuracy option is enabled for the DOF (Depth Of Field) effect. When enabled, focusing calculation is performed with increased accuracy.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

true if increased accuracy for the DOF effect is enabled; otherwise false. The default value is true.

void setDOF ( bool dof ) #

Console: render_dof
Sets a new value indicating if the DOF (Depth Of Field) effect is enabled.

Arguments

  • bool dof - Set true to enable Gaussian blur DOF (Depth Of Field) effect; false - to disable it. The default value is true.

bool getDOF() const#

Console: render_dof
Returns the current value indicating if the DOF (Depth Of Field) effect is enabled.

Return value

true if Gaussian blur DOF (Depth Of Field) effect is enabled; otherwise false. The default value is true.

void setMotionBlurNumSteps ( int steps ) #

Console: render_motion_blur_num_steps
Sets a new number of steps used in the motion blur. The higher the value, the more correct the motion blur effect is. At low values, moving objects may look doubled, however, performance will increase. To use this option, rendering of the motion blur effect (see the setMotionBlur() method) should be enabled.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • int steps - The number of steps.
    Range of values: [2, 64]. The default value is 8.

int getMotionBlurNumSteps() const#

Console: render_motion_blur_num_steps
Returns the current number of steps used in the motion blur. The higher the value, the more correct the motion blur effect is. At low values, moving objects may look doubled, however, performance will increase. To use this option, rendering of the motion blur effect (see the setMotionBlur() method) should be enabled.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current number of steps.
Range of values: [2, 64]. The default value is 8.

void setMotionBlurNoiseIntensity ( float intensity ) #

Console: render_motion_blur_noise_intensity
Sets a new intensity of the noise used in the motion blur. To use this option, rendering of the motion blur effect (see the setMotionBlur() method) should be enabled.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • float intensity - The noise intensity.
    Range of values: [0.0f, 1.0f]. The default value is 0.5f.

float getMotionBlurNoiseIntensity() const#

Console: render_motion_blur_noise_intensity
Returns the current intensity of the noise used in the motion blur. To use this option, rendering of the motion blur effect (see the setMotionBlur() method) should be enabled.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current noise intensity.
Range of values: [0.0f, 1.0f]. The default value is 0.5f.

void setMotionBlurMaxVelocity ( float velocity ) #

Console: render_motion_blur_max_velocity
Sets a new maximum possible amount of motion blur for moving physical objects. When their body velocity exceeds the set value, they will be blurred as if they have the maximum velocity set by the parameter.

This parameter should be used:

  • To avoid excessive blurring of fast moving objects.
  • To save performance, as increasing the object's velocity leads increasing the radius of the motion blur effect that drops performance at too high values.
To use this option, rendering of the motion blur effect (see the setMotionBlur() method) should be enabled.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • float velocity - The maximum scaled velocity of moving physical bodies used for the motion blur effect.
    Range of values: [0.0f, inf]. The default value is 1.0f.

float getMotionBlurMaxVelocity() const#

Console: render_motion_blur_max_velocity
Returns the current maximum possible amount of motion blur for moving physical objects. When their body velocity exceeds the set value, they will be blurred as if they have the maximum velocity set by the parameter.

This parameter should be used:

  • To avoid excessive blurring of fast moving objects.
  • To save performance, as increasing the object's velocity leads increasing the radius of the motion blur effect that drops performance at too high values.
To use this option, rendering of the motion blur effect (see the setMotionBlur() method) should be enabled.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current maximum scaled velocity of moving physical bodies used for the motion blur effect.
Range of values: [0.0f, inf]. The default value is 1.0f.

void setMotionBlurVelocityScale ( float scale ) #

Console: render_motion_blur_velocity_scale
Sets a new scale value of bodies' linear and angular velocities used for the motion blur. The higher the value, the more blurred the objects will appear when moving. To use this option, rendering of the motion blur effect (see the setMotionBlur() method) should be enabled.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • float scale - The Scale of bodies' linear and angular velocities used for the motion blur (if a negative value is provided, 0 will be used instead).
    Range of values: [0.0f, inf]. The default value is 1.0f.

float getMotionBlurVelocityScale() const#

Console: render_motion_blur_velocity_scale
Returns the current scale value of bodies' linear and angular velocities used for the motion blur. The higher the value, the more blurred the objects will appear when moving. To use this option, rendering of the motion blur effect (see the setMotionBlur() method) should be enabled.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current Scale of bodies' linear and angular velocities used for the motion blur (if a negative value is provided, 0 will be used instead).
Range of values: [0.0f, inf]. The default value is 1.0f.

void setMotionBlurCameraVelocity ( bool velocity ) #

Console: render_motion_blur_camera_velocity
Sets a new value indicating if camera velocity contributes to the motion blur effect (false to take into account velocities of objects only). To use this option, rendering of the motion blur effect (see the setMotionBlur() method) should be enabled.
Notice
Disabled in VR mode by default.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • bool velocity - Set true to enable taking camera velocity into account in the motion blur effect; false - to disable it. The default value is true.

bool getMotionBlurCameraVelocity() const#

Console: render_motion_blur_camera_velocity
Returns the current value indicating if camera velocity contributes to the motion blur effect (false to take into account velocities of objects only). To use this option, rendering of the motion blur effect (see the setMotionBlur() method) should be enabled.
Notice
Disabled in VR mode by default.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

true if taking camera velocity into account in the motion blur effect is enabled; otherwise false. The default value is true.

void setMotionBlurNeatSilhouettes ( bool silhouettes ) #

Console: render_motion_blur_neat_silhouettes
Sets a new value indicating if neat silhouettes option for motion blur is enabled. This option keeps contours of objects in front of the camera unblurred. To use this option, rendering of the motion blur effect (see the setMotionBlur() method) should be enabled.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • bool silhouettes - Set true to enable neat silhouettes option for motion blur; false - to disable it. The default value is true.

bool getMotionBlurNeatSilhouettes() const#

Console: render_motion_blur_neat_silhouettes
Returns the current value indicating if neat silhouettes option for motion blur is enabled. This option keeps contours of objects in front of the camera unblurred. To use this option, rendering of the motion blur effect (see the setMotionBlur() method) should be enabled.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

true if neat silhouettes option for motion blur is enabled; otherwise false. The default value is true.

void setMotionBlur ( bool blur ) #

Console: render_motion_blur
Sets a new value indicating if the motion blur effect is enabled.

Arguments

  • bool blur - Set true to enable motion blur effect; false - to disable it. The default value is true.

bool getMotionBlur() const#

Console: render_motion_blur
Returns the current value indicating if the motion blur effect is enabled.

Return value

true if motion blur effect is enabled; otherwise false. The default value is true.

void setWhiteBalanceAdaptationTime ( float time ) #

Console: render_white_balance_adaptation_time
Sets a new time period set for the camera to adjust white balance. During this time white balance correction is performed (0.0f - instant correction is to be used).
Notice
It is recommended to use lower values, when possible, to make correction process unnoticeable, otherwise it'll be slow and will catch user's eye. However, setting too low values may result in abrupt switching of colors as the camera moves. So, adjust this parameter carefully to make transition smoooth. You can set it equal to the Exposure Adaptation value (see the setExposureAdaptation() method) .

Arguments

  • float time - The time period, in seconds.
    Range of values: [0.0f, inf]. The default value is 1.0f.

float getWhiteBalanceAdaptationTime() const#

Console: render_white_balance_adaptation_time
Returns the current time period set for the camera to adjust white balance. During this time white balance correction is performed (0.0f - instant correction is to be used).
Notice
It is recommended to use lower values, when possible, to make correction process unnoticeable, otherwise it'll be slow and will catch user's eye. However, setting too low values may result in abrupt switching of colors as the camera moves. So, adjust this parameter carefully to make transition smoooth. You can set it equal to the Exposure Adaptation value (see the setExposureAdaptation() method) .

Return value

Current time period, in seconds.
Range of values: [0.0f, inf]. The default value is 1.0f.

void setWhiteBalanceIntensity ( float intensity ) #

Console: render_white_balance_intensity
Sets a new value of white balance correction intensity.
  • 0.0f - no white balance correction is performed.
  • higher values result in stronger correction.
Notice
Do not set too high values for night-time and dimly lit scenes, as it may lead to heavy color distortion making the scene look totally unnatural.

Arguments

  • float intensity - The white balance correction intensity.
    • 0.0f - no white balance correction is performed.
    • higher values result in stronger correction.

    Range of values: [0.0f, 1.0f]. The default value is 0.3f.

float getWhiteBalanceIntensity() const#

Console: render_white_balance_intensity
Returns the current value of white balance correction intensity.
  • 0.0f - no white balance correction is performed.
  • higher values result in stronger correction.
Notice
Do not set too high values for night-time and dimly lit scenes, as it may lead to heavy color distortion making the scene look totally unnatural.

Return value

Current white balance correction intensity.
  • 0.0f - no white balance correction is performed.
  • higher values result in stronger correction.

Range of values: [0.0f, 1.0f]. The default value is 0.3f.

void setWhiteBalance ( bool balance ) #

Console: render_white_balance
Sets a new value indicating if automatic white balance correction is enabled.

Arguments

  • bool balance - Set true to enable automatic white balance correction; false - to disable it. The default value is true.

bool getWhiteBalance() const#

Console: render_white_balance
Returns the current value indicating if automatic white balance correction is enabled.

Return value

true if automatic white balance correction is enabled; otherwise false. The default value is true.

void setExposureMaxLuminance ( float luminance ) #

Sets a new maximum luminance offset relative to the default luminance of the scene used for rendering of adaptive exposure effect: the lower the value, the brighter the adapted image will be. The parameter can take on negative values.
Notice
If the specified value is less than the current minimum luminance, the minimum luminance value will be changed to the specified maximum luminance so that they are equal.

Arguments

  • float luminance - The maximum luminance. The provided value is saturated in the range [-10.0f; 10.0f].

float getExposureMaxLuminance() const#

Returns the current maximum luminance offset relative to the default luminance of the scene used for rendering of adaptive exposure effect: the lower the value, the brighter the adapted image will be. The parameter can take on negative values.
Notice
If the specified value is less than the current minimum luminance, the minimum luminance value will be changed to the specified maximum luminance so that they are equal.

Return value

Current maximum luminance. The provided value is saturated in the range [-10.0f; 10.0f].

void setExposureMinLuminance ( float luminance ) #

Sets a new minimum luminance offset relative to the default luminance of the scene used for rendering of adaptive exposure effect: the higher the value, the darker the adapted image will be. The parameter can take on negative values.
Notice
If the specified value is greater than the current maximum luminance, the maximum luminance value will be changed to the specified minimum luminance so that they are equal.

Arguments

  • float luminance - The minimum luminance. The provided value is saturated in the range [-10.0f; 10.0f].

float getExposureMinLuminance() const#

Returns the current minimum luminance offset relative to the default luminance of the scene used for rendering of adaptive exposure effect: the higher the value, the darker the adapted image will be. The parameter can take on negative values.
Notice
If the specified value is greater than the current maximum luminance, the maximum luminance value will be changed to the specified minimum luminance so that they are equal.

Return value

Current minimum luminance. The provided value is saturated in the range [-10.0f; 10.0f].

void setExposureAdaptation ( float adaptation ) #

Console: render_exposure_adaptation
Sets a new time for the camera to adjust exposure, in seconds. 0.0f - means instant adaptation. If a too small or even negative value is provided, 1E-6 will be used instead.

Arguments

  • float adaptation - The period of exposure adaptation, in seconds. If a too small or even negative value is provided, 1E-6 will be used instead.
    Range of values: [0.0f, inf]. The default value is 1.0f.

float getExposureAdaptation() const#

Console: render_exposure_adaptation
Returns the current time for the camera to adjust exposure, in seconds. 0.0f - means instant adaptation. If a too small or even negative value is provided, 1E-6 will be used instead.

Return value

Current period of exposure adaptation, in seconds. If a too small or even negative value is provided, 1E-6 will be used instead.
Range of values: [0.0f, inf]. The default value is 1.0f.

void setExposure ( float exposure ) #

Console: render_exposure
Sets a new camera exposure (a multiplier of the scene luminance and brightness).

It determines the resulting amount of luminance:

  • By the minimum value of 0.0f, the image is rendered black.
  • The higher the value, the more luminance and the brighter the scene lit.
Available only when the Camera Mode (see the setCameraMode() method) is set to Classic.

Arguments

  • float exposure - The multiplier of the scene luminance and brightness.
    Range of values: [0.0f, 4.0f]. The default value is 0.0f.

float getExposure() const#

Console: render_exposure
Returns the current camera exposure (a multiplier of the scene luminance and brightness).

It determines the resulting amount of luminance:

  • By the minimum value of 0.0f, the image is rendered black.
  • The higher the value, the more luminance and the brighter the scene lit.
Available only when the Camera Mode (see the setCameraMode() method) is set to Classic.

Return value

Current multiplier of the scene luminance and brightness.
Range of values: [0.0f, 4.0f]. The default value is 0.0f.

void setExposureMode ( int mode ) #

Console: render_exposure_mode
Sets a new mode of the adaptive exposure effect.
  • Static — a static exposure. The amount of luminance is determined by the Exposure (see the setExposure() method) depending on the Camera Mode (see the setCameraMode() method) parameter.
  • Logarithmic adaptive — adaptive logarithmic mapping technique.
  • Quadratic adaptive — adaptive quadratic mapping technique.

Arguments

  • int mode - The value indicating the exposure mode. One of the following values:
    • 0 - static (by default)
    • 1 - logarithmic adaptive exposure
    • 2 - quadratic adaptive exposure

int getExposureMode() const#

Console: render_exposure_mode
Returns the current mode of the adaptive exposure effect.
  • Static — a static exposure. The amount of luminance is determined by the Exposure (see the setExposure() method) depending on the Camera Mode (see the setCameraMode() method) parameter.
  • Logarithmic adaptive — adaptive logarithmic mapping technique.
  • Quadratic adaptive — adaptive quadratic mapping technique.

Return value

Current value indicating the exposure mode. One of the following values:
  • 0 - static (by default)
  • 1 - logarithmic adaptive exposure
  • 2 - quadratic adaptive exposure

void setFStop ( float fstop ) #

Console: render_f_stop
Sets a new f-stop value used for static exposure calculation. This setting is available for the physically-based camera (see the setCameraMode() method) and represents the ratio of the focal length (f) and the diameter of the lens opening (D): f / D. It is the reciprocal of the relative aperture. The higher the value, the darker the image is.

Arguments

  • float fstop - The f-stop value.
    Range of values: [0, inf]. The default value is 11.

float getFStop() const#

Console: render_f_stop
Returns the current f-stop value used for static exposure calculation. This setting is available for the physically-based camera (see the setCameraMode() method) and represents the ratio of the focal length (f) and the diameter of the lens opening (D): f / D. It is the reciprocal of the relative aperture. The higher the value, the darker the image is.

Return value

Current f-stop value.
Range of values: [0, inf]. The default value is 11.

void setShutterSpeed ( float speed ) #

Console: render_shutter_speed
Sets a new shutter speed used for static exposure calculation. This setting is available for the physically-based camera (see the setCameraMode() method) and indicates how long the sensor of the camera is actively collecting light. Higher values make the shutter speed faster and the image — darker.

Arguments

  • float speed - The shutter speed.
    Range of values: [0, inf]. The default value is 250.

float getShutterSpeed() const#

Console: render_shutter_speed
Returns the current shutter speed used for static exposure calculation. This setting is available for the physically-based camera (see the setCameraMode() method) and indicates how long the sensor of the camera is actively collecting light. Higher values make the shutter speed faster and the image — darker.

Return value

Current shutter speed.
Range of values: [0, inf]. The default value is 250.

void setISO ( float iso ) #

Console: render_iso
Sets a new ISO value used for static exposure calculation. This value is available for the physically-based camera (see the setCameraMode() method) and represents the sensitivity of the camera sensor. The higher the ISO number, the more light is collected and the brighter the image is.

Arguments

  • float iso - The ISO value.
    Range of values: [0, inf]. The default value is 100.

float getISO() const#

Console: render_iso
Returns the current ISO value used for static exposure calculation. This value is available for the physically-based camera (see the setCameraMode() method) and represents the sensitivity of the camera sensor. The higher the ISO number, the more light is collected and the brighter the image is.

Return value

Current ISO value.
Range of values: [0, inf]. The default value is 100.

void setCameraMode ( int mode ) #

Console: render_camera_mode
Sets a new camera mode, which determines the way the exposure is set. Either of the following:
  • Physically-Based - the real-world values are used to set up lighting and camera exposure: ISO (see the setISO() method) , shutter speed (see the setShutterSpeed() method) , F-stop (see the setFStop() method) . With the default values of these parameters, the static exposure value is near 1.
    Notice
    For the physically-based mode, the exposure mode (see the setExposureMode() method) should be set to Static to avoid exposure issues.
  • Classic - the exposure is set by the Exposure value (see the setExposure() method) .

Arguments

  • int mode - The camera mode. One of the following values:
    • 0 - classic (by default)
    • 1 - physically-based

int getCameraMode() const#

Console: render_camera_mode
Returns the current camera mode, which determines the way the exposure is set. Either of the following:
  • Physically-Based - the real-world values are used to set up lighting and camera exposure: ISO (see the setISO() method) , shutter speed (see the setShutterSpeed() method) , F-stop (see the setFStop() method) . With the default values of these parameters, the static exposure value is near 1.
    Notice
    For the physically-based mode, the exposure mode (see the setExposureMode() method) should be set to Static to avoid exposure issues.
  • Classic - the exposure is set by the Exposure value (see the setExposure() method) .

Return value

Current camera mode. One of the following values:
  • 0 - classic (by default)
  • 1 - physically-based

void setDirtTextureName ( const char * name ) #

Sets a new name of the texture that modulates the pattern of lens flares. For example, it can be used to create an effect of light reflections or unclean optics when the camera looks at the sun.

Arguments

  • const char * name - The name of the lens flares modulation texture.

const char * getDirtTextureName() const#

Returns the current name of the texture that modulates the pattern of lens flares. For example, it can be used to create an effect of light reflections or unclean optics when the camera looks at the sun.

Return value

Current name of the lens flares modulation texture.

void setDirtScale ( float scale ) #

Console: render_dirt_scale
Sets a new intensity of lens dirt effect modulating the pattern of lens flares defined by the Dirt Texture. For example, it can be used to create an effect of unclean optics when the camera looks at the sun.

Arguments

  • float scale - The dirt scale factor.
    Range of values: [0.0f, 1.0f]. The default value is 0.5f.

float getDirtScale() const#

Console: render_dirt_scale
Returns the current intensity of lens dirt effect modulating the pattern of lens flares defined by the Dirt Texture. For example, it can be used to create an effect of unclean optics when the camera looks at the sun.

Return value

Current dirt scale factor.
Range of values: [0.0f, 1.0f]. The default value is 0.5f.

void setCameraEffectsTemporalFiltering ( bool filtering ) #

Console: render_camera_effects_temporal_filtering
Sets a new value indicating if temporal filtering for camera effects is enabled. Temporal filtering reduces flickering of the bloom effect on the small bright objects (such flickering may appear when the camera moves). For example, it can be used in scenes with industrial pipes.

Arguments

  • bool filtering - Set true to enable temporal filtering.; false - to disable it. The default value is true.

bool getCameraEffectsTemporalFiltering() const#

Console: render_camera_effects_temporal_filtering
Returns the current value indicating if temporal filtering for camera effects is enabled. Temporal filtering reduces flickering of the bloom effect on the small bright objects (such flickering may appear when the camera moves). For example, it can be used in scenes with industrial pipes.

Return value

true if temporal filtering. is enabled; otherwise false. The default value is true.

void setCameraEffectsThreshold ( float threshold ) #

Console: render_camera_effects_threshold
Sets a new brightness threshold, which is used to detect if an object should be blurred in the HDR mode. By the minimum value of 0, the bright areas can become overexposed.

Arguments

  • float threshold - The HDR threshold.
    Range of values: [0.0f, inf]. The default value is 1.0f.

float getCameraEffectsThreshold() const#

Console: render_camera_effects_threshold
Returns the current brightness threshold, which is used to detect if an object should be blurred in the HDR mode. By the minimum value of 0, the bright areas can become overexposed.

Return value

Current HDR threshold.
Range of values: [0.0f, inf]. The default value is 1.0f.

void setTranslucentColor ( const Math::vec4& color ) #

Console: render_translucent_color
Sets a new color used for translucent objects globally. When light shines on one side of the object, the other side is partially illuminated with this color.

Arguments

  • const Math::vec4& color - The translucent color.
    vec4(1.0f, 1.0f, 1.0f, 1.0f) - default value (white)

Math::vec4 getTranslucentColor() const#

Console: render_translucent_color
Returns the current color used for translucent objects globally. When light shines on one side of the object, the other side is partially illuminated with this color.

Return value

Current translucent color.
vec4(1.0f, 1.0f, 1.0f, 1.0f) - default value (white)

void setSSSSSColor ( const Math::vec4& ssssscolor ) #

Console: render_sssss_color
Sets a new subsurface scattering color used to simulate the subsurface component of skin lighting, i.e. the light that bounces inside of the subsurface tissue layers (epidermis and dermis) before exiting.For skin, subsurface color is reddish, due to blood circulating in skin tissues. To use this option, SSSSS effect (see the setSSSSS() method) should be enabled.

Arguments

  • const Math::vec4& ssssscolor - The Subsurface scattering color.
    vec4(1.0f, 0.0f, 0.0f, 1.0f) - default value

Math::vec4 getSSSSSColor() const#

Console: render_sssss_color
Returns the current subsurface scattering color used to simulate the subsurface component of skin lighting, i.e. the light that bounces inside of the subsurface tissue layers (epidermis and dermis) before exiting.For skin, subsurface color is reddish, due to blood circulating in skin tissues. To use this option, SSSSS effect (see the setSSSSS() method) should be enabled.

Return value

Current Subsurface scattering color.
vec4(1.0f, 0.0f, 0.0f, 1.0f) - default value

void setSSSSSRadius ( float sssssradius ) #

Console: render_sssss_radius
Sets a new subsurface scattering radius — distance in the screen space, within which colors will be sampled. It controls how much wrinkles, pores and cavities will be blurred and highlighted. The higher the value, the farther subsurface scattering reaches. Too high values result in the ghosting effect. By the minimum value of 0, no subsurface scattering is rendered.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • float sssssradius - The subsurface scattering radius.
    Range of values: [0.0f, inf]. The default value is 1.0f.

float getSSSSSRadius() const#

Console: render_sssss_radius
Returns the current subsurface scattering radius — distance in the screen space, within which colors will be sampled. It controls how much wrinkles, pores and cavities will be blurred and highlighted. The higher the value, the farther subsurface scattering reaches. Too high values result in the ghosting effect. By the minimum value of 0, no subsurface scattering is rendered.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current subsurface scattering radius.
Range of values: [0.0f, inf]. The default value is 1.0f.

void setSSSSSResolution ( int sssssresolution ) #

Console: render_sssss_resolution
Sets a new resolution of the SSSSS (Screen-Space Subsurface Scattering) effect.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • int sssssresolution - The SSSSS resolution. One of the following values:
    • Quarter - quarter resolution
    • Half - half resolution (by default)
    • Full - full resolution

int getSSSSSResolution() const#

Console: render_sssss_resolution
Returns the current resolution of the SSSSS (Screen-Space Subsurface Scattering) effect.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current SSSSS resolution. One of the following values:
  • Quarter - quarter resolution
  • Half - half resolution (by default)
  • Full - full resolution

void setSSSSSQuality ( int sssssquality ) #

Console: render_sssss_quality
Sets a new quality of the SSSSS (Screen-Space Subsurface Scattering) effect.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • int sssssquality - The SSSSS quality One of the following values:
    • Low - low quality
    • Medium - medium quality (by default)
    • High - high quality
    • Ultra - ultra quality

int getSSSSSQuality() const#

Console: render_sssss_quality
Returns the current quality of the SSSSS (Screen-Space Subsurface Scattering) effect.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current SSSSS quality One of the following values:
  • Low - low quality
  • Medium - medium quality (by default)
  • High - high quality
  • Ultra - ultra quality

void setSSSSS ( bool sssss ) #

Console: render_sssss
Sets a new value indicating if the SSSSS (Screen-Space Subsurface Scattering) effect is enabled. This effect is used to imitate human skin, wax, etc.

Arguments

  • bool sssss - Set true to enable SSSSS (Screen-Space Subsurface Scattering) effect; false - to disable it. The default value is true.

bool getSSSSS() const#

Console: render_sssss
Returns the current value indicating if the SSSSS (Screen-Space Subsurface Scattering) effect is enabled. This effect is used to imitate human skin, wax, etc.

Return value

true if SSSSS (Screen-Space Subsurface Scattering) effect is enabled; otherwise false. The default value is true.

void setSSRThresholdOcclusion ( float occlusion ) #

Console: render_ssr_threshold_occlusion
Sets a new value that limits imitation of environment cubemap occlusion in areas where SSR (Screen-Space Reflections) cannot get information. Higher values make the effect less pronounced. This parameter is mainly used for indoor environment to correct false reflections on occluded areas (false reflections are replaced with black color). For outdoor environment, higher values of this parameter are recommended.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • float occlusion - The SSR threshold occlusion.
    Range of values: [0.0f, inf]. The default value is 1.0f.

float getSSRThresholdOcclusion() const#

Console: render_ssr_threshold_occlusion
Returns the current value that limits imitation of environment cubemap occlusion in areas where SSR (Screen-Space Reflections) cannot get information. Higher values make the effect less pronounced. This parameter is mainly used for indoor environment to correct false reflections on occluded areas (false reflections are replaced with black color). For outdoor environment, higher values of this parameter are recommended.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current SSR threshold occlusion.
Range of values: [0.0f, inf]. The default value is 1.0f.

void setSSRThreshold ( float ssrthreshold ) #

Console: render_ssr_threshold
Sets a new threshold used for SSR (Screen-Space Reflections) calculation to limit imitation of reflections in areas where SSR cannot get information. Higher values make the effect less pronounced.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • float ssrthreshold - The SSR threshold.
    Range of values: [0.0f, inf]. The default value is 1.0f.

float getSSRThreshold() const#

Console: render_ssr_threshold
Returns the current threshold used for SSR (Screen-Space Reflections) calculation to limit imitation of reflections in areas where SSR cannot get information. Higher values make the effect less pronounced.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current SSR threshold.
Range of values: [0.0f, inf]. The default value is 1.0f.

void setSSRVisibilityRoughnessMax ( float max ) #

Console: render_ssr_visibility_roughness_max
Sets a new maximum roughness value, starting from which the SSR (Screen-Space Reflections) effect is not rendered. It allows reducing noise of reflections on rough materials.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • float max - The maximum roughness value.
    Range of values: [0.0f, 1.0f]. The default value is 1.0f.

float getSSRVisibilityRoughnessMax() const#

Console: render_ssr_visibility_roughness_max
Returns the current maximum roughness value, starting from which the SSR (Screen-Space Reflections) effect is not rendered. It allows reducing noise of reflections on rough materials.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current maximum roughness value.
Range of values: [0.0f, 1.0f]. The default value is 1.0f.

void setSSRVisibilityRoughnessMin ( float min ) #

Console: render_ssr_visibility_roughness_min
Sets a new minimum roughness value, starting from which the SSR (Screen-Space Reflections) effect begins to fade out. It allows reducing noise of reflections on rough materials.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • float min - The minimum roughness value.
    Range of values: [0.0f, 1.0f]. The default value is 1.0f.

float getSSRVisibilityRoughnessMin() const#

Console: render_ssr_visibility_roughness_min
Returns the current minimum roughness value, starting from which the SSR (Screen-Space Reflections) effect begins to fade out. It allows reducing noise of reflections on rough materials.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current minimum roughness value.
Range of values: [0.0f, 1.0f]. The default value is 1.0f.

void setSSRNoiseStep ( float step ) #

Console: render_ssr_noise_step
Sets a new intensity of the step noise used for SSR (Screen-Space Reflections) calculation. It is used to reduce the banding effect of tracing. Higher values make the banding effect less pronounced.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • float step - The step noise intensity.
    Range of values: [0.0f, 1.0f]. The default value is 0.5f.

float getSSRNoiseStep() const#

Console: render_ssr_noise_step
Returns the current intensity of the step noise used for SSR (Screen-Space Reflections) calculation. It is used to reduce the banding effect of tracing. Higher values make the banding effect less pronounced.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current step noise intensity.
Range of values: [0.0f, 1.0f]. The default value is 0.5f.

void setSSRNoiseRay ( float ray ) #

Console: render_ssr_noise_ray
Sets a new intensity of the ray noise used for SSR (Screen-Space Reflections) calculation. It is used to reduce the banding effect on rough reflections. Higher values make the banding effect less pronounced.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • float ray - The ray noise intensity.
    Range of values: [0.0f, 1.0f]. The default value is 0.5f.

float getSSRNoiseRay() const#

Console: render_ssr_noise_ray
Returns the current intensity of the ray noise used for SSR (Screen-Space Reflections) calculation. It is used to reduce the banding effect on rough reflections. Higher values make the banding effect less pronounced.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current ray noise intensity.
Range of values: [0.0f, 1.0f]. The default value is 0.5f.

void setSSRStepSize ( float size ) #

Console: render_ssr_step_size
Sets a new size of the trace step used for SSR calculation. Higher values result in longer traces (however, tiny objects may become missing), lower values produce more detailed reflections of tiny objects.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • float size - The step size.
    Range of values: [0.0f, inf]. The default value is 0.5f.

float getSSRStepSize() const#

Console: render_ssr_step_size
Returns the current size of the trace step used for SSR calculation. Higher values result in longer traces (however, tiny objects may become missing), lower values produce more detailed reflections of tiny objects.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current step size.
Range of values: [0.0f, inf]. The default value is 0.5f.

void setSSRNumSteps ( int steps ) #

Console: render_ssr_num_steps
Sets a new number of SSR steps per ray that are used for trace calculation. The number of steps defines accuracy of reflections and causes a reasonable performance impact. The higher the value, the more accurate obstacles between objects are accounted.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • int steps - The number of steps.
    Range of values: [1, 64]. The default value is 16.

int getSSRNumSteps() const#

Console: render_ssr_num_steps
Returns the current number of SSR steps per ray that are used for trace calculation. The number of steps defines accuracy of reflections and causes a reasonable performance impact. The higher the value, the more accurate obstacles between objects are accounted.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current number of steps.
Range of values: [1, 64]. The default value is 16.

void setSSRNumRays ( int rays ) #

Console: render_ssr_num_rays
Sets a new number of SSR rays per pixel that are used to calculate rough refrections. Using more rays provides more precise SSR roughness calculation, however, it is more expensive.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • int rays - The number of rays.
    Range of values: [1, 64]. The default value is 4.

int getSSRNumRays() const#

Console: render_ssr_num_rays
Returns the current number of SSR rays per pixel that are used to calculate rough refrections. Using more rays provides more precise SSR roughness calculation, however, it is more expensive.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current number of rays.
Range of values: [1, 64]. The default value is 4.

void setSSRResolutionColor ( int color ) #

Console: render_ssr_resolution_color
Sets a new resolution of the color buffer used for SSR (Screen Space Reflections) calculation. It significantly affects performance.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • int color - The Color buffer resolution. One of the following values:
    • Quarter - quarter resolution (by default)
    • Half - half resolution
    • Full - full resolution

int getSSRResolutionColor() const#

Console: render_ssr_resolution_color
Returns the current resolution of the color buffer used for SSR (Screen Space Reflections) calculation. It significantly affects performance.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current Color buffer resolution. One of the following values:
  • Quarter - quarter resolution (by default)
  • Half - half resolution
  • Full - full resolution

void setSSRResolutionDepth ( int depth ) #

Console: render_ssr_resolution_depth
Sets a new resolution of the depth buffer used for SSR (Screen Space Reflections) calculation. It affects detailing of reflections of tiny objects.
Notice
To gain performance, this option can be set to lower values while enabling increased accuracy (see the setSSRIncreasedAccuracy() method) .
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • int depth - The Depth buffer resolution. One of the following values:
    • Quarter - quarter resolution (by default)
    • Half - half resolution
    • Full - full resolution

int getSSRResolutionDepth() const#

Console: render_ssr_resolution_depth
Returns the current resolution of the depth buffer used for SSR (Screen Space Reflections) calculation. It affects detailing of reflections of tiny objects.
Notice
To gain performance, this option can be set to lower values while enabling increased accuracy (see the setSSRIncreasedAccuracy() method) .
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current Depth buffer resolution. One of the following values:
  • Quarter - quarter resolution (by default)
  • Half - half resolution
  • Full - full resolution

void setSSRResolution ( int ssrresolution ) #

Console: render_ssr_resolution
Sets a new resolution of SSR (Screen Space Reflections).
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • int ssrresolution - The SSR resolution. One of the following values:
    • Quarter - quarter resolution
    • Half - half resolution (by default)
    • Full - full resolution

int getSSRResolution() const#

Console: render_ssr_resolution
Returns the current resolution of SSR (Screen Space Reflections).
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current SSR resolution. One of the following values:
  • Quarter - quarter resolution
  • Half - half resolution (by default)
  • Full - full resolution

void setSSRDenoise ( bool ssrdenoise ) #

Console: render_ssr_denoise
Sets a new value indicating if noise reduction for the SSR (Screen Space Reflections) effect is enabled.
Notice
Noise reduction is effective only for screen-space reflections on rough surfaces. Reflections on smooth surfaces (Roughness = 0) will not be affected.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • bool ssrdenoise - Set true to enable noise reduction for SSR; false - to disable it. The default value is true.

bool getSSRDenoise() const#

Console: render_ssr_denoise
Returns the current value indicating if noise reduction for the SSR (Screen Space Reflections) effect is enabled.
Notice
Noise reduction is effective only for screen-space reflections on rough surfaces. Reflections on smooth surfaces (Roughness = 0) will not be affected.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

true if noise reduction for SSR is enabled; otherwise false. The default value is true.

void setSSRIncreasedAccuracy ( bool accuracy ) #

Console: render_ssr_increased_accuracy
Sets a new value indicating if increased accuracy option is enabled for the SSR (Screen Space Reflections). This option reduces visual artifacts around objects, which can appear at a resolution that is lower than Full, by increasing accuracy of the last step.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • bool accuracy - Set true to enable increased accuracy for SSR; false - to disable it. The default value is true.

bool getSSRIncreasedAccuracy() const#

Console: render_ssr_increased_accuracy
Returns the current value indicating if increased accuracy option is enabled for the SSR (Screen Space Reflections). This option reduces visual artifacts around objects, which can appear at a resolution that is lower than Full, by increasing accuracy of the last step.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

true if increased accuracy for SSR is enabled; otherwise false. The default value is true.

void setSSRFastTracing ( bool tracing ) #

Console: render_ssr_fast_tracing
Sets a new value indicating if fast tracing for the SSR (Screen Space Reflections) effect is enabled. This mode makes it possible to obtain distant reflections using low number of steps while keeping performance high. However, tiny objects may not be reflected. Disabling this mode improves quality but significantly drops performance.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • bool tracing - Set true to enable fast tracing for SSR; false - to disable it. The default value is true.

bool getSSRFastTracing() const#

Console: render_ssr_fast_tracing
Returns the current value indicating if fast tracing for the SSR (Screen Space Reflections) effect is enabled. This mode makes it possible to obtain distant reflections using low number of steps while keeping performance high. However, tiny objects may not be reflected. Disabling this mode improves quality but significantly drops performance.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

true if fast tracing for SSR is enabled; otherwise false. The default value is true.

void setSSR ( bool ssr ) #

Console: render_ssr
Sets a new value indicating if the SSR (Screen Space Reflections) effect is enabled.

Arguments

  • bool ssr - Set true to enable SSR (Screen Space Reflections) effect; false - to disable it. The default value is true.

bool getSSR() const#

Console: render_ssr
Returns the current value indicating if the SSR (Screen Space Reflections) effect is enabled.

Return value

true if SSR (Screen Space Reflections) effect is enabled; otherwise false. The default value is true.

void setBentNormalRayTracingThreshold ( float threshold ) #

Console: render_bent_normal_ray_tracing_threshold
Sets a new threshold value for the ray-traced bent normals calculation.
Notice
Ray-traced bent normals calculation is available only when the SSRTGI technique (see the setSSRTGI() method) is enabled.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • float threshold - The threshold value.
    Range of values: [0.0f, inf]. The default value is 1.0f.

float getBentNormalRayTracingThreshold() const#

Console: render_bent_normal_ray_tracing_threshold
Returns the current threshold value for the ray-traced bent normals calculation.
Notice
Ray-traced bent normals calculation is available only when the SSRTGI technique (see the setSSRTGI() method) is enabled.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current threshold value.
Range of values: [0.0f, inf]. The default value is 1.0f.

void setBentNormalFixOverlitAreas ( bool areas ) #

Console: render_bent_normal_fix_overlit_areas
Sets a new value indicating if correction of overlit areas for bent normals calculation is enabled.
Notice
  • This option may significantly affect performance, so disable it when it's not necessary.
  • Ray-traced bent normals calculation is available only when the SSRTGI technique (see the setSSRTGI() method) is enabled.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • bool areas - Set true to enable correction of overlit areas for ray-traced bent normals calculation; false - to disable it. The default value is true.

bool getBentNormalFixOverlitAreas() const#

Console: render_bent_normal_fix_overlit_areas
Returns the current value indicating if correction of overlit areas for bent normals calculation is enabled.
Notice
  • This option may significantly affect performance, so disable it when it's not necessary.
  • Ray-traced bent normals calculation is available only when the SSRTGI technique (see the setSSRTGI() method) is enabled.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

true if correction of overlit areas for ray-traced bent normals calculation is enabled; otherwise false. The default value is true.

void setBentNormalRayTracingDenoise ( bool denoise ) #

Console: render_bent_normal_ray_tracing_denoise
Sets a new value indicating if noise reduction for ray-traced bent normals calculation is enabled. This option reduces noise by using blur effect.
Notice
Ray-traced bent normals calculation is available only when the SSRTGI technique (see the setSSRTGI() method) is enabled.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • bool denoise - Set true to enable noise reduction for ray-traced bent normals calculation; false - to disable it. The default value is true.

bool getBentNormalRayTracingDenoise() const#

Console: render_bent_normal_ray_tracing_denoise
Returns the current value indicating if noise reduction for ray-traced bent normals calculation is enabled. This option reduces noise by using blur effect.
Notice
Ray-traced bent normals calculation is available only when the SSRTGI technique (see the setSSRTGI() method) is enabled.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

true if noise reduction for ray-traced bent normals calculation is enabled; otherwise false. The default value is true.

void setBentNormalRayTracing ( bool tracing ) #

Console: render_bent_normal_ray_tracing
Sets a new value indicating if ray-traced bent normals calculation is enabled. The use of SSRTGI for bent normals allows for smooth ambient lighting.
Notice
Ray-traced bent normals calculation available only when the SSRTGI technique (see the setSSRTGI() method) is enabled.

Arguments

  • bool tracing - Set true to enable ray-traced bent normals calculation; false - to disable it. The default value is true.

bool getBentNormalRayTracing() const#

Console: render_bent_normal_ray_tracing
Returns the current value indicating if ray-traced bent normals calculation is enabled. The use of SSRTGI for bent normals allows for smooth ambient lighting.
Notice
Ray-traced bent normals calculation available only when the SSRTGI technique (see the setSSRTGI() method) is enabled.

Return value

true if ray-traced bent normals calculation is enabled; otherwise false. The default value is true.

void setSSGIRadius ( float ssgiradius ) #

Console: render_ssgi_radius
Sets a new radius of the SSGI (Screen Space Global Illumination). The radius determines the size of the region surrounding a particular sampling point:
  • By low values, each point affects only the points in the close range.
  • By high values, each point affects farther positioned points.

Arguments

  • float ssgiradius - The SSGI radius value.
    Range of values: [0.0f, 1.0f]. The default value is 1.0f.

float getSSGIRadius() const#

Console: render_ssgi_radius
Returns the current radius of the SSGI (Screen Space Global Illumination). The radius determines the size of the region surrounding a particular sampling point:
  • By low values, each point affects only the points in the close range.
  • By high values, each point affects farther positioned points.

Return value

Current SSGI radius value.
Range of values: [0.0f, 1.0f]. The default value is 1.0f.

void setSSGIThreshold ( float ssgithreshold ) #

Console: render_ssgi_threshold
Sets a new threshold value for the ray-traced SSGI (Screen Space Global Illumination).
Notice
Ray-traced SSGI calculation available only when the SSRTGI technique (see the setSSRTGI() method) is enabled.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • float ssgithreshold - The SSGI threshold value.
    Range of values: [0.0f, inf]. The default value is 1.0f.

float getSSGIThreshold() const#

Console: render_ssgi_threshold
Returns the current threshold value for the ray-traced SSGI (Screen Space Global Illumination).
Notice
Ray-traced SSGI calculation available only when the SSRTGI technique (see the setSSRTGI() method) is enabled.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current SSGI threshold value.
Range of values: [0.0f, inf]. The default value is 1.0f.

void setSSGIIntensity ( float ssgiintensity ) #

Console: render_ssgi_intensity
Sets a new intensity of the SSGI (Screen Space Global Illumination) for the scene. By the minimum value of 0.0f, the global illumination is the darkest.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • float ssgiintensity - The SSGI intensity value.
    Range of values: [0.0f, 1.0f]. The default value is 1.0f.

float getSSGIIntensity() const#

Console: render_ssgi_intensity
Returns the current intensity of the SSGI (Screen Space Global Illumination) for the scene. By the minimum value of 0.0f, the global illumination is the darkest.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current SSGI intensity value.
Range of values: [0.0f, 1.0f]. The default value is 1.0f.

void setSSGIResolutionColor ( int color ) #

Console: render_ssgi_resolution_color
Sets a new resolution of the color buffer used for SSGI (Screen Space Global Illumination) calculation. This option significantly affects performance.

Arguments

  • int color - The SSGI resolution. One of the following values:
    • Quarter - quarter resolution
    • Half - half resolution (by default)

int getSSGIResolutionColor() const#

Console: render_ssgi_resolution_color
Returns the current resolution of the color buffer used for SSGI (Screen Space Global Illumination) calculation. This option significantly affects performance.

Return value

Current SSGI resolution. One of the following values:
  • Quarter - quarter resolution
  • Half - half resolution (by default)

void setSSGIDenoise ( bool ssgidenoise ) #

Console: render_ssgi_denoise
Sets a new value indicating if noise reduction for the ray-traced SSGI (Screen Space Global Illumination) is enabled. This option reduces noise by using blur effect. SSRTGI technique (see the setSSRTGI() method) must be enabled.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • bool ssgidenoise - Set true to enable noise reduction for SSGI; false - to disable it. The default value is true.

bool getSSGIDenoise() const#

Console: render_ssgi_denoise
Returns the current value indicating if noise reduction for the ray-traced SSGI (Screen Space Global Illumination) is enabled. This option reduces noise by using blur effect. SSRTGI technique (see the setSSRTGI() method) must be enabled.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

true if noise reduction for SSGI is enabled; otherwise false. The default value is true.

void setSSGI ( bool ssgi ) #

Console: render_ssgi
Sets a new value indicating if the SSGI (Screen Space Global Illumination) effect is enabled.

Arguments

  • bool ssgi - Set true to enable SSGI (Screen Space Global Illumination); false - to disable it. The default value is true.

bool getSSGI() const#

Console: render_ssgi
Returns the current value indicating if the SSGI (Screen Space Global Illumination) effect is enabled.

Return value

true if SSGI (Screen Space Global Illumination) is enabled; otherwise false. The default value is true.

void setSSAOThreshold ( float ssaothreshold ) #

Console: render_ssao_threshold
Sets a new threshold value for the SSAO (Screen Space Ambient Occlusion) effect. It limits SSAO in areas where information cannot be obtained. The higher the value, the less pronounced the effect is.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • float ssaothreshold - The threshold value.
    Range of values: [0.0f, 1.0f]. The default value is 0.5f.

float getSSAOThreshold() const#

Console: render_ssao_threshold
Returns the current threshold value for the SSAO (Screen Space Ambient Occlusion) effect. It limits SSAO in areas where information cannot be obtained. The higher the value, the less pronounced the effect is.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current threshold value.
Range of values: [0.0f, 1.0f]. The default value is 0.5f.

void setSSAOCavityRadius ( float radius ) #

Console: render_ssao_cavity_radius
Sets a new size of junction contours area for the cavity option for the SSAO (Screen Space Ambient Occlusion) effect (see the setSSAOCavity() method) .
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • float radius - The SSAO cavity radius value.
    Range of values: [0.0f, inf]. The default value is 1.0f.

float getSSAOCavityRadius() const#

Console: render_ssao_cavity_radius
Returns the current size of junction contours area for the cavity option for the SSAO (Screen Space Ambient Occlusion) effect (see the setSSAOCavity() method) .
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current SSAO cavity radius value.
Range of values: [0.0f, inf]. The default value is 1.0f.

void setSSAOCavityIntensity ( float intensity ) #

Console: render_ssao_cavity_intensity
Sets a new intensity of sharpening of contours for the cavity option (see the setSSAOCavity() method) .
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • float intensity - The Sharpening intensity value.
    Range of values: [0.0f, inf]. The default value is 1.0f.

float getSSAOCavityIntensity() const#

Console: render_ssao_cavity_intensity
Returns the current intensity of sharpening of contours for the cavity option (see the setSSAOCavity() method) .
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current Sharpening intensity value.
Range of values: [0.0f, inf]. The default value is 1.0f.

void setSSAORadius ( float ssaoradius ) #

Console: render_ssao_radius
Sets a new radius of SSAO (Screen Space Ambient Occlusion). The radius is the distance for each of the points in the world space, up to which they can shadow their neighboring points:
  • By low values, each point can cast shadows only on the points in the close range.
  • By high values, each point casts shadows on points at more distant locations.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • float ssaoradius - The SSAO radius value.
    Range of values: [0.0f, inf]. The default value is 1.0f.

float getSSAORadius() const#

Console: render_ssao_radius
Returns the current radius of SSAO (Screen Space Ambient Occlusion). The radius is the distance for each of the points in the world space, up to which they can shadow their neighboring points:
  • By low values, each point can cast shadows only on the points in the close range.
  • By high values, each point casts shadows on points at more distant locations.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current SSAO radius value.
Range of values: [0.0f, inf]. The default value is 1.0f.

void setSSAORayTracingThreshold ( float threshold ) #

Console: render_ssao_ray_tracing_threshold
Sets a new threshold value for the ray-traced SSAO (Screen Space Ambient Occlusion). Ray-traced SSAO calculation is available only when the SSRTGI technique (see the setSSRTGI() method) is enabled.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • float threshold - The SSAO ray tracing threshold value.
    Range of values: [0.0f, inf]. The default value is 1.0f.

float getSSAORayTracingThreshold() const#

Console: render_ssao_ray_tracing_threshold
Returns the current threshold value for the ray-traced SSAO (Screen Space Ambient Occlusion). Ray-traced SSAO calculation is available only when the SSRTGI technique (see the setSSRTGI() method) is enabled.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current SSAO ray tracing threshold value.
Range of values: [0.0f, inf]. The default value is 1.0f.

void setSSAOIntensityReflection ( float reflection ) #

Console: render_ssao_intensity_reflection
Sets a new intensity of SSAO (Screen Space Ambient Occlusion) on reflections.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • float reflection - The SSAO intensity on reflections.
    Range of values: [0.0f, inf]. The default value is 1.0f.

float getSSAOIntensityReflection() const#

Console: render_ssao_intensity_reflection
Returns the current intensity of SSAO (Screen Space Ambient Occlusion) on reflections.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current SSAO intensity on reflections.
Range of values: [0.0f, inf]. The default value is 1.0f.

void setSSAOIntensityLightedSide ( float side ) #

Console: render_ssao_intensity_lighted_side
Sets a new intensity of the SSAO (Screen Space Ambient Occlusion) for the scene object's lighted side.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • float side - The SSAO intensity value.
    Range of values: [0.0f, inf]. The default value is 1.0f.

float getSSAOIntensityLightedSide() const#

Console: render_ssao_intensity_lighted_side
Returns the current intensity of the SSAO (Screen Space Ambient Occlusion) for the scene object's lighted side.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current SSAO intensity value.
Range of values: [0.0f, inf]. The default value is 1.0f.

void setSSAOIntensity ( float ssaointensity ) #

Console: render_ssao_intensity
Sets a new intensity of the SSAO (Screen Space Ambient Occlusion) for the scene. The intensity value affects brightness of shadows: by the minimum value of 0.0f, the ambient occlusion shadowing is the lightest.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • float ssaointensity - The intensity value.
    Range of values: [0.0f, inf]. The default value is 1.0f.

float getSSAOIntensity() const#

Console: render_ssao_intensity
Returns the current intensity of the SSAO (Screen Space Ambient Occlusion) for the scene. The intensity value affects brightness of shadows: by the minimum value of 0.0f, the ambient occlusion shadowing is the lightest.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current intensity value.
Range of values: [0.0f, inf]. The default value is 1.0f.

void setSSAOResolution ( int ssaoresolution ) #

Console: render_ssao_resolution
Sets a new resolution of SSAO (Screen Space Ambient Occlusion).
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • int ssaoresolution - The resolution. One of the following values:
    • Quarter - quarter resolution
    • Half - half resolution (by default)
    • Full - full resolution

int getSSAOResolution() const#

Console: render_ssao_resolution
Returns the current resolution of SSAO (Screen Space Ambient Occlusion).
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current resolution. One of the following values:
  • Quarter - quarter resolution
  • Half - half resolution (by default)
  • Full - full resolution

void setSSAOQuality ( int ssaoquality ) #

Console: render_ssao_quality
Sets a new quality of SSAO (Screen Space Ambient Occlusion). Each quality uses the following number of samples:
  • Low — 4 samples
  • Medium — 8 samples
  • High — 16 samples
  • Ultra — 32 samples
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • int ssaoquality - The quality level. One of the following values:
    • Low - low quality
    • Medium - medium quality (by default)
    • High - high quality
    • Ultra - ultra quality

int getSSAOQuality() const#

Console: render_ssao_quality
Returns the current quality of SSAO (Screen Space Ambient Occlusion). Each quality uses the following number of samples:
  • Low — 4 samples
  • Medium — 8 samples
  • High — 16 samples
  • Ultra — 32 samples
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current quality level. One of the following values:
  • Low - low quality
  • Medium - medium quality (by default)
  • High - high quality
  • Ultra - ultra quality

void setSSAORayTracingDenoise ( bool denoise ) #

Console: render_ssao_ray_tracing_denoise
Sets a new value indicating if noise reduction for the ray-traced SSAO (Screen Space Ambient Occlusion) is enabled. This option reduces noise by using blur effect.
Notice
Ray-traced SSAO calculation is available only when the SSRTGI technique (see the setSSRTGI() method) is enabled.

Arguments

  • bool denoise - Set true to enable noise reduction for the ray-traced SSAO; false - to disable it. The default value is true.

bool getSSAORayTracingDenoise() const#

Console: render_ssao_ray_tracing_denoise
Returns the current value indicating if noise reduction for the ray-traced SSAO (Screen Space Ambient Occlusion) is enabled. This option reduces noise by using blur effect.
Notice
Ray-traced SSAO calculation is available only when the SSRTGI technique (see the setSSRTGI() method) is enabled.

Return value

true if noise reduction for the ray-traced SSAO is enabled; otherwise false. The default value is true.

void setSSAORayTracing ( bool tracing ) #

Console: render_ssao_ray_tracing
Sets a new value indicating if ray tracing is used for SSAO (Screen Space Ambient Occlusion) calculation. When enabled, SSAO provides more realistic shadows between the objects.
Notice
Ray-traced SSAO calculation available only when the SSRTGI technique (see the setSSRTGI() method) is enabled.

Arguments

  • bool tracing - Set true to enable ray tracing for SSAO; false - to disable it. The default value is true.

bool getSSAORayTracing() const#

Console: render_ssao_ray_tracing
Returns the current value indicating if ray tracing is used for SSAO (Screen Space Ambient Occlusion) calculation. When enabled, SSAO provides more realistic shadows between the objects.
Notice
Ray-traced SSAO calculation available only when the SSRTGI technique (see the setSSRTGI() method) is enabled.

Return value

true if ray tracing for SSAO is enabled; otherwise false. The default value is true.

void setSSAONoise ( bool ssaonoise ) #

Console: render_ssao_noise
Sets a new value indicating if noise for the SSAO (Screen Space Ambient Occlusion) effect is enabled. This option reduces banding effect.
Notice
It is recommended to use noise with TAA (see the setTAA() method) enabled.

Arguments

  • bool ssaonoise - Set true to enable noise for SSAO; false - to disable it. The default value is true.

bool getSSAONoise() const#

Console: render_ssao_noise
Returns the current value indicating if noise for the SSAO (Screen Space Ambient Occlusion) effect is enabled. This option reduces banding effect.
Notice
It is recommended to use noise with TAA (see the setTAA() method) enabled.

Return value

true if noise for SSAO is enabled; otherwise false. The default value is true.

void setSSAOCavity ( bool ssaocavity ) #

Console: render_ssao_cavity
Sets a new value indicating if the cavity option for the SSAO (Screen Space Ambient Occlusion) effect is enabled. This option improves (sharpens) the look of junction contours at low resolutions, so it should be used for detail enhancement (small stones, bolts and so on).
Notice
When checking the parameter value via API, you'll get the corresponding setting stored in the active preset (default or custom one).
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • bool ssaocavity - Set true to enable cavity option for SSAO; false - to disable it. The default value is true.

bool getSSAOCavity() const#

Console: render_ssao_cavity
Returns the current value indicating if the cavity option for the SSAO (Screen Space Ambient Occlusion) effect is enabled. This option improves (sharpens) the look of junction contours at low resolutions, so it should be used for detail enhancement (small stones, bolts and so on).
Notice
When checking the parameter value via API, you'll get the corresponding setting stored in the active preset (default or custom one).
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

true if cavity option for SSAO is enabled; otherwise false. The default value is true.

void setSSAO ( bool ssao ) #

Console: render_ssao
Sets a new value indicating if the SSAO (Screen Space Ambient Occlusion) effect is enabled.

Arguments

  • bool ssao - Set true to enable SSAO (Screen Space Ambient Occlusion) effect; false - to disable it. The default value is true.

bool getSSAO() const#

Console: render_ssao
Returns the current value indicating if the SSAO (Screen Space Ambient Occlusion) effect is enabled.

Return value

true if SSAO (Screen Space Ambient Occlusion) effect is enabled; otherwise false. The default value is true.

void setSSRTGIStepSize ( float size ) #

Console: render_ssrtgi_step_size
Sets a new size of the trace step used for SSRTGI calculation. The higher the value, the longer the trace. However, tiny objects may be missed. The lower the value, the more detailed will be the tiny objects. The SSRTGI effect must be enabled (see the setSSRTGI() method) .
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • float size - The step size.
    Range of values: [0.0f, inf]. The default value is 1.0f.

float getSSRTGIStepSize() const#

Console: render_ssrtgi_step_size
Returns the current size of the trace step used for SSRTGI calculation. The higher the value, the longer the trace. However, tiny objects may be missed. The lower the value, the more detailed will be the tiny objects. The SSRTGI effect must be enabled (see the setSSRTGI() method) .
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current step size.
Range of values: [0.0f, inf]. The default value is 1.0f.

void setSSRTGINoiseStep ( float step ) #

Console: render_ssrtgi_noise_step
Sets a new intensity of the step noise used for SSRTGI calculation. This parameter is used to reduce the banding effect of tracing by using the noise: the higher is the value, the less pronounced is the banding effect. SSRTGI must be enabled (see the setSSRTGI() method) .
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • float step - The step noise intensity.
    Range of values: [0.0f, 1.0f]. The default value is 0.5f.

float getSSRTGINoiseStep() const#

Console: render_ssrtgi_noise_step
Returns the current intensity of the step noise used for SSRTGI calculation. This parameter is used to reduce the banding effect of tracing by using the noise: the higher is the value, the less pronounced is the banding effect. SSRTGI must be enabled (see the setSSRTGI() method) .
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current step noise intensity.
Range of values: [0.0f, 1.0f]. The default value is 0.5f.

void setSSRTGINoiseRay ( float ray ) #

Console: render_ssrtgi_noise_ray
Sets a new intensity of the ray noise used for SSRTGI calculation. This parameter is used to reduce the banding effect on the final image by using the noise: higher values make the banding effect less pronounced. SSRTGI must be enabled (see the setSSRTGI() method) .
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • float ray - The ray noise intensity
    Range of values: [0.0f, 1.0f]. The default value is 0.5f.

float getSSRTGINoiseRay() const#

Console: render_ssrtgi_noise_ray
Returns the current intensity of the ray noise used for SSRTGI calculation. This parameter is used to reduce the banding effect on the final image by using the noise: higher values make the banding effect less pronounced. SSRTGI must be enabled (see the setSSRTGI() method) .
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current ray noise intensity
Range of values: [0.0f, 1.0f]. The default value is 0.5f.

void setSSRTGINumSteps ( int steps ) #

Console: render_ssrtgi_num_steps
Sets a new number of steps of SSRTGI per ray that are used for trace calculation. The higher the value, the more accurate obstacles between objects are accounted. However, this option significantly affects performance. SSRTGI must be enabled (see the setSSRTGI() method) .
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • int steps - The number of steps per ray.
    Range of values: [1, 256]. The default value is 8.

int getSSRTGINumSteps() const#

Console: render_ssrtgi_num_steps
Returns the current number of steps of SSRTGI per ray that are used for trace calculation. The higher the value, the more accurate obstacles between objects are accounted. However, this option significantly affects performance. SSRTGI must be enabled (see the setSSRTGI() method) .
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current number of steps per ray.
Range of values: [1, 256]. The default value is 8.

void setSSRTGINumRays ( int rays ) #

Console: render_ssrtgi_num_rays
Sets a new number of rays of SSRTGI per pixel that are used to calculate the final image. Using more rays provides more precise SSRTGI calculation, however, it is more expensive. SSRTGI must be enabled (see the setSSRTGI() method) .
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • int rays - The number of rays per pixel.
    Range of values: [1, 1024]. The default value is 8.

int getSSRTGINumRays() const#

Console: render_ssrtgi_num_rays
Returns the current number of rays of SSRTGI per pixel that are used to calculate the final image. Using more rays provides more precise SSRTGI calculation, however, it is more expensive. SSRTGI must be enabled (see the setSSRTGI() method) .
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current number of rays per pixel.
Range of values: [1, 1024]. The default value is 8.

void setSSRTGIResolutionDepth ( int depth ) #

Console: render_ssrtgi_resolution_depth
Sets a new resolution of the depth buffer used for SSRTGI (screen space ray-traced global illumination) calculation. This option significantly affects performance. To gain performance this option can be set to lower values while enabling the increased accuracy (see the setSSRTGIIncreasedAccuracy() method) . SSRTGI must be enabled (see the setSSRTGI() method) .
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • int depth - The SSRTGI depth buffer resolution. One of the following values:
    • Quarter - quarter resolution (by default)
    • Half - half resolution
    • Full - full resolution

int getSSRTGIResolutionDepth() const#

Console: render_ssrtgi_resolution_depth
Returns the current resolution of the depth buffer used for SSRTGI (screen space ray-traced global illumination) calculation. This option significantly affects performance. To gain performance this option can be set to lower values while enabling the increased accuracy (see the setSSRTGIIncreasedAccuracy() method) . SSRTGI must be enabled (see the setSSRTGI() method) .
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current SSRTGI depth buffer resolution. One of the following values:
  • Quarter - quarter resolution (by default)
  • Half - half resolution
  • Full - full resolution

void setSSRTGIResolution ( int ssrtgiresolution ) #

Console: render_ssrtgi_resolution
Sets a new resolution of the SSRTGI (screen space ray-traced global illumination) effect. This option significantly affects performance. At low values, edges of objects become blurred. SSRTGI must be enabled (see the setSSRTGI() method) .

Arguments

  • int ssrtgiresolution - The SSRTGI resolution. One of the following values:
    • Quarter - quarter resolution
    • Half - half resolution (by default)
    • Full - full resolution

int getSSRTGIResolution() const#

Console: render_ssrtgi_resolution
Returns the current resolution of the SSRTGI (screen space ray-traced global illumination) effect. This option significantly affects performance. At low values, edges of objects become blurred. SSRTGI must be enabled (see the setSSRTGI() method) .

Return value

Current SSRTGI resolution. One of the following values:
  • Quarter - quarter resolution
  • Half - half resolution (by default)
  • Full - full resolution

void setSSRTGIUpscaling ( bool ssrtgiupscaling ) #

Console: render_ssrtgi_upscaling
Sets a new value indicating if upscaling is enabled for the SSRTGI (screen space ray-traced global illumination). This option makes the quality of edges in half and quarter resolution look closer to full. SSRTGI must be enabled (see the setSSRTGI() method) .

Arguments

  • bool ssrtgiupscaling - Set true to enable upscaling for the SSRTGI; false - to disable it. The default value is true.

bool getSSRTGIUpscaling() const#

Console: render_ssrtgi_upscaling
Returns the current value indicating if upscaling is enabled for the SSRTGI (screen space ray-traced global illumination). This option makes the quality of edges in half and quarter resolution look closer to full. SSRTGI must be enabled (see the setSSRTGI() method) .

Return value

true if upscaling for the SSRTGI is enabled; otherwise false. The default value is true.

void setSSRTGIIncreasedAccuracy ( bool accuracy ) #

Console: render_ssrtgi_increased_accuracy
Sets a new value indicating if increased accuracy is enabled for the SSRTGI (Screen Space Ray-Traced Global Illumination). This option reduces visual artifacts by increasing accuracy of the last step. SSRTGI must be enabled (see the setSSRTGI() method) .
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • bool accuracy - Set true to enable increased accuracy for the SSRTGI; false - to disable it. The default value is true.

bool getSSRTGIIncreasedAccuracy() const#

Console: render_ssrtgi_increased_accuracy
Returns the current value indicating if increased accuracy is enabled for the SSRTGI (Screen Space Ray-Traced Global Illumination). This option reduces visual artifacts by increasing accuracy of the last step. SSRTGI must be enabled (see the setSSRTGI() method) .
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

true if increased accuracy for the SSRTGI is enabled; otherwise false. The default value is true.

void setSSRTGIFastTracing ( bool tracing ) #

Console: render_ssrtgi_fast_tracing
Sets a new value indicating if fast tracing is enabled for the SSRTGI (Screen Space Ray-Traced Global Illumination). This option dynamically changes step size to obtain indirect illumination bounces using low number of steps while keeping performance high. Disabling this option improves quality, but significantly reduces performance. SSRTGI must be enabled (see the setSSRTGI() method) .
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • bool tracing - Set true to enable fast tracing for the SSRTGI; false - to disable it. The default value is true.

bool getSSRTGIFastTracing() const#

Console: render_ssrtgi_fast_tracing
Returns the current value indicating if fast tracing is enabled for the SSRTGI (Screen Space Ray-Traced Global Illumination). This option dynamically changes step size to obtain indirect illumination bounces using low number of steps while keeping performance high. Disabling this option improves quality, but significantly reduces performance. SSRTGI must be enabled (see the setSSRTGI() method) .
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

true if fast tracing for the SSRTGI is enabled; otherwise false. The default value is true.

void setSSRTGI ( bool ssrtgi ) #

Console: render_ssrtgi
Sets a new value indicating if the SSRTGI (screen space ray-traced global illumination) effect is enabled.

Arguments

  • bool ssrtgi - Set true to enable SSRTGI effect; false - to disable it. The default value is true.

bool getSSRTGI() const#

Console: render_ssrtgi
Returns the current value indicating if the SSRTGI (screen space ray-traced global illumination) effect is enabled.

Return value

true if SSRTGI effect is enabled; otherwise false. The default value is true.

void setReflectionLods ( bool lods ) #

Console: render_reflection_lods
Sets a new value indicating if reduction of resolution of dynamic reflections when the camera moves away is enabled.

Arguments

  • bool lods - Set true to enable reduction of resolution of dynamic reflections when the camera moves away; false - to disable it. The default value is true.

bool getReflectionLods() const#

Console: render_reflection_lods
Returns the current value indicating if reduction of resolution of dynamic reflections when the camera moves away is enabled.

Return value

true if reduction of resolution of dynamic reflections when the camera moves away is enabled; otherwise false. The default value is true.

void setReflectionDynamic ( bool dynamic ) #

Console: render_reflection_dynamic
Sets a new value indicating if dynamic reflections for materials are enabled.

Arguments

  • bool dynamic - Set true to enable dynamic reflections for materials; false - to disable it. The default value is true.

bool getReflectionDynamic() const#

Console: render_reflection_dynamic
Returns the current value indicating if dynamic reflections for materials are enabled.

Return value

true if dynamic reflections for materials is enabled; otherwise false. The default value is true.

void setTransparentBlur ( bool blur ) #

Console: render_transparent_blur
Sets a new value indicating if transparent blur is enabled for materials. This option makes it possible to render matte transparent materials like matte glass.

Arguments

  • bool blur - Set true to enable transparent blur for materials; false - to disable it. The default value is true.

bool getTransparentBlur() const#

Console: render_transparent_blur
Returns the current value indicating if transparent blur is enabled for materials. This option makes it possible to render matte transparent materials like matte glass.

Return value

true if transparent blur for materials is enabled; otherwise false. The default value is true.

void setRefractionDispersion ( const Math::vec3& dispersion ) #

Console: render_refraction_dispersion
Sets a new refraction displacement for red, green, and blue channels (according to the refraction texture of refractive materials). Can be used to create light dispersion (chromatic aberrations). To use this option, render_refraction (see the setRefraction() method) should be enabled.

Arguments

  • const Math::vec3& dispersion - The dispersion displacement per channel.
    vec3_one - default value

Math::vec3 getRefractionDispersion() const#

Console: render_refraction_dispersion
Returns the current refraction displacement for red, green, and blue channels (according to the refraction texture of refractive materials). Can be used to create light dispersion (chromatic aberrations). To use this option, render_refraction (see the setRefraction() method) should be enabled.

Return value

Current dispersion displacement per channel.
vec3_one - default value

void setRefraction ( bool refraction ) #

Console: render_refraction
Sets a new value indicating if refraction is enabled.

Arguments

  • bool refraction - Set true to enable refraction rendering; false - to disable it. The default value is true.

bool getRefraction() const#

Console: render_refraction
Returns the current value indicating if refraction is enabled.

Return value

true if refraction rendering is enabled; otherwise false. The default value is true.

void setDecals ( bool decals ) #

Console: render_decals
Sets a new value indicating if rendering of decals is enabled.

Arguments

  • bool decals - Set true to enable decals rendering; false - to disable it. The default value is true.

bool getDecals() const#

Console: render_decals
Returns the current value indicating if rendering of decals is enabled.

Return value

true if decals rendering is enabled; otherwise false. The default value is true.

void setAuxiliary ( bool auxiliary ) #

Console: render_auxiliary
Sets a new value indicating if auxiliary render buffer is used. The buffer should be enabled for render and post post-processes to work.

Arguments

  • bool auxiliary - Set true to enable auxiliary render buffer; false - to disable it. The default value is true.

bool getAuxiliary() const#

Console: render_auxiliary
Returns the current value indicating if auxiliary render buffer is used. The buffer should be enabled for render and post post-processes to work.

Return value

true if auxiliary render buffer is enabled; otherwise false. The default value is true.

void setAlphaFade ( bool fade ) #

Console: render_alpha_fade
Sets a new value indicating if alpha-blend fading (dithering) is enabled for objects. When the feature is enabled, objects LODs are smoothly blended into each other over a fade distance.

Arguments

  • bool fade - Set true to enable alpha fading; false - to disable it. The default value is true.

bool getAlphaFade() const#

Console: render_alpha_fade
Returns the current value indicating if alpha-blend fading (dithering) is enabled for objects. When the feature is enabled, objects LODs are smoothly blended into each other over a fade distance.

Return value

true if alpha fading is enabled; otherwise false. The default value is true.

void setSharpenIntensity ( float intensity ) #

Console: render_sharpen_intensity
Sets a new intensity of the sharpening effect.intensity of the sharpening effect. To use this option, sharpening post-processing effect should be enabled (see the setSharpen() method) .

Arguments

  • float intensity - The intensity value.
    Range of values: [0.0f, inf]. The default value is 0.5f.

float getSharpenIntensity() const#

Console: render_sharpen_intensity
Returns the current intensity of the sharpening effect.intensity of the sharpening effect. To use this option, sharpening post-processing effect should be enabled (see the setSharpen() method) .

Return value

Current intensity value.
Range of values: [0.0f, inf]. The default value is 0.5f.

void setSharpen ( bool sharpen ) #

Console: render_sharpen
Sets a new value indicating if the sharpening post-processing effect is enabled.

Arguments

  • bool sharpen - Set true to enable sharpening post-processing effect; false - to disable it. The default value is true.

bool getSharpen() const#

Console: render_sharpen
Returns the current value indicating if the sharpening post-processing effect is enabled.

Return value

true if sharpening post-processing effect is enabled; otherwise false. The default value is true.

void setFXAAIntensity ( float fxaaintensity ) #

Console: render_fxaa_intensity
Sets a new intensity of FXAA. Intensity specifies the sample offset of FXAA fragment. The higher the value, the more blurred image will be.

Arguments

  • float fxaaintensity - The intensity value.
    Range of values: [0.0f, 1.0f]. The default value is 0.0f.

float getFXAAIntensity() const#

Console: render_fxaa_intensity
Returns the current intensity of FXAA. Intensity specifies the sample offset of FXAA fragment. The higher the value, the more blurred image will be.

Return value

Current intensity value.
Range of values: [0.0f, 1.0f]. The default value is 0.0f.

void setFXAA ( bool fxaa ) #

Console: render_fxaa
Sets a new value indicating if FXAA (post-process anti-aliasing) is enabled.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • bool fxaa - Set true to enable FXAA (post-process anti-aliasing); false - to disable it. The default value is true.

bool getFXAA() const#

Console: render_fxaa
Returns the current value indicating if FXAA (post-process anti-aliasing) is enabled.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

true if FXAA (post-process anti-aliasing) is enabled; otherwise false. The default value is true.

void setTAASamples ( int taasamples ) #

Console: render_taa_samples
Sets a new number of the sample offsets performed during subpixel jittering. The parameter allows reducing image jittering and blurring. By the minimum value of 0 (1 sample offset), there will be no offsets, and, therefore, no anti-aliasing. TAA (see the setTAA() method) must be enabled.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • int taasamples - The number of samples. One of the following values:
    • 0 - 1 sample offset, no anti-aliasing
    • 1 - 4 offsets (by default)
    • 2 - 8 offsets
    • 3 - 16 offsets

int getTAASamples() const#

Console: render_taa_samples
Returns the current number of the sample offsets performed during subpixel jittering. The parameter allows reducing image jittering and blurring. By the minimum value of 0 (1 sample offset), there will be no offsets, and, therefore, no anti-aliasing. TAA (see the setTAA() method) must be enabled.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current number of samples. One of the following values:
  • 0 - 1 sample offset, no anti-aliasing
  • 1 - 4 offsets (by default)
  • 2 - 8 offsets
  • 3 - 16 offsets

void setTAACatmullResampling ( bool resampling ) #

Console: render_taa_catmull_resampling
Sets a new value indicating if Catmull-Rom resampling is enabled. This option enables you to reduce image blurring when the camera moves forward/backward. It is recommended to disable resampling fow low-quality presets.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • bool resampling - Set true to enable Catmull-Rom resampling.; false - to disable it. The default value is true.

bool getTAACatmullResampling() const#

Console: render_taa_catmull_resampling
Returns the current value indicating if Catmull-Rom resampling is enabled. This option enables you to reduce image blurring when the camera moves forward/backward. It is recommended to disable resampling fow low-quality presets.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

true if Catmull-Rom resampling. is enabled; otherwise false. The default value is true.

void setTAAPixelOffset ( float offset ) #

Console: render_taa_pixel_offset
Sets a new size of the sample offset performed during subpixel jittering. The offset can be less than a pixel: for example, if 0.5 is set, frames will shift to half a pixel.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • float offset - The sample offset size.
    Range of values: [0.0f, 1.0f]. The default value is 1.0f.

float getTAAPixelOffset() const#

Console: render_taa_pixel_offset
Returns the current size of the sample offset performed during subpixel jittering. The offset can be less than a pixel: for example, if 0.5 is set, frames will shift to half a pixel.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current sample offset size.
Range of values: [0.0f, 1.0f]. The default value is 1.0f.

void setTAAFramesByVelocity ( bool velocity ) #

Console: render_taa_frames_by_velocity
Sets a new value indicating if the TAA velocity clamping option is enabled. This option controls the number of frames combined for pixels depending on the velocity in the fragment: the number of frames is clamped to the [Min frame count; Max frame count]. It reduces blurring in dynamic scenes with a lot of moving objects.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • bool velocity - Set true to enable TAA velocity clamping; false - to disable it. The default value is true.

bool getTAAFramesByVelocity() const#

Console: render_taa_frames_by_velocity
Returns the current value indicating if the TAA velocity clamping option is enabled. This option controls the number of frames combined for pixels depending on the velocity in the fragment: the number of frames is clamped to the [Min frame count; Max frame count]. It reduces blurring in dynamic scenes with a lot of moving objects.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

true if TAA velocity clamping is enabled; otherwise false. The default value is true.

void setTAAMinFramesByVelocity ( float velocity ) #

Console: render_taa_min_frames_by_velocity
Sets a new minimum frame count of TAA (Temporal Anti-Aliasing). Specifies the minimum number of frames in the velocity buffer combined for fast moving pixels on the screen.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • float velocity - The number of frames.
    Range of values: [0.0f, inf]. The default value is 4.0f.

float getTAAMinFramesByVelocity() const#

Console: render_taa_min_frames_by_velocity
Returns the current minimum frame count of TAA (Temporal Anti-Aliasing). Specifies the minimum number of frames in the velocity buffer combined for fast moving pixels on the screen.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current number of frames.
Range of values: [0.0f, inf]. The default value is 4.0f.

void setTAAMaxFramesByVelocity ( float velocity ) #

Console: render_taa_max_frames_by_velocity
Sets a new maximum frame count of TAA (Temporal Anti-Aliasing). Specifies the maximum number of frames in the velocity buffer combined for pixels that don't move relative to the screen space.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • float velocity - The number of frames.
    Range of values: [0.0f, inf]. The default value is 60.0f.

float getTAAMaxFramesByVelocity() const#

Console: render_taa_max_frames_by_velocity
Returns the current maximum frame count of TAA (Temporal Anti-Aliasing). Specifies the maximum number of frames in the velocity buffer combined for pixels that don't move relative to the screen space.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current number of frames.
Range of values: [0.0f, inf]. The default value is 60.0f.

void setTAAFramesVelocityThreshold ( float threshold ) #

Console: render_taa_frames_velocity_threshold
Sets a new velocity threshold of TAA (Temporal Anti-Aliasing), at which pixels are treated as fast moving ones.This value specifies the intensity of velocity clamping. The following options must be enabled: TAA (see the setTAA() method) and TAA velocity clamping (see the setTAAFramesByVelocity() method) .

Arguments

  • float threshold - The TAA velocity threshold.
    Range of values: [0.0f, inf]. The default value is 1.0f.

float getTAAFramesVelocityThreshold() const#

Console: render_taa_frames_velocity_threshold
Returns the current velocity threshold of TAA (Temporal Anti-Aliasing), at which pixels are treated as fast moving ones.This value specifies the intensity of velocity clamping. The following options must be enabled: TAA (see the setTAA() method) and TAA velocity clamping (see the setTAAFramesByVelocity() method) .

Return value

Current TAA velocity threshold.
Range of values: [0.0f, inf]. The default value is 1.0f.

void setTAAFrameCount ( float count ) #

Console: render_taa_frame_count
Sets a new frame count of TAA (Temporal Anti-Aliasing). Specifies the number of frames combined for pixels. The higher the value, the more frames are combined into the final image and the better anti-aliasing. This value is used only when the Frames By Velocity option (see the setTAAFramesByVelocity() method) is disabled.

Arguments

  • float count - The TAA frame count value.
    Range of values: [0.0f, inf]. The default value is 30.0f.

float getTAAFrameCount() const#

Console: render_taa_frame_count
Returns the current frame count of TAA (Temporal Anti-Aliasing). Specifies the number of frames combined for pixels. The higher the value, the more frames are combined into the final image and the better anti-aliasing. This value is used only when the Frames By Velocity option (see the setTAAFramesByVelocity() method) is disabled.

Return value

Current TAA frame count value.
Range of values: [0.0f, inf]. The default value is 30.0f.

void setTAAPreserveDetails ( float details ) #

Console: render_taa_preserve_details
Sets a new detail level of TAA (Temporal Anti-Aliasing). The higher the value, the more detailed the image is. Can produce additional flickering.

Arguments

  • float details - The TAA detail level.
    Range of values: [0.0f, inf]. The default value is 0.5f.

float getTAAPreserveDetails() const#

Console: render_taa_preserve_details
Returns the current detail level of TAA (Temporal Anti-Aliasing). The higher the value, the more detailed the image is. Can produce additional flickering.

Return value

Current TAA detail level.
Range of values: [0.0f, inf]. The default value is 0.5f.

void setTAADiagonalNeighbors ( bool neighbors ) #

Console: render_taa_diagonal_neighbors
Sets a new value indicating if diagonally neighboring pixels are to be taken into account in the process of color clamping for TAA. This mode can be used for relatively static scenes when improved antialiasing is required. In case of a dynamic scene, blurring artefacts near the screen borders may appear.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • bool neighbors - Set true to enable taking diagonally neighboring pixels into account in the process of color clamping; false - to disable it. The default value is true.

bool getTAADiagonalNeighbors() const#

Console: render_taa_diagonal_neighbors
Returns the current value indicating if diagonally neighboring pixels are to be taken into account in the process of color clamping for TAA. This mode can be used for relatively static scenes when improved antialiasing is required. In case of a dynamic scene, blurring artefacts near the screen borders may appear.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

true if taking diagonally neighboring pixels into account in the process of color clamping is enabled; otherwise false. The default value is true.

void setTAAFramesByColor ( bool color ) #

Console: render_taa_frames_by_color
Sets a new value indicating if TAA color clamping option is enabled. This option clamps the color of the current and previous frame. The image becomes more sharp. TAA (see the setTAA() method) must be enabled.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • bool color - Set true to enable TAA color clamping; false - to disable it. The default value is true.

bool getTAAFramesByColor() const#

Console: render_taa_frames_by_color
Returns the current value indicating if TAA color clamping option is enabled. This option clamps the color of the current and previous frame. The image becomes more sharp. TAA (see the setTAA() method) must be enabled.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

true if TAA color clamping is enabled; otherwise false. The default value is true.

void setTAAAntialiasingInMotion ( bool motion ) #

Console: render_taa_antialiasing_in_motion
Sets a new value indicating if improved anti-aliasing in motion (for moving camera and objects) is enabled. TAA (see the setTAA() method) must be enabled.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • bool motion - Set true to enable improved anti-aliasing in motion; false - to disable it. The default value is true.

bool getTAAAntialiasingInMotion() const#

Console: render_taa_antialiasing_in_motion
Returns the current value indicating if improved anti-aliasing in motion (for moving camera and objects) is enabled. TAA (see the setTAA() method) must be enabled.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

true if improved anti-aliasing in motion is enabled; otherwise false. The default value is true.

void setTAAFixFlicker ( bool flicker ) #

Console: render_taa_fix_flicker
Sets a new value indicating if the taa fix flicker option is enabled. This option fixes flickering edges caused by TAA: it removes bright pixels by using the pixel brightness information from the previous frame. It is recommended to enable the option for bright thin ropes, wires and lines. The option is available only when TAA (see the setTAA() method) is enabled.
Notice
Enabling this option may increase performance costs.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • bool flicker - Set true to enable TAA fix flicker option; false - to disable it. The default value is true.

bool getTAAFixFlicker() const#

Console: render_taa_fix_flicker
Returns the current value indicating if the taa fix flicker option is enabled. This option fixes flickering edges caused by TAA: it removes bright pixels by using the pixel brightness information from the previous frame. It is recommended to enable the option for bright thin ropes, wires and lines. The option is available only when TAA (see the setTAA() method) is enabled.
Notice
Enabling this option may increase performance costs.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

true if TAA fix flicker option is enabled; otherwise false. The default value is true.

void setTAA ( bool taa ) #

Console: render_taa
Sets a new value indicating if TAA (Temporal Anti-Aliasing) is enabled.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • bool taa - Set true to enable TAA; false - to disable it. The default value is true.

bool getTAA() const#

Console: render_taa
Returns the current value indicating if TAA (Temporal Anti-Aliasing) is enabled.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

true if TAA is enabled; otherwise false. The default value is true.

void setSupersampling ( float supersampling ) #

Console: render_supersampling
Sets a new number of samples per pixel used for supersampling.

Arguments

  • float supersampling - The number of samples.
    Range of values: [1e-6f, 8.0f]. The default value is 1.0f.

float getSupersampling() const#

Console: render_supersampling
Returns the current number of samples per pixel used for supersampling.

Return value

Current number of samples.
Range of values: [1e-6f, 8.0f]. The default value is 1.0f.

void setStereoHiddenAreaExposureTransform ( const Math::vec4& transform ) #

Console: render_stereo_hidden_area_exposure_transform
Sets a new area to be used for exposure calculation, when culling of pixels that are not visible in VR mode (see the setStereoHiddenArea() method) is enabled. Correction of this area is used to avoid visual artefacts when clipped pixels affect exposure in visible areas. A four-component vector (X, Y, Z, W):
  • First two components (X, Y) - sizes along the X and Y axes respectively.
  • Second two components (Z, W) - offset values along the X and Y axes respectively.
    Notice
    These components are ignored when the hidden area culling mode (see the setStereoHiddenArea() method) is set to 2
All components are specified within the [0.0f, 1.0f] range.

Arguments

  • const Math::vec4& transform - The four-component vector (X, Y, Z, W) defining a rectangular area to be used for exposure calculation.
    (0.6f, 0.6f, 0.0f, 0.0f) - default value

Math::vec4 getStereoHiddenAreaExposureTransform() const#

Console: render_stereo_hidden_area_exposure_transform
Returns the current area to be used for exposure calculation, when culling of pixels that are not visible in VR mode (see the setStereoHiddenArea() method) is enabled. Correction of this area is used to avoid visual artefacts when clipped pixels affect exposure in visible areas. A four-component vector (X, Y, Z, W):
  • First two components (X, Y) - sizes along the X and Y axes respectively.
  • Second two components (Z, W) - offset values along the X and Y axes respectively.
    Notice
    These components are ignored when the hidden area culling mode (see the setStereoHiddenArea() method) is set to 2
All components are specified within the [0.0f, 1.0f] range.

Return value

Current four-component vector (X, Y, Z, W) defining a rectangular area to be used for exposure calculation.
(0.6f, 0.6f, 0.0f, 0.0f) - default value

void setStereoHiddenAreaTransform ( const Math::vec4& transform ) #

Console: render_stereo_hidden_area_transform
Sets a new size and offset parameters for a new oval or circular mesh to be used for culling pixels, that are not visible in VR mode. A four-component vector (X, Y, Z, W), that determines an area to be used for exposure calculation, when culling of pixels, that are not visible in VR mode, is enabled:
  • First two components (X, Y) - sizes along the X and Y axes respectively.
  • Second two components (Z, W) - offset values along the X and Y axes respectively.
    Notice
    These components are ignored whenthe hidden area culling mode (see the setStereoHiddenArea() method) is set to 2
All components are specified within the [0.0f, 1.0f] range

Arguments

  • const Math::vec4& transform - The four-component vector (X, Y, Z, W) defining the culling area parameters.
    (1.0f, 1.0f, 0.0f, 0.0f) - default value

Math::vec4 getStereoHiddenAreaTransform() const#

Console: render_stereo_hidden_area_transform
Returns the current size and offset parameters for a new oval or circular mesh to be used for culling pixels, that are not visible in VR mode. A four-component vector (X, Y, Z, W), that determines an area to be used for exposure calculation, when culling of pixels, that are not visible in VR mode, is enabled:
  • First two components (X, Y) - sizes along the X and Y axes respectively.
  • Second two components (Z, W) - offset values along the X and Y axes respectively.
    Notice
    These components are ignored whenthe hidden area culling mode (see the setStereoHiddenArea() method) is set to 2
All components are specified within the [0.0f, 1.0f] range

Return value

Current four-component vector (X, Y, Z, W) defining the culling area parameters.
(1.0f, 1.0f, 0.0f, 0.0f) - default value

void setStereoHiddenArea ( int area ) #

Console: render_stereo_hidden_area
Sets a new culling mode for pixels that are not visible in VR mode. One of the following values:
  • 0 - hidden area culling is disabled (by default).
  • 1 - OpenVR-based culling mode. Culling is performed using meshes returned by OpenVR.
    Notice
    Culling result depends on HMD used.
  • 2 - Custom culling mode. Culling is performed using mesehes returned by OpenVR and an oval or circular mesh determined by custom adjustable parameters (see the setStereoHiddenAreaTransform() method) .
This parameter is used for performance optimization.

Arguments

  • int area - The culling mode. One of the following values:
    • 0 - disabled (by default)
    • 1 - OpenVR-based culling mode
    • 2 - Custom culling mode

int getStereoHiddenArea() const#

Console: render_stereo_hidden_area
Returns the current culling mode for pixels that are not visible in VR mode. One of the following values:
  • 0 - hidden area culling is disabled (by default).
  • 1 - OpenVR-based culling mode. Culling is performed using meshes returned by OpenVR.
    Notice
    Culling result depends on HMD used.
  • 2 - Custom culling mode. Culling is performed using mesehes returned by OpenVR and an oval or circular mesh determined by custom adjustable parameters (see the setStereoHiddenAreaTransform() method) .
This parameter is used for performance optimization.

Return value

Current culling mode. One of the following values:
  • 0 - disabled (by default)
  • 1 - OpenVR-based culling mode
  • 2 - Custom culling mode

void setStereoOffset ( float offset ) #

Sets a new virtual camera offset (an offset after the perspective projection).

Arguments

  • float offset - The offset, in units.

float getStereoOffset() const#

Returns the current virtual camera offset (an offset after the perspective projection).

Return value

Current offset, in units.

void setStereoRadius ( float radius ) #

Sets a new radius for stereo (the half of the separation distance between the cameras).

Arguments

  • float radius - The radius, in units.

float getStereoRadius() const#

Returns the current radius for stereo (the half of the separation distance between the cameras).

Return value

Current radius, in units.

void setStereoDistance ( float distance ) #

Sets a new focal distance for stereo rendering (distance in the world space to the point where two views line up).

Arguments

  • float distance - The focal distance, in units.

float getStereoDistance() const#

Returns the current focal distance for stereo rendering (distance in the world space to the point where two views line up).

Return value

Current focal distance, in units.

void setVREmulation ( int vremulation ) #

Console: render_vr_emulation
Sets a new value indicating the current VR emulation mode.

Arguments

  • int vremulation - The VR emulation mode One of the following values:
    • 0 - Disabled (by default)
    • 1 - HTC Vive
    • 2 - HTC Vive Pro
    • 3 - Oculus Rift

int getVREmulation() const#

Console: render_vr_emulation
Returns the current value indicating the current VR emulation mode.

Return value

Current VR emulation mode One of the following values:
  • 0 - Disabled (by default)
  • 1 - HTC Vive
  • 2 - HTC Vive Pro
  • 3 - Oculus Rift

float getAnimationOldTime() const#

Returns the current previous render animation time for vegetation.

Return value

Current time, in milliseconds.

void setAnimationTime ( float time ) #

Sets a new render animation time for vegetation.

Arguments

  • float time - The time, in milliseconds.

float getAnimationTime() const#

Returns the current render animation time for vegetation.

Return value

Current time, in milliseconds.

void setAnimationWind ( const Math::vec3& wind ) #

Console: render_animation_wind
Sets a new direction of wind for all vegetation (grass and trees). It is a multiplier for the stem offset (in grass, stem and leaves materials).

Arguments

  • const Math::vec3& wind - The offset for vegetation affected by wind for X, Y and Z axes.
    (0.0f, 0.0f, 0.0f) - default value

Math::vec3 getAnimationWind() const#

Console: render_animation_wind
Returns the current direction of wind for all vegetation (grass and trees). It is a multiplier for the stem offset (in grass, stem and leaves materials).

Return value

Current offset for vegetation affected by wind for X, Y and Z axes.
(0.0f, 0.0f, 0.0f) - default value

void setAnimationScale ( float scale ) #

Console: render_animation_scale
Sets a new global scale for rotation speed of vegetation leaves.

Arguments

  • float scale - The scale factor.
    Range of values: [0.0f, inf]. The default value is 1.0f.

float getAnimationScale() const#

Console: render_animation_scale
Returns the current global scale for rotation speed of vegetation leaves.

Return value

Current scale factor.
Range of values: [0.0f, inf]. The default value is 1.0f.

void setAnimationLeaf ( float leaf ) #

Console: render_animation_leaf
Sets a new global scale for rotation angle of vegetation leaves.

Arguments

  • float leaf - The scale factor.
    Range of values: [0.0f, inf]. The default value is 1.0f.

float getAnimationLeaf() const#

Console: render_animation_leaf
Returns the current global scale for rotation angle of vegetation leaves.

Return value

Current scale factor.
Range of values: [0.0f, inf]. The default value is 1.0f.

void setAnimationStem ( float stem ) #

Console: render_animation_stem
Sets a new global scale for movement amplitude of vegetation stems.

Arguments

  • float stem - The scale factor.
    Range of values: [0.0f, inf]. The default value is 1.0f.

float getAnimationStem() const#

Console: render_animation_stem
Returns the current global scale for movement amplitude of vegetation stems.

Return value

Current scale factor.
Range of values: [0.0f, inf]. The default value is 1.0f.

void setShadowDistance ( float distance ) #

Console: render_shadow_distance
Sets a new distance from the camera, beyond which shadows will not be rendered.
Notice
If this value is greater than the visibility distance for objects the shadows will still be rendered even though the objects themselves are not. Please, pay attention to setting these parameters properly to avoid wasting performance on rendering unnecessary shadows.

Arguments

  • float distance - The distance, in units.
    Range of values: [0.0f, inf]. The default value is 100.0f.

float getShadowDistance() const#

Console: render_shadow_distance
Returns the current distance from the camera, beyond which shadows will not be rendered.
Notice
If this value is greater than the visibility distance for objects the shadows will still be rendered even though the objects themselves are not. Please, pay attention to setting these parameters properly to avoid wasting performance on rendering unnecessary shadows.

Return value

Current distance, in units.
Range of values: [0.0f, inf]. The default value is 100.0f.

void setShadowDistanceScale ( float scale ) #

Console: render_shadow_distance_scale
Sets a new global scale multiplier for shadow distances. This option enables you to easily increase or decrease shadows rendering performance by changing the scale.
Notice
If this value is greater than the scale multiplier for objects (see the setDistanceScale() method) , the shadows will still be rendered even though the objects themselves are not. Please, make sure you set these parameters properly to avoid wasting performance on rendering unnecessary shadows.

Arguments

  • float scale - The global shadow distance scale multiplier.
    Range of values: [0.0f, inf]. The default value is 1.0f.

float getShadowDistanceScale() const#

Console: render_shadow_distance_scale
Returns the current global scale multiplier for shadow distances. This option enables you to easily increase or decrease shadows rendering performance by changing the scale.
Notice
If this value is greater than the scale multiplier for objects (see the setDistanceScale() method) , the shadows will still be rendered even though the objects themselves are not. Please, make sure you set these parameters properly to avoid wasting performance on rendering unnecessary shadows.

Return value

Current global shadow distance scale multiplier.
Range of values: [0.0f, inf]. The default value is 1.0f.

void setReflectionDistance ( float distance ) #

Console: render_reflection_distance
Sets a new distance starting from which (and farther) reflections will not be rendered.

Arguments

  • float distance - The distance, in units.
    Range of values: [0.0f, inf]. The default value is inf.

float getReflectionDistance() const#

Console: render_reflection_distance
Returns the current distance starting from which (and farther) reflections will not be rendered.

Return value

Current distance, in units.
Range of values: [0.0f, inf]. The default value is inf.

void setObjectDistance ( float distance ) #

Console: render_object_distance
Sets a new distance at which (and farther) objects will not be rendered.
Notice
If this value is less than the scale multiplier for shadows (see the setShadowDistanceScale() method) , the shadows will still be rendered even though the objects themselves are not. Please, make sure you set these parameters properly to avoid wasting performance on rendering unnecessary shadows.

Arguments

  • float distance - The distance, in units.
    Range of values: [0.0f, inf]. The default value is inf.

float getObjectDistance() const#

Console: render_object_distance
Returns the current distance at which (and farther) objects will not be rendered.
Notice
If this value is less than the scale multiplier for shadows (see the setShadowDistanceScale() method) , the shadows will still be rendered even though the objects themselves are not. Please, make sure you set these parameters properly to avoid wasting performance on rendering unnecessary shadows.

Return value

Current distance, in units.
Range of values: [0.0f, inf]. The default value is inf.

void setDecalDistance ( float distance ) #

Console: render_decal_distance
Sets a new distance at which (and farther) decals will not be rendered. The distance is measured from the camera to the decal's bound. If the value is greater than the World Distance value, the latter is used instead.

Arguments

  • float distance - The distance, in units.
    Range of values: [0.0f, inf]. The default value is inf.

float getDecalDistance() const#

Console: render_decal_distance
Returns the current distance at which (and farther) decals will not be rendered. The distance is measured from the camera to the decal's bound. If the value is greater than the World Distance value, the latter is used instead.

Return value

Current distance, in units.
Range of values: [0.0f, inf]. The default value is inf.

void setLightDistance ( float distance ) #

Console: render_light_distance
Sets a new distance at which (and farther) dynamic lights will not be rendered. The distance is measured from the camera to the light's bound. If the value is greater than the World Distance value, the latter is used instead.

Arguments

  • float distance - The distance, in units.
    Range of values: [0.0f, inf]. The default value is inf.

float getLightDistance() const#

Console: render_light_distance
Returns the current distance at which (and farther) dynamic lights will not be rendered. The distance is measured from the camera to the light's bound. If the value is greater than the World Distance value, the latter is used instead.

Return value

Current distance, in units.
Range of values: [0.0f, inf]. The default value is inf.

void setFieldDistance ( float distance ) #

Console: render_field_distance
Sets a new distance at which (and farther) field nodes will not be rendered. The distance is measured from the camera to the field's bound. If the value is greater than the World Distance value, the latter is used instead.

Arguments

  • float distance - The distance, in units.
    Range of values: [0.0f, inf]. The default value is inf.

float getFieldDistance() const#

Console: render_field_distance
Returns the current distance at which (and farther) field nodes will not be rendered. The distance is measured from the camera to the field's bound. If the value is greater than the World Distance value, the latter is used instead.

Return value

Current distance, in units.
Range of values: [0.0f, inf]. The default value is inf.

void setDistanceScale ( float scale ) #

Console: render_distance_scale
Sets a new global distance multiplier for all distance parameters, such as the world rendering distance, decal distance, field distance, light distance, object distance, reflection distance, LODs, and surface visibility distances. This value enables you to easily increase or decrease rendering performance by changing the world extent.

Arguments

  • float scale - The global shadow distance scale multiplier.
    Range of values: [0.0f, inf]. The default value is 1.0f.

float getDistanceScale() const#

Console: render_distance_scale
Returns the current global distance multiplier for all distance parameters, such as the world rendering distance, decal distance, field distance, light distance, object distance, reflection distance, LODs, and surface visibility distances. This value enables you to easily increase or decrease rendering performance by changing the world extent.

Return value

Current global shadow distance scale multiplier.
Range of values: [0.0f, inf]. The default value is 1.0f.

void setShadersPreload ( bool preload ) #

Console: render_shaders_preload
Sets a new value indicating if all shaders that are used in the loaded world are compiled and loaded to RAM every time the world is loaded.
Notice
Pre-loading shaders results in significant memory consumption. It is recommended to use pre-generated shaders cache instead when possible (see the shaders_create command). In this case necessary shaders are loaded from cache to RAM on demand.

Arguments

  • bool preload - Set true to enable shaders pre-loading; false - to disable it. The default value is true.

bool getShadersPreload() const#

Console: render_shaders_preload
Returns the current value indicating if all shaders that are used in the loaded world are compiled and loaded to RAM every time the world is loaded.
Notice
Pre-loading shaders results in significant memory consumption. It is recommended to use pre-generated shaders cache instead when possible (see the shaders_create command). In this case necessary shaders are loaded from cache to RAM on demand.

Return value

true if shaders pre-loading is enabled; otherwise false. The default value is true.

void setStreamingMeshesMemoryLimit ( int limit ) #

Console: render_streaming_meshes_memory_limit
Sets a new cache memory limit used for mesh streaming. The limit is applied if the corresponding option (see the setStreamingUseMemoryLimit() method) is enabled.

Arguments

  • int limit - The memory limit, in percentage of the total GPU memory.
    Range of values: [0, 100]. The default value is 15.

int getStreamingMeshesMemoryLimit() const#

Console: render_streaming_meshes_memory_limit
Returns the current cache memory limit used for mesh streaming. The limit is applied if the corresponding option (see the setStreamingUseMemoryLimit() method) is enabled.

Return value

Current memory limit, in percentage of the total GPU memory.
Range of values: [0, 100]. The default value is 15.

void setStreamingTexturesCacheResolution ( int resolution ) #

Console: render_streaming_textures_cache_resolution
Sets a new resolution for texture cache elements. These minimized copies of textures are used instead of the originals while the latter are loaded.

Arguments

  • int resolution - The Resolution for texture cache elements. One of the following values:
    • 0 - 8x8
    • 1 - 16x16 (by default)
    • 2 - 32x32
    • 3 - 64x64
    • 4 - 128x128
    • 5 - 256x256
    • 6 - 512x512

int getStreamingTexturesCacheResolution() const#

Console: render_streaming_textures_cache_resolution
Returns the current resolution for texture cache elements. These minimized copies of textures are used instead of the originals while the latter are loaded.

Return value

Current Resolution for texture cache elements. One of the following values:
  • 0 - 8x8
  • 1 - 16x16 (by default)
  • 2 - 32x32
  • 3 - 64x64
  • 4 - 128x128
  • 5 - 256x256
  • 6 - 512x512

void setStreamingTexturesMemoryLimit ( int limit ) #

Console: render_streaming_textures_memory_limit
Sets a new cache memory limit used for texture streaming. The limit is applied if the corresponding option (see the setStreamingUseMemoryLimit() method) is enabled.

Arguments

  • int limit - The memory limit, in percentage of the total GPU memory.
    Range of values: [0, 100]. The default value is 65.

int getStreamingTexturesMemoryLimit() const#

Console: render_streaming_textures_memory_limit
Returns the current cache memory limit used for texture streaming. The limit is applied if the corresponding option (see the setStreamingUseMemoryLimit() method) is enabled.

Return value

Current memory limit, in percentage of the total GPU memory.
Range of values: [0, 100]. The default value is 65.

void setStreamingParticlesMemoryLimit ( int limit ) #

Console: render_streaming_particles_memory_limit
Sets a new cache memory limit for vertices of particle systems, in percentage of the total GPU memory. The limit is applied if the corresponding option (see the setStreamingUseMemoryLimit() method) is enabled.
Notice
Setting a too low limit for a huge number of particle systems in the scene may lead to rendering only some of them.

Arguments

  • int limit - The memory limit, in percentage of the total GPU memory.
    Range of values: [0, 100]. The default value is 3.

int getStreamingParticlesMemoryLimit() const#

Console: render_streaming_particles_memory_limit
Returns the current cache memory limit for vertices of particle systems, in percentage of the total GPU memory. The limit is applied if the corresponding option (see the setStreamingUseMemoryLimit() method) is enabled.
Notice
Setting a too low limit for a huge number of particle systems in the scene may lead to rendering only some of them.

Return value

Current memory limit, in percentage of the total GPU memory.
Range of values: [0, 100]. The default value is 3.

void setStreamingDestroyDuration ( int duration ) #

Console: render_streaming_destroy_duration
Sets a new resource cleanup interval, in number of frames.

Arguments

  • int duration - The number of frames.
    Range of values: [1, 300]. The default value is 30.

int getStreamingDestroyDuration() const#

Console: render_streaming_destroy_duration
Returns the current resource cleanup interval, in number of frames.

Return value

Current number of frames.
Range of values: [1, 300]. The default value is 30.

void setStreamingMaxThreads ( int threads ) #

Console: render_streaming_max_threads
Sets a new maximum number of threads used for streaming. Higher number of threads results in faster streaming, but may cause spikes in case of excessive consumption of GPU resources.

Arguments

  • int threads - The maximum number of threads for streaming.
    Range of values: [1, 256]. The default value is 1.

int getStreamingMaxThreads() const#

Console: render_streaming_max_threads
Returns the current maximum number of threads used for streaming. Higher number of threads results in faster streaming, but may cause spikes in case of excessive consumption of GPU resources.

Return value

Current maximum number of threads for streaming.
Range of values: [1, 256]. The default value is 1.

void setStreamingUseMemoryLimit ( bool limit ) #

Console: render_streaming_use_memory_limit
Sets a new value indicating if memory limitation for asynchronous resource loading (streaming of meshes and textures) is enabled. If enabled, applies the memory limits set for meshes (see the setStreamingMeshesMemoryLimit() method) , textures (see the setStreamingTexturesMemoryLimit() method) , and particles (see the setStreamingParticlesMemoryLimit() method) .

Arguments

  • bool limit - Set true to enable memory limitation for asynchronous resource loading (streaming of meshes and textures); false - to disable it. The default value is true.

bool getStreamingUseMemoryLimit() const#

Console: render_streaming_use_memory_limit
Returns the current value indicating if memory limitation for asynchronous resource loading (streaming of meshes and textures) is enabled. If enabled, applies the memory limits set for meshes (see the setStreamingMeshesMemoryLimit() method) , textures (see the setStreamingTexturesMemoryLimit() method) , and particles (see the setStreamingParticlesMemoryLimit() method) .

Return value

true if memory limitation for asynchronous resource loading (streaming of meshes and textures) is enabled; otherwise false. The default value is true.

void setStreamingMode ( int mode ) #

Console: render_streaming_mode
Sets a new streaming mode to be used for textures and meshes. The Forced mode implies force-loading of all meshes and/or textures required for each frame at once and can be used for grabbing frame sequences, rendering node previews, warmup, etc.

Arguments

  • int mode - The Streaming mode to be set: one of the STREAMING_* variables. One of the following values:
    • 0 - Asynchronous (by default)
    • 1 - Forced

int getStreamingMode() const#

Console: render_streaming_mode
Returns the current streaming mode to be used for textures and meshes. The Forced mode implies force-loading of all meshes and/or textures required for each frame at once and can be used for grabbing frame sequences, rendering node previews, warmup, etc.

Return value

Current Streaming mode to be set: one of the STREAMING_* variables. One of the following values:
  • 0 - Asynchronous (by default)
  • 1 - Forced

void setTexturesAnisotropy ( int anisotropy ) #

Console: render_textures_anisotropy
Sets a new anisotropy level for textures (degree of anisotropic filtering).

Arguments

  • int anisotropy - The anisotropy level: One of the following values:
    • 0 - level 1
    • 1 - level 2
    • 2 - level 4
    • 3 - level 8 (by default)
    • 4 - level 16

int getTexturesAnisotropy() const#

Console: render_textures_anisotropy
Returns the current anisotropy level for textures (degree of anisotropic filtering).

Return value

Current anisotropy level: One of the following values:
  • 0 - level 1
  • 1 - level 2
  • 2 - level 4
  • 3 - level 8 (by default)
  • 4 - level 16

void setTexturesFilter ( int filter ) #

Console: render_textures_filter
Sets a new texture filtering mode.

Arguments

  • int filter - The texture filtering mode. One of the following values:
    • 0 - Bilinear
    • 1 - Trilinear (by default)

int getTexturesFilter() const#

Console: render_textures_filter
Returns the current texture filtering mode.

Return value

Current texture filtering mode. One of the following values:
  • 0 - Bilinear
  • 1 - Trilinear (by default)

void setTexturesMinResolution ( int resolution ) #

Console: render_textures_min_resolution
Sets a new minimum resolution of all textures. The Engine doesn't compress existing textures: it uses specified mip maps of *.dds textures.

Arguments

  • int resolution - The resolution. One of the following values:
    • 0 - 128x128 (by default)
    • 1 - 256x256
    • 2 - 512x512
    • 3 - 1024x1024
    • 4 - 2048x2048
    • 5 - 4096x4096
    • 6 - 8192x8192
    • 7 - 16384x16384

int getTexturesMinResolution() const#

Console: render_textures_min_resolution
Returns the current minimum resolution of all textures. The Engine doesn't compress existing textures: it uses specified mip maps of *.dds textures.

Return value

Current resolution. One of the following values:
  • 0 - 128x128 (by default)
  • 1 - 256x256
  • 2 - 512x512
  • 3 - 1024x1024
  • 4 - 2048x2048
  • 5 - 4096x4096
  • 6 - 8192x8192
  • 7 - 16384x16384

void setTexturesMaxResolution ( int resolution ) #

Console: render_textures_max_resolution
Sets a new maximum resolution of all textures. the engine doesn't compress existing textures: it uses specified mipmaps of *.dds textures.

Arguments

  • int resolution - The resolution. One of the following values:
    • 0 - 128x128
    • 1 - 256x256
    • 2 - 512x512
    • 3 - 1024x1024
    • 4 - 2048x2048
    • 5 - 4096x4096
    • 6 - 8192x8192 (by default)
    • 7 - 16384x16384

int getTexturesMaxResolution() const#

Console: render_textures_max_resolution
Returns the current maximum resolution of all textures. the engine doesn't compress existing textures: it uses specified mipmaps of *.dds textures.

Return value

Current resolution. One of the following values:
  • 0 - 128x128
  • 1 - 256x256
  • 2 - 512x512
  • 3 - 1024x1024
  • 4 - 2048x2048
  • 5 - 4096x4096
  • 6 - 8192x8192 (by default)
  • 7 - 16384x16384

void setTexturesQuality ( int quality ) #

Console: render_textures_quality
Sets a new resolution of textures.

Arguments

  • int quality - The One of the QUALITY_* pre-defined variables. One of the following values:
    • Low - low quality
    • Medium - medium quality
    • High - high quality (by default)

int getTexturesQuality() const#

Console: render_textures_quality
Returns the current resolution of textures.

Return value

Current One of the QUALITY_* pre-defined variables. One of the following values:
  • Low - low quality
  • Medium - medium quality
  • High - high quality (by default)

void setLatency ( int latency ) #

Console: render_latency
Sets a new maximum number of back buffer frames that a driver is allowed to queue for rendering. The buffers are used for GPU load optimization: in certain cases several command buffers (frames) can be processed by GPU at once increasing the Waiting GPU time for one frame and having zero Waiting GPU time for the next ones. Thus, GPU avoids rendering spikes, but increased Waiting GPU time will cause a spike in application logic, in case when the logic is bound to duration of a single frame. Frame latency is the number of frames that are allowed to be stored in a queue before submission for rendering. Latency is often used to control how the CPU chooses between responding to user input and frames that are in the render queue. In certain cases (high GPU load, VSYNC usage) it may be required to queue more frames of data, it is also beneficial for applications with no user input (e.g., video playback).
Notice
Values 1-3 are available for DirectX only.

Arguments

  • int latency - The Maximum number of back buffer frames allowed. One of the following values:
    • 0 - sequential rendering CPU-GPU-CPU-GPU...
    • 1 - 1 buffer (by default)
    • 2 - 2 buffers
    • 3 - 3 buffers

int getLatency() const#

Console: render_latency
Returns the current maximum number of back buffer frames that a driver is allowed to queue for rendering. The buffers are used for GPU load optimization: in certain cases several command buffers (frames) can be processed by GPU at once increasing the Waiting GPU time for one frame and having zero Waiting GPU time for the next ones. Thus, GPU avoids rendering spikes, but increased Waiting GPU time will cause a spike in application logic, in case when the logic is bound to duration of a single frame. Frame latency is the number of frames that are allowed to be stored in a queue before submission for rendering. Latency is often used to control how the CPU chooses between responding to user input and frames that are in the render queue. In certain cases (high GPU load, VSYNC usage) it may be required to queue more frames of data, it is also beneficial for applications with no user input (e.g., video playback).
Notice
Values 1-3 are available for DirectX only.

Return value

Current Maximum number of back buffer frames allowed. One of the following values:
  • 0 - sequential rendering CPU-GPU-CPU-GPU...
  • 1 - 1 buffer (by default)
  • 2 - 2 buffers
  • 3 - 3 buffers

void setDeferredMaterialGUID ( UGUID guid ) #

Sets a new material that will be used on the Deferred Composite stage of rendering sequence. A debug material can be put here in order to be added to the final image.

Arguments

  • UGUID guid - The material GUID.

UGUID getDeferredMaterialGUID() const#

Returns the current material that will be used on the Deferred Composite stage of rendering sequence. A debug material can be put here in order to be added to the final image.

Return value

Current material GUID.

void setDebug ( bool debug ) #

Console: render_debug
Sets a new value indicating whether debug materials (the debug_materials material) are rendered or not. Debug materials can be used for debugging of image generation stages. For example, you can render only SSR, or only cubemaps and so on.

Arguments

  • bool debug - Set true to enable rendering of debug materials; false - to disable it. The default value is true.

bool getDebug() const#

Console: render_debug
Returns the current value indicating whether debug materials (the debug_materials material) are rendered or not. Debug materials can be used for debugging of image generation stages. For example, you can render only SSR, or only cubemaps and so on.

Return value

true if rendering of debug materials is enabled; otherwise false. The default value is true.

void setGbufferLightmap ( bool lightmap ) #

Console: render_gbuffer_lightmap
Sets a new value indicating if lightmap data is stored in the gbuffer.

Arguments

  • bool lightmap - Set true to enable storing lightmap data in the GBuffer; false - to disable it. The default value is true.

bool getGbufferLightmap() const#

Console: render_gbuffer_lightmap
Returns the current value indicating if lightmap data is stored in the gbuffer.

Return value

true if storing lightmap data in the GBuffer is enabled; otherwise false. The default value is true.

void setDepthPrePass ( bool pass ) #

Console: render_depth_pre_pass
Sets a new value indicating if depth pre-pass rendering is enabled. When enabled, an additional depth buffer rendering pass is performed in the beginning of the rendering sequence.
Notice
This option can be used to gain performance for well optimized scenes using LODs and having a low-to-medium number of triangles in case of GPU bottlenecks. In other cases (heavy CAD models, large number of triangles and CPU bottlenecks) it may reduce performance, so it is recommended to use profiling tools to make sure that a positive effect is obtained.

Arguments

  • bool pass - Set true to enable depth pre-pass rendering; false - to disable it. The default value is true.

bool getDepthPrePass() const#

Console: render_depth_pre_pass
Returns the current value indicating if depth pre-pass rendering is enabled. When enabled, an additional depth buffer rendering pass is performed in the beginning of the rendering sequence.
Notice
This option can be used to gain performance for well optimized scenes using LODs and having a low-to-medium number of triangles in case of GPU bottlenecks. In other cases (heavy CAD models, large number of triangles and CPU bottlenecks) it may reduce performance, so it is recommended to use profiling tools to make sure that a positive effect is obtained.

Return value

true if depth pre-pass rendering is enabled; otherwise false. The default value is true.

void setVirtualResolution ( const Math::vec2& resolution ) #

Console: render_virtual_resolution
Sets a new virtual screen resolution. This option can be used to render video with high resolution (e.g. 8K) regardless of monitor's resolution.

Arguments

  • const Math::vec2& resolution - The virtual screen resolution (X, Y), in pixels ([screen_width] [screen_height])
    -1; -1 - default value

Math::vec2 getVirtualResolution() const#

Console: render_virtual_resolution
Returns the current virtual screen resolution. This option can be used to render video with high resolution (e.g. 8K) regardless of monitor's resolution.

Return value

Current virtual screen resolution (X, Y), in pixels ([screen_width] [screen_height])
-1; -1 - default value

void setMaxFPS ( float fps ) #

Console: render_max_fps
Sets a new maximum FPS value, to which rendering FPS is to be clamped.
0 - disables FPS clamping. Both VSync, and Max FPS are actually about an additional idle period at the end of the frame. In case of VSync the Engine shall wait for the monitor to draw the whole image, while Max FPS enables you to specify any value for the delay (even a fractional, like 24.5). This clamping limit can be used for both debugging purposes and in the final build as well enabling you to smooth an unstable "jigsaw" framerate. For example, in case FPS jumps between 45 and 90, setting Max FPS to 45 may significantly improve your application's response visually.

Arguments

  • float fps - The maximum FPS value for clamping.
    Range of values: [0.0f, inf]. The default value is 0.0f.

float getMaxFPS() const#

Console: render_max_fps
Returns the current maximum FPS value, to which rendering FPS is to be clamped.
0 - disables FPS clamping. Both VSync, and Max FPS are actually about an additional idle period at the end of the frame. In case of VSync the Engine shall wait for the monitor to draw the whole image, while Max FPS enables you to specify any value for the delay (even a fractional, like 24.5). This clamping limit can be used for both debugging purposes and in the final build as well enabling you to smooth an unstable "jigsaw" framerate. For example, in case FPS jumps between 45 and 90, setting Max FPS to 45 may significantly improve your application's response visually.

Return value

Current maximum FPS value for clamping.
Range of values: [0.0f, inf]. The default value is 0.0f.

void setBorder ( const Math::vec2& border ) #

Console: render_border
Sets a new width and height of the image border (in pixels), to be rendered outside the horizontal bounds of the screen to reduce artefacts of post effects.
Notice
Increasing the width of the border may increase performance costs.

Arguments

  • const Math::vec2& border - The vector with components representing border sizes: X - width, Y - height.
    (0, 0) - default value

Math::vec2 getBorder() const#

Console: render_border
Returns the current width and height of the image border (in pixels), to be rendered outside the horizontal bounds of the screen to reduce artefacts of post effects.
Notice
Increasing the width of the border may increase performance costs.

Return value

Current vector with components representing border sizes: X - width, Y - height.
(0, 0) - default value

void setBudget ( float budget ) #

Console: render_budget
Sets a new render budget value, in seconds, which limits the number of loaded/created graphics resources during a frame according to loading/creation time.

Arguments

  • float budget - The render budget value, in seconds.
    Range of values: [0.0f, inf]. The default value is 1/60.

float getBudget() const#

Console: render_budget
Returns the current render budget value, in seconds, which limits the number of loaded/created graphics resources during a frame according to loading/creation time.

Return value

Current render budget value, in seconds.
Range of values: [0.0f, inf]. The default value is 1/60.

void setCompositeMaterialGUID ( UGUID guid ) #

Sets a new GUID of a custom composite material that specifies a custom shader used for the final composition of the full-screen image instead of the default one.

Arguments

  • UGUID guid - The composite material GUID.

UGUID getCompositeMaterialGUID() const#

Returns the current GUID of a custom composite material that specifies a custom shader used for the final composition of the full-screen image instead of the default one.

Return value

Current composite material GUID.

int getNumScriptableMaterials() const#

Returns the current total number of scriptable materials applied globally.

Return value

Current total number of global scriptable materials.

void setViewport ( const Ptr<Viewport> & viewport ) #

Sets a new main application window viewport.

Arguments

  • const Ptr<Viewport> & viewport - The viewport instance.

const Ptr<Viewport> & getViewport() const#

Returns the current main application window viewport.

Return value

Current viewport instance.

void setViewportMode ( Render::VIEWPORT_MODE mode ) #

Console: render_viewport_mode
Sets a new viewport rendering mode. The following modes are available:
  • Default — default rendering mode.
  • Curved Panorama 180 — 180-degree panorama with curved edges.
  • Curved Panorama 360 — 360-degree panorama with curved edges.
  • Linear Panorama 180 — 180-degree linear panorama without distortion at the edges.
  • Linear Panorama 360 — 360-degree linear panorama without distortion at the edges.
  • Panorama Fisheye Orthographic — orthographic spherical panorama (fisheye) with an adjustable Field of View.
  • Panorama Fisheye Equidistant — equidistant (tru-theta or f-theta) spherical panorama (fisheye) with an adjustable Field of View.
  • Panorama Fisheye Stereographic — stereographic spherical panorama (fisheye) with an adjustable Field of View.
  • Panorama Fisheye Equisolid — equisolid (equal-area) spherical panorama (fisheye) with an adjustable Field of View.
  • Anaglyph — stereo mode that is viewed with red-cyan anaglyph glasses.
  • Interlaced — stereo mode that is used with interlaced stereo monitors and polarized 3D glasses.
  • Horizontal — horizontal stereo mode.
  • Vertical — vertical stereo mode.
Notice
If the panoramic rendering is enabled, underwater shafts and water line effects will be disabled.

Arguments

  • Render::VIEWPORT_MODE mode - The viewport rendering mode (default, stereo, or panoramic - see the VIEWPORT_MODE_* variables). One of the following values:
    • 0 - Default (by default)
    • 1 - Curved Panorama 180
    • 2 - Curved Panorama 360
    • 3 - Linear Panorama 180
    • 4 - Linear Panorama 360
    • 5 - Panorama Fisheye Orthographic
    • 6 - Panorama Fisheye Equidistant
    • 7 - Panorama Fisheye Stereographic
    • 8 - Panorama Fisheye Equisolid
    • 9 - Anaglyph
    • 10 - Interlaced
    • 11 - Horizontal
    • 12 - Vertical

Render::VIEWPORT_MODE getViewportMode() const#

Console: render_viewport_mode
Returns the current viewport rendering mode. The following modes are available:
  • Default — default rendering mode.
  • Curved Panorama 180 — 180-degree panorama with curved edges.
  • Curved Panorama 360 — 360-degree panorama with curved edges.
  • Linear Panorama 180 — 180-degree linear panorama without distortion at the edges.
  • Linear Panorama 360 — 360-degree linear panorama without distortion at the edges.
  • Panorama Fisheye Orthographic — orthographic spherical panorama (fisheye) with an adjustable Field of View.
  • Panorama Fisheye Equidistant — equidistant (tru-theta or f-theta) spherical panorama (fisheye) with an adjustable Field of View.
  • Panorama Fisheye Stereographic — stereographic spherical panorama (fisheye) with an adjustable Field of View.
  • Panorama Fisheye Equisolid — equisolid (equal-area) spherical panorama (fisheye) with an adjustable Field of View.
  • Anaglyph — stereo mode that is viewed with red-cyan anaglyph glasses.
  • Interlaced — stereo mode that is used with interlaced stereo monitors and polarized 3D glasses.
  • Horizontal — horizontal stereo mode.
  • Vertical — vertical stereo mode.
Notice
If the panoramic rendering is enabled, underwater shafts and water line effects will be disabled.

Return value

Current viewport rendering mode (default, stereo, or panoramic - see the VIEWPORT_MODE_* variables). One of the following values:
  • 0 - Default (by default)
  • 1 - Curved Panorama 180
  • 2 - Curved Panorama 360
  • 3 - Linear Panorama 180
  • 4 - Linear Panorama 360
  • 5 - Panorama Fisheye Orthographic
  • 6 - Panorama Fisheye Equidistant
  • 7 - Panorama Fisheye Stereographic
  • 8 - Panorama Fisheye Equisolid
  • 9 - Anaglyph
  • 10 - Interlaced
  • 11 - Horizontal
  • 12 - Vertical

void setShaderDefines ( const char * defines ) #

Console: render_defines
Sets a new Macros list related to the renderer (defines to make corresponding resources available in shaders).

Arguments

  • const char * defines - The Additional shader defines.

const char * getShaderDefines() const#

Console: render_defines
Returns the current Macros list related to the renderer (defines to make corresponding resources available in shaders).

Return value

Current Additional shader defines.

void setClearBufferMask ( int mask ) #

Sets a new buffer cleanup mask. This mask determines which buffers are to be cleared next time the Engine::render() is called. Thus, you can determine the contents of which buffers is to be kept, avoiding situations, when necessary data is cleared.
Source code (C++)
Render::setClearBufferMask(RenderState::BUFFER_ALL); 
// color, depth & stencil buffers will be cleared
Render::setClearBufferMask(RenderState::BUFFER_NONE); 
// no buffers will be cleared (useful if you want to embed the engine somewhere)
Render::setClearBufferMask(RenderState::BUFFER_DEPTH); 
// only the depth buffer will be cleared

// masks can be combined:
Render::setClearBufferMask(BUFFER_COLOR | BUFFER_STENCIL); 
// color and stencil buffer will be cleared

// there is a separate BUFFER_DEPTH_STENCIL mask for convenience
Render::clearBufferMask(BUFFER_DEPTH_STENCIL);

Arguments


int getClearBufferMask() const#

Returns the current buffer cleanup mask. This mask determines which buffers are to be cleared next time the Engine::render() is called. Thus, you can determine the contents of which buffers is to be kept, avoiding situations, when necessary data is cleared.
Source code (C++)
Render::setClearBufferMask(RenderState::BUFFER_ALL); 
// color, depth & stencil buffers will be cleared
Render::setClearBufferMask(RenderState::BUFFER_NONE); 
// no buffers will be cleared (useful if you want to embed the engine somewhere)
Render::setClearBufferMask(RenderState::BUFFER_DEPTH); 
// only the depth buffer will be cleared

// masks can be combined:
Render::setClearBufferMask(BUFFER_COLOR | BUFFER_STENCIL); 
// color and stencil buffer will be cleared

// there is a separate BUFFER_DEPTH_STENCIL mask for convenience
Render::clearBufferMask(BUFFER_DEPTH_STENCIL);

Return value

Current Buffer mask: one of the RenderState::BUFFER_* variables.

void setFirstFrame ( bool frame ) #

Sets a new value indicating if the first frame is enabled over the current frame.

Arguments

  • bool frame - Set true to enable first frame over the current frame; false - to disable it.

bool getFirstFrame() const#

Returns the current value indicating if the first frame is enabled over the current frame.

Return value

true if first frame over the current frame is enabled; otherwise false.

void setData ( const char * data ) #

Sets a new user data associated with the render. This string is written directly into a *.world file. Namely, into the data child tag of the render tag, for example:
Source code (XML)
<world version="1.21">
	<render>
		<data>User data</data>
	</render>
</world>

Arguments

  • const char * data - The user data. The data can contain an XML formatted string.

const char * getData() const#

Returns the current user data associated with the render. This string is written directly into a *.world file. Namely, into the data child tag of the render tag, for example:
Source code (XML)
<world version="1.21">
	<render>
		<data>User data</data>
	</render>
</world>

Return value

Current user data. The data can contain an XML formatted string.

int getMaxFieldShorelines() const#

Returns the current maximum limit of FieldShoreline nodes allowed to be used in shaders.
Notice
Higher values will affect shader compilation time and performance

Return value

Current maximum number of FieldShoreline nodes allowed.

int getMaxFieldHeights() const#

Returns the current maximum limit of FieldHeight nodes allowed to be used in shaders.
Notice
Higher values will affect shader compilation time and performance

Return value

Current maximum number of FieldHeight nodes allowed.

int getMaxFieldAnimations() const#

Returns the current maximum limit of FieldAnimation nodes allowed to be used in shaders.
Notice
Higher values will affect shader compilation time and performance

Return value

Current maximum number of FieldAnimation nodes allowed.

int getMaxFieldSpacers() const#

Returns the current maximum limit of FieldSpacer nodes allowed to be used in shaders.
Notice
Higher values will affect shader compilation time and performance

Return value

Current maximum number of FieldSpacer nodes allowed.

int getNumInstances() const#

Returns the current maximum number of instances that can be rendered for each of the following node types:
Notice
Returned value depends on the graphics API used.

Return value

Current maximum number of instances.

bool getIsFlipped() const#

Returns the current value indicating render orientation.
Source code (C++)
TexturePtr texture;
TexturePtr texture_2;
float uv_x, uv_y;
//...
float flip_sign = (Render::isFlipped() ? -1.0f : 1.0f);
float translate_x = 2.0f * uv_x - 1.0f;
float translate_y = flip_sign * (2.0f * uv_y - 1.0f);
float scale_x = texture->getWidth() / texture_2->getWidth();
float scale_y = texture->getHeight() / texture_2->getHeight();

Math::mat4 transform = Math::translate(translate_x, translate_y, 0.0f) * Math::scale(scale_x, scale_y, 1.0f);

Return value

true if render flipping is enabled; otherwise false.

int getGPUMemory() const#

Console: gpu_memory
Returns the current amount of memory provided by the current GPU.

Return value

Current amount of memory, in Mbytes.

int getGPUName() const#

Returns the current name of the current GPU.

Return value

Current GPU name.

int getAPI() const#

Returns the current Graphics API, or API_UNKNOWN if API cannot be identified.

Return value

Current graphics API flag (see API_* variables).

void setEnvironmentCorrectRoughness ( Render::CORRECT_ROUGHNESS roughness ) #

Console: render_environment_correct_roughness
Sets a new correction mode for environment reflections on rough surfaces. Correction modes differ in the number of rays used to create a reflection on a rough surface.

Arguments


Render::CORRECT_ROUGHNESS getEnvironmentCorrectRoughness() const#

Console: render_environment_correct_roughness
Returns the current correction mode for environment reflections on rough surfaces. Correction modes differ in the number of rays used to create a reflection on a rough surface.

Return value

Current correction mode (see the CORRECT_ROUGHNESS_* values). One of the following values:
  • 0 - Off (by default)
  • 1 - Low
  • 2 - Medium
  • 3 - High
  • 4 - Ultra

void setSSSSSTAASamples ( int ssssstaasamples ) #

Console: render_sssss_taa_samples
Sets a new value of TAA parameter for Screen-Space Subsurface Scattering that is similar to TAA Samples (see the setTAASamples() method) .
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • int ssssstaasamples - The TAA parameter value One of the following values:
    • 0 - 1 sample offset, no anti-aliasing
    • 1 - 4 offsets (by default)
    • 2 - 8 offsets
    • 3 - 16 offsets

int getSSSSSTAASamples() const#

Console: render_sssss_taa_samples
Returns the current value of TAA parameter for Screen-Space Subsurface Scattering that is similar to TAA Samples (see the setTAASamples() method) .
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current TAA parameter value One of the following values:
  • 0 - 1 sample offset, no anti-aliasing
  • 1 - 4 offsets (by default)
  • 2 - 8 offsets
  • 3 - 16 offsets

void setSSSSSTAACatmullResampling ( bool resampling ) #

Console: render_sssss_taa_catmull_resampling
Sets a new value of TAA parameter for Screen-Space Subsurface Scattering that is similar to TAA Catmull Resampling (see the setTAACatmullResampling() method) .
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • bool resampling - Set true to enable TAA parameter value; false - to disable it. The default value is true.

bool getSSSSSTAACatmullResampling() const#

Console: render_sssss_taa_catmull_resampling
Returns the current value of TAA parameter for Screen-Space Subsurface Scattering that is similar to TAA Catmull Resampling (see the setTAACatmullResampling() method) .
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

true if TAA parameter value is enabled; otherwise false. The default value is true.

void setSSSSSTAAMinFramesByVelocity ( float velocity ) #

Console: render_sssss_taa_min_frames_by_velocity
Sets a new value of TAA parameter for Screen-Space Subsurface Scattering that is similar to TAA Min Frames By Velocity (see the setTAAMinFramesByVelocity() method) .
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • float velocity - The TAA parameter value
    Range of values: [0.0f, inf]. The default value is 4.0f.

float getSSSSSTAAMinFramesByVelocity() const#

Console: render_sssss_taa_min_frames_by_velocity
Returns the current value of TAA parameter for Screen-Space Subsurface Scattering that is similar to TAA Min Frames By Velocity (see the setTAAMinFramesByVelocity() method) .
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current TAA parameter value
Range of values: [0.0f, inf]. The default value is 4.0f.

void setSSSSSTAAMaxFramesByVelocity ( float velocity ) #

Console: render_sssss_taa_max_frames_by_velocity
Sets a new value of TAA parameter for Screen-Space Subsurface Scattering that is similar to TAA Max Frames By Velocity (see the setTAAMaxFramesByVelocity() method) .
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • float velocity - The TAA parameter value
    Range of values: [0.0f, inf]. The default value is 60.0f.

float getSSSSSTAAMaxFramesByVelocity() const#

Console: render_sssss_taa_max_frames_by_velocity
Returns the current value of TAA parameter for Screen-Space Subsurface Scattering that is similar to TAA Max Frames By Velocity (see the setTAAMaxFramesByVelocity() method) .
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current TAA parameter value
Range of values: [0.0f, inf]. The default value is 60.0f.

void setSSSSSTAAFramesVelocityThreshold ( float threshold ) #

Console: render_sssss_taa_frames_velocity_threshold
Sets a new value of TAA parameter for Screen-Space Subsurface Scattering that is similar to TAA Frames Velocity Threshold (see the setTAAFramesVelocityThreshold() method) .

Arguments

  • float threshold - The TAA parameter value
    Range of values: [0.0f, inf]. The default value is 1.0f.

float getSSSSSTAAFramesVelocityThreshold() const#

Console: render_sssss_taa_frames_velocity_threshold
Returns the current value of TAA parameter for Screen-Space Subsurface Scattering that is similar to TAA Frames Velocity Threshold (see the setTAAFramesVelocityThreshold() method) .

Return value

Current TAA parameter value
Range of values: [0.0f, inf]. The default value is 1.0f.

void setSSSSSTAAFrameCount ( float count ) #

Console: render_sssss_taa_frame_count
Sets a new value of TAA parameter for Screen-Space Subsurface Scattering that is similar to TAA Frame Count (see the setTAAFrameCount() method) .

Arguments

  • float count - The TAA parameter value
    Range of values: [0.0f, inf]. The default value is 30.0f.

float getSSSSSTAAFrameCount() const#

Console: render_sssss_taa_frame_count
Returns the current value of TAA parameter for Screen-Space Subsurface Scattering that is similar to TAA Frame Count (see the setTAAFrameCount() method) .

Return value

Current TAA parameter value
Range of values: [0.0f, inf]. The default value is 30.0f.

void setSSSSSTAAPixelOffset ( float offset ) #

Console: render_sssss_taa_pixel_offset
Sets a new value of TAA parameter for Screen-Space Subsurface Scattering that is similar to TAA Pixel Offset (see the setTAAPixelOffset() method) .
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • float offset - The TAA parameter value
    Range of values: [0.0f, 1.0f]. The default value is 1.0f.

float getSSSSSTAAPixelOffset() const#

Console: render_sssss_taa_pixel_offset
Returns the current value of TAA parameter for Screen-Space Subsurface Scattering that is similar to TAA Pixel Offset (see the setTAAPixelOffset() method) .
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current TAA parameter value
Range of values: [0.0f, 1.0f]. The default value is 1.0f.

void setSSSSSTAAPreserveDetails ( float details ) #

Console: render_sssss_taa_preserve_details
Sets a new value of TAA parameter for Screen-Space Subsurface Scattering that is similar to TAA Preserve Details (see the setTAAPreserveDetails() method) .
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • float details - The TAA parameter value
    Range of values: [0.0f, inf]. The default value is 0.5f.

float getSSSSSTAAPreserveDetails() const#

Console: render_sssss_taa_preserve_details
Returns the current value of TAA parameter for Screen-Space Subsurface Scattering that is similar to TAA Preserve Details (see the setTAAPreserveDetails() method) .
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current TAA parameter value
Range of values: [0.0f, inf]. The default value is 0.5f.

void setSSSSSTAAFramesByVelocity ( bool velocity ) #

Console: render_sssss_taa_frames_by_velocity
Sets a new value of TAA parameter for Screen-Space Subsurface Scattering that is similar to TAA Frames By Velocity (see the setTAAFramesByVelocity() method) .
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • bool velocity - Set true to enable TAA parameter value; false - to disable it. The default value is true.

bool getSSSSSTAAFramesByVelocity() const#

Console: render_sssss_taa_frames_by_velocity
Returns the current value of TAA parameter for Screen-Space Subsurface Scattering that is similar to TAA Frames By Velocity (see the setTAAFramesByVelocity() method) .
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

true if TAA parameter value is enabled; otherwise false. The default value is true.

void setSSSSSTAAFramesByColor ( bool color ) #

Console: render_sssss_taa_frames_by_color
Sets a new value of TAA parameter for Screen-Space Subsurface Scattering that is similar to TAA Frames By Color (see the setTAAFramesByColor() method) .
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • bool color - Set true to enable TAA parameter value; false - to disable it. The default value is true.

bool getSSSSSTAAFramesByColor() const#

Console: render_sssss_taa_frames_by_color
Returns the current value of TAA parameter for Screen-Space Subsurface Scattering that is similar to TAA Frames By Color (see the setTAAFramesByColor() method) .
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

true if TAA parameter value is enabled; otherwise false. The default value is true.

void setSSSSSTAAAntialiasingInMotion ( bool motion ) #

Console: render_sssss_taa_antialiasing_in_motion
Sets a new value of TAA parameter for Screen-Space Subsurface Scattering that is similar to TAA Antialiasing In Motion (see the setTAAAntialiasingInMotion() method) .
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • bool motion - Set true to enable TAA parameter value; false - to disable it. The default value is true.

bool getSSSSSTAAAntialiasingInMotion() const#

Console: render_sssss_taa_antialiasing_in_motion
Returns the current value of TAA parameter for Screen-Space Subsurface Scattering that is similar to TAA Antialiasing In Motion (see the setTAAAntialiasingInMotion() method) .
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

true if TAA parameter value is enabled; otherwise false. The default value is true.

void setSSSSSTAAFixFlicker ( bool flicker ) #

Console: render_sssss_taa_fix_flicker
Sets a new value of TAA parameter for Screen-Space Subsurface Scattering that is similar to TAA Fix Flicker (see the setTAAFixFlicker() method) .
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • bool flicker - Set true to enable TAA parameter value; false - to disable it. The default value is true.

bool getSSSSSTAAFixFlicker() const#

Console: render_sssss_taa_fix_flicker
Returns the current value of TAA parameter for Screen-Space Subsurface Scattering that is similar to TAA Fix Flicker (see the setTAAFixFlicker() method) .
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

true if TAA parameter value is enabled; otherwise false. The default value is true.

void setSSSSSInterleavedSamples ( int samples ) #

Console: render_sssss_interleaved_samples
Sets a new number of pixels to be skipped when rendering the SSSSS (Screen-Space Subsurface Scattering) effect with subsequent reconstruction of neighboring pixels using the data from previous frames. The following options are available:
  • 1 x 2 (1.0 * width x 0.5 * height) — a half of all pixels is rendered, skipping each second line
  • 2 x 2 (0.5 * width x 0.5 * height) — a quarter of all pixels is rendered, skipping each second line and row
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • int samples - The skipping mode. One of the following values:
    • 0 - 1 x 2 (by default)
    • 1 - 2 x 2

int getSSSSSInterleavedSamples() const#

Console: render_sssss_interleaved_samples
Returns the current number of pixels to be skipped when rendering the SSSSS (Screen-Space Subsurface Scattering) effect with subsequent reconstruction of neighboring pixels using the data from previous frames. The following options are available:
  • 1 x 2 (1.0 * width x 0.5 * height) — a half of all pixels is rendered, skipping each second line
  • 2 x 2 (0.5 * width x 0.5 * height) — a quarter of all pixels is rendered, skipping each second line and row
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current skipping mode. One of the following values:
  • 0 - 1 x 2 (by default)
  • 1 - 2 x 2

void setSSSSSInterleavedColorClamping ( int clamping ) #

Console: render_sssss_interleaved_color_clamping
Sets a new color clamping mode used to reduce ghosting effect. Higher values increase clamping intensity, but may cause flickering (to reduce flickering you can choose High + Velocity). When disabled, translucency has a lag as it is several frames behind.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • int clamping - The color clamping mode. One of the following values:
    • 0 - Disabled
    • 1 - Low (by default)
    • 2 - Medium
    • 3 - High
    • 4 - High + Velocity

int getSSSSSInterleavedColorClamping() const#

Console: render_sssss_interleaved_color_clamping
Returns the current color clamping mode used to reduce ghosting effect. Higher values increase clamping intensity, but may cause flickering (to reduce flickering you can choose High + Velocity). When disabled, translucency has a lag as it is several frames behind.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current color clamping mode. One of the following values:
  • 0 - Disabled
  • 1 - Low (by default)
  • 2 - Medium
  • 3 - High
  • 4 - High + Velocity

void setSSSSSInterleaved ( bool sssssinterleaved ) #

Console: render_sssss_interleaved
Sets a new value indicating if the interleaved rendering mode for SSSSS (Screen-Space Subsurface Scattering) is enabled. This option enables rendering of the effect in only half or quarter of all pixels with subsequent reconstruction of neighboring pixels using the data from previous frames, significantly improving performance.

The effect is cumulative and works best with Temporal Filter, which reduces ghosting and noise artifacts.

Arguments

  • bool sssssinterleaved - Set true to enable interleaved rendering mode for SSSSS; false - to disable it. The default value is true.

bool getSSSSSInterleaved() const#

Console: render_sssss_interleaved
Returns the current value indicating if the interleaved rendering mode for SSSSS (Screen-Space Subsurface Scattering) is enabled. This option enables rendering of the effect in only half or quarter of all pixels with subsequent reconstruction of neighboring pixels using the data from previous frames, significantly improving performance.

The effect is cumulative and works best with Temporal Filter, which reduces ghosting and noise artifacts.

Return value

true if interleaved rendering mode for SSSSS is enabled; otherwise false. The default value is true.

void setSSSSSNoiseRay ( float ray ) #

Console: render_sssss_noise_ray
Sets a new intensity of the ray noise used for SSSSS (Screen-Space Subsurface Scattering) calculation to reduce banding artifacts of tracing. Higher values make banding less visible. To use this option, the SSSSS effect (see the setSSSSS() method) should be enabled.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • float ray - The ray noise intensity.
    Range of values: [0.0f, 1.0f]. The default value is 0.5f.

float getSSSSSNoiseRay() const#

Console: render_sssss_noise_ray
Returns the current intensity of the ray noise used for SSSSS (Screen-Space Subsurface Scattering) calculation to reduce banding artifacts of tracing. Higher values make banding less visible. To use this option, the SSSSS effect (see the setSSSSS() method) should be enabled.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current ray noise intensity.
Range of values: [0.0f, 1.0f]. The default value is 0.5f.

void setSSSSSNoiseStep ( float step ) #

Console: render_sssss_noise_step
Sets a new intensity of the step noise used for SSSSS (Screen-Space Subsurface Scattering) calculation to reduce banding artifacts of tracing. Higher values make banding less visible. To use this option, the SSSSS effect (see the setSSSSS() method) should be enabled.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • float step - The step noise intensity.
    Range of values: [0.0f, 1.0f]. The default value is 0.5f.

float getSSSSSNoiseStep() const#

Console: render_sssss_noise_step
Returns the current intensity of the step noise used for SSSSS (Screen-Space Subsurface Scattering) calculation to reduce banding artifacts of tracing. Higher values make banding less visible. To use this option, the SSSSS effect (see the setSSSSS() method) should be enabled.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current step noise intensity.
Range of values: [0.0f, 1.0f]. The default value is 0.5f.

void setSSSSSMaxThreshold ( float threshold ) #

Console: render_sssss_max_threshold
Sets a new threshold of SSSSS (Screen-Space Subsurface Scattering) for the material's Translucent parameter equal to 1 (maximum translucency). To use this option, the SSSSS effect (see the setSSSSS() method) should be enabled.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • float threshold - The threshold scattering value.
    Range of values: [0.0f, inf]. The default value is 10.0f.

float getSSSSSMaxThreshold() const#

Console: render_sssss_max_threshold
Returns the current threshold of SSSSS (Screen-Space Subsurface Scattering) for the material's Translucent parameter equal to 1 (maximum translucency). To use this option, the SSSSS effect (see the setSSSSS() method) should be enabled.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current threshold scattering value.
Range of values: [0.0f, inf]. The default value is 10.0f.

void setSSSSSMinThreshold ( float threshold ) #

Console: render_sssss_min_threshold
Sets a new threshold of SSSSS (Screen-Space Subsurface Scattering) for the material's Translucent parameter equal to 0 (minimum translucency). To use this option, the SSSSS effect (see the setSSSSS() method) should be enabled.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • float threshold - The threshold scattering value.
    Range of values: [0.0f, inf]. The default value is 4.0f.

float getSSSSSMinThreshold() const#

Console: render_sssss_min_threshold
Returns the current threshold of SSSSS (Screen-Space Subsurface Scattering) for the material's Translucent parameter equal to 0 (minimum translucency). To use this option, the SSSSS effect (see the setSSSSS() method) should be enabled.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current threshold scattering value.
Range of values: [0.0f, inf]. The default value is 4.0f.

void setSSSSSAmbient ( bool sssssambient ) #

Console: render_sssss_ambient
Sets a new value indicating if the SSSSS (Screen-Space Subsurface Scattering) calculation for ambient lighting (environment) is enabled. If this option is not required, disable it to save performance. To use this option, the SSSSS effect (see the setSSSSS() method) should be enabled.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • bool sssssambient - Set true to enable SSSSS calculation for ambient lighting; false - to disable it. The default value is true.

bool getSSSSSAmbient() const#

Console: render_sssss_ambient
Returns the current value indicating if the SSSSS (Screen-Space Subsurface Scattering) calculation for ambient lighting (environment) is enabled. If this option is not required, disable it to save performance. To use this option, the SSSSS effect (see the setSSSSS() method) should be enabled.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

true if SSSSS calculation for ambient lighting is enabled; otherwise false. The default value is true.

void setSSSSSDiffuse ( bool sssssdiffuse ) #

Console: render_sssss_diffuse
Sets a new value indicating if the SSSSS (Screen-Space Subsurface Scattering) calculation for diffuse lighting (directional lights) is enabled. If this option is not required, disable it to save performance. To use this option, the SSSSS effect (see the setSSSSS() method) should be enabled.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • bool sssssdiffuse - Set true to enable SSSSS calculation for diffuse lighting; false - to disable it. The default value is true.

bool getSSSSSDiffuse() const#

Console: render_sssss_diffuse
Returns the current value indicating if the SSSSS (Screen-Space Subsurface Scattering) calculation for diffuse lighting (directional lights) is enabled. If this option is not required, disable it to save performance. To use this option, the SSSSS effect (see the setSSSSS() method) should be enabled.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

true if SSSSS calculation for diffuse lighting is enabled; otherwise false. The default value is true.

void setSSRColorClampingVelocityThreshold ( float threshold ) #

Console: render_ssr_color_clamping_velocity_threshold
Sets a new sensitivity of TAA color clamping for the SSR (Screen-Space Reflections) effect to pixel velocity change. This parameter is used to reduce ghosting effect for lower Color Clamping Intensity (see the setSSRColorClampingIntensity() method) values: it automatically increases clamping intensity for higher velocities, and disables clamping for low velocity values.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • float threshold - The sensitivity value.
    Range of values: [0.0f, inf]. The default value is 0.0f.

float getSSRColorClampingVelocityThreshold() const#

Console: render_ssr_color_clamping_velocity_threshold
Returns the current sensitivity of TAA color clamping for the SSR (Screen-Space Reflections) effect to pixel velocity change. This parameter is used to reduce ghosting effect for lower Color Clamping Intensity (see the setSSRColorClampingIntensity() method) values: it automatically increases clamping intensity for higher velocities, and disables clamping for low velocity values.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current sensitivity value.
Range of values: [0.0f, inf]. The default value is 0.0f.

void setSSRColorClampingIntensity ( float intensity ) #

Console: render_ssr_color_clamping_intensity
Sets a new intensity of TAA color clamping at zero pixel velocity for the SSR (Screen-Space Reflections) effect. Lower values result in more accumulated frames combined, which reduces noise flickering, but increases ghosting effect (to reduce ghosting in this case you can use SSR Color Clamping Velocity Threshold (see the setSSRColorClampingVelocityThreshold() method) , while higher values reduce ghosting effect, but increase flickering.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • float intensity - The TAA color clamping intensity.
    Range of values: [0.0f, 1.0f]. The default value is 0.0f.

float getSSRColorClampingIntensity() const#

Console: render_ssr_color_clamping_intensity
Returns the current intensity of TAA color clamping at zero pixel velocity for the SSR (Screen-Space Reflections) effect. Lower values result in more accumulated frames combined, which reduces noise flickering, but increases ghosting effect (to reduce ghosting in this case you can use SSR Color Clamping Velocity Threshold (see the setSSRColorClampingVelocityThreshold() method) , while higher values reduce ghosting effect, but increase flickering.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current TAA color clamping intensity.
Range of values: [0.0f, 1.0f]. The default value is 0.0f.

void setSSRDenoiseRadius ( int radius ) #

Console: render_ssr_denoise_radius
Sets a new radius of the area to be affected by noise reduction for the SSR (Screen-Space Reflections) effect.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • int radius - The radius.
    Range of values: [1, 3]. The default value is 1.

int getSSRDenoiseRadius() const#

Console: render_ssr_denoise_radius
Returns the current radius of the area to be affected by noise reduction for the SSR (Screen-Space Reflections) effect.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current radius.
Range of values: [1, 3]. The default value is 1.

void setSSRDenoiseThreshold ( float threshold ) #

Console: render_ssr_denoise_threshold
Sets a new threshold value for color difference of neighboring pixels used for noise reduction for the SSR (Screen-Space Reflections) effect. Blur is applied when the color difference is less than the threshold value.
Notice
Setting too high values result in blurring the whole image.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • float threshold - The threshold value.
    Range of values: [0.0f, 1.0f]. The default value is 0.1f.

float getSSRDenoiseThreshold() const#

Console: render_ssr_denoise_threshold
Returns the current threshold value for color difference of neighboring pixels used for noise reduction for the SSR (Screen-Space Reflections) effect. Blur is applied when the color difference is less than the threshold value.
Notice
Setting too high values result in blurring the whole image.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current threshold value.
Range of values: [0.0f, 1.0f]. The default value is 0.1f.

void setSSRDenoiseGaussianSigma ( float sigma ) #

Console: render_ssr_denoise_gaussian_sigma
Sets a new sigma parameter of Gaussian blur used for noise reduction for the SSR (Screen-Space Reflections) effect. This parameter controls the amount of blur applied.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • float sigma - The Gaussian blur sigma parameter value.
    Range of values: [0.0f, 100.0f]. The default value is 10.0f.

float getSSRDenoiseGaussianSigma() const#

Console: render_ssr_denoise_gaussian_sigma
Returns the current sigma parameter of Gaussian blur used for noise reduction for the SSR (Screen-Space Reflections) effect. This parameter controls the amount of blur applied.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current Gaussian blur sigma parameter value.
Range of values: [0.0f, 100.0f]. The default value is 10.0f.

void setSSRDenoiseIntensity ( float intensity ) #

Console: render_ssr_denoise_intensity
Sets a new noise reduction intensity for the SSR (Screen-Space Reflections) effect. Higher values provide a less noisy, but more blurred result.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • float intensity - The noise reduction intensity value.
    Range of values: [0.0f, 1.0f]. The default value is 0.2f.

float getSSRDenoiseIntensity() const#

Console: render_ssr_denoise_intensity
Returns the current noise reduction intensity for the SSR (Screen-Space Reflections) effect. Higher values provide a less noisy, but more blurred result.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current noise reduction intensity value.
Range of values: [0.0f, 1.0f]. The default value is 0.2f.

void setSSRDenoiseQuality ( int quality ) #

Console: render_ssr_denoise_quality
Sets a new noise reduction quality level for the SSR (Screen-Space Reflections) effect defining the number of samples used. Higher values provide better reduction, but for a performance cost (choosing Medium is enough in most cases).
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • int quality - The noise reduction quality. One of the following values:
    • Low - low quality
    • Medium - medium quality (by default)
    • High - high quality
    • Ultra - ultra quality

int getSSRDenoiseQuality() const#

Console: render_ssr_denoise_quality
Returns the current noise reduction quality level for the SSR (Screen-Space Reflections) effect defining the number of samples used. Higher values provide better reduction, but for a performance cost (choosing Medium is enough in most cases).
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current noise reduction quality. One of the following values:
  • Low - low quality
  • Medium - medium quality (by default)
  • High - high quality
  • Ultra - ultra quality

void setBentNormalDenoiseQuality ( int quality ) #

Console: render_bent_normal_denoise_quality
Sets a new noise reduction quality level for Bent Normals calculation defining the number of samples used. Higher values provide better reduction, but for a performance cost (choosing Medium is enough in most cases).
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • int quality - The noise reduction quality. One of the following values:
    • Low - low quality
    • Medium - medium quality (by default)
    • High - high quality
    • Ultra - ultra quality

int getBentNormalDenoiseQuality() const#

Console: render_bent_normal_denoise_quality
Returns the current noise reduction quality level for Bent Normals calculation defining the number of samples used. Higher values provide better reduction, but for a performance cost (choosing Medium is enough in most cases).
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current noise reduction quality. One of the following values:
  • Low - low quality
  • Medium - medium quality (by default)
  • High - high quality
  • Ultra - ultra quality

void setSSGIColorClampingVelocityThreshold ( float threshold ) #

Console: render_ssgi_color_clamping_velocity_threshold
Sets a new sensitivity of TAA color clamping for the SSGI (Screen Space Global Illumination) effect to pixel velocity change. This parameter is used to reduce ghosting effect for lower Color Clamping Intensity (see the setSSGIColorClampingIntensity() method) values: it automatically increases clamping intensity for higher velocities, and disables clamping for low velocity values.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • float threshold - The TAA color clamping intensity threshold.
    Range of values: [0.0f, inf]. The default value is 0.0f.

float getSSGIColorClampingVelocityThreshold() const#

Console: render_ssgi_color_clamping_velocity_threshold
Returns the current sensitivity of TAA color clamping for the SSGI (Screen Space Global Illumination) effect to pixel velocity change. This parameter is used to reduce ghosting effect for lower Color Clamping Intensity (see the setSSGIColorClampingIntensity() method) values: it automatically increases clamping intensity for higher velocities, and disables clamping for low velocity values.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current TAA color clamping intensity threshold.
Range of values: [0.0f, inf]. The default value is 0.0f.

void setSSGIColorClampingIntensity ( float intensity ) #

Console: render_ssgi_color_clamping_intensity
Sets a new intensity of TAA color clamping at zero pixel velocity for the SSGI (Screen Space Global Illumination) effect. Lower values result in more accumulated frames combined, which reduces noise flickering, but increases ghosting effect (to reduce ghosting in this case you can use SSGI Color Clamping Velocity Threshold (see the setSSGIColorClampingVelocityThreshold() method) , while higher values reduce ghosting effect, but increase flickering.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • float intensity - The TAA color clamping intensity.
    Range of values: [0.0f, 1.0f]. The default value is 1.0f.

float getSSGIColorClampingIntensity() const#

Console: render_ssgi_color_clamping_intensity
Returns the current intensity of TAA color clamping at zero pixel velocity for the SSGI (Screen Space Global Illumination) effect. Lower values result in more accumulated frames combined, which reduces noise flickering, but increases ghosting effect (to reduce ghosting in this case you can use SSGI Color Clamping Velocity Threshold (see the setSSGIColorClampingVelocityThreshold() method) , while higher values reduce ghosting effect, but increase flickering.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current TAA color clamping intensity.
Range of values: [0.0f, 1.0f]. The default value is 1.0f.

void setSSGIDenoiseRadius ( int radius ) #

Console: render_ssgi_denoise_radius
Sets a new radius of the area to be affected by noise reduction for the SSGI (Screen Space Global Illumination) effect.

Arguments

  • int radius - The radius.
    Range of values: [1, 3]. The default value is 1.

int getSSGIDenoiseRadius() const#

Console: render_ssgi_denoise_radius
Returns the current radius of the area to be affected by noise reduction for the SSGI (Screen Space Global Illumination) effect.

Return value

Current radius.
Range of values: [1, 3]. The default value is 1.

void setSSGIDenoiseThreshold ( float threshold ) #

Console: render_ssgi_denoise_threshold
Sets a new threshold value for color difference of neighboring pixels used for noise reduction for the ssgi (screen space global illumination) effect. Blur is applied when the color difference is less than the threshold value.
Notice
Setting too high values result in blurring the whole image.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • float threshold - The threshold value.
    Range of values: [0.0f, 1.0f]. The default value is 0.1f.

float getSSGIDenoiseThreshold() const#

Console: render_ssgi_denoise_threshold
Returns the current threshold value for color difference of neighboring pixels used for noise reduction for the ssgi (screen space global illumination) effect. Blur is applied when the color difference is less than the threshold value.
Notice
Setting too high values result in blurring the whole image.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current threshold value.
Range of values: [0.0f, 1.0f]. The default value is 0.1f.

void setSSGIDenoiseGaussianSigma ( float sigma ) #

Console: render_ssgi_denoise_gaussian_sigma
Sets a new sigma parameter of Gaussian blur used for noise reduction for the SSGI (Screen Space Global Illumination) effect. This parameter controls the amount of blur applied.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • float sigma - The Gaussian blur sigma parameter value.
    Range of values: [0.0f, 100.0f]. The default value is 10.0f.

float getSSGIDenoiseGaussianSigma() const#

Console: render_ssgi_denoise_gaussian_sigma
Returns the current sigma parameter of Gaussian blur used for noise reduction for the SSGI (Screen Space Global Illumination) effect. This parameter controls the amount of blur applied.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current Gaussian blur sigma parameter value.
Range of values: [0.0f, 100.0f]. The default value is 10.0f.

void setSSGIDenoiseIntensity ( float intensity ) #

Console: render_ssgi_denoise_intensity
Sets a new noise reduction intensity for the SSGI (Screen Space Global Illumination) effect. Higher values provide a less noisy, but more blurred result.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • float intensity - The noise reduction intensity.
    Range of values: [0.0f, 1.0f]. The default value is 0.2f.

float getSSGIDenoiseIntensity() const#

Console: render_ssgi_denoise_intensity
Returns the current noise reduction intensity for the SSGI (Screen Space Global Illumination) effect. Higher values provide a less noisy, but more blurred result.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current noise reduction intensity.
Range of values: [0.0f, 1.0f]. The default value is 0.2f.

void setSSGIDenoiseQuality ( int quality ) #

Console: render_ssgi_denoise_quality
Sets a new noise reduction quality level for the SSGI (Screen-Space Global Illumination) effect defining the number of samples used. Higher values provide better reduction, but for a performance cost (choosing Medium is enough in most cases).

Arguments

  • int quality - The noise reduction quality. One of the following values:
    • Low - low quality
    • Medium - medium quality (by default)
    • High - high quality
    • Ultra - ultra quality

int getSSGIDenoiseQuality() const#

Console: render_ssgi_denoise_quality
Returns the current noise reduction quality level for the SSGI (Screen-Space Global Illumination) effect defining the number of samples used. Higher values provide better reduction, but for a performance cost (choosing Medium is enough in most cases).

Return value

Current noise reduction quality. One of the following values:
  • Low - low quality
  • Medium - medium quality (by default)
  • High - high quality
  • Ultra - ultra quality

void setSSAODenoiseQuality ( int quality ) #

Console: render_ssao_denoise_quality
Sets a new noise reduction quality level for the SSAO (Screen-Space Ambient Occlusion) effect defining the number of samples used. Higher values provide better reduction, but for a performance cost (choosing Medium is enough in most cases).
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • int quality - The noise reduction quality. One of the following values:
    • Low - low quality
    • Medium - medium quality (by default)
    • High - high quality
    • Ultra - ultra quality

int getSSAODenoiseQuality() const#

Console: render_ssao_denoise_quality
Returns the current noise reduction quality level for the SSAO (Screen-Space Ambient Occlusion) effect defining the number of samples used. Higher values provide better reduction, but for a performance cost (choosing Medium is enough in most cases).
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current noise reduction quality. One of the following values:
  • Low - low quality
  • Medium - medium quality (by default)
  • High - high quality
  • Ultra - ultra quality

void setShowLandscapeTerrainVTStreaming ( bool vtstreaming ) #

Console: render_show_landscape_terrain_vt_streaming
Sets a new value indicating if visualization is enabled for streaming of tiles of the Landscape Terrain megatexture. In this mode colored areas show the tiles that are currently being rendered in a lower resolution until the highest MIP-level is loaded. This method can be used for visual adjustment of the streaming process.

Arguments

  • bool vtstreaming - Set true to enable visualization of Landscape Terrain tiles being streamed; false - to disable it. The default value is true.

bool getShowLandscapeTerrainVTStreaming() const#

Console: render_show_landscape_terrain_vt_streaming
Returns the current value indicating if visualization is enabled for streaming of tiles of the Landscape Terrain megatexture. In this mode colored areas show the tiles that are currently being rendered in a lower resolution until the highest MIP-level is loaded. This method can be used for visual adjustment of the streaming process.

Return value

true if visualization of Landscape Terrain tiles being streamed is enabled; otherwise false. The default value is true.

void setShowLandscapeMask ( int mask ) #

Console: render_show_landscape_mask
Sets a new number of the Landscape Terrain detail mask to be visualized. This method can be used for visual debugging to display the selected detail mask of the Landscape Terrain. This parameter is stored in the following configuration file: *.user.

Arguments

  • int mask - The Landscape Terrain detail mask number. One of the following values:
    • 0 - mask vizualization is disabled (by default)
    • 1 - DetailMask 0
    • 2 - DetailMask 1
    • 3 - ...
    • 4 - DetailMask 19

int getShowLandscapeMask() const#

Console: render_show_landscape_mask
Returns the current number of the Landscape Terrain detail mask to be visualized. This method can be used for visual debugging to display the selected detail mask of the Landscape Terrain. This parameter is stored in the following configuration file: *.user.

Return value

Current Landscape Terrain detail mask number. One of the following values:
  • 0 - mask vizualization is disabled (by default)
  • 1 - DetailMask 0
  • 2 - DetailMask 1
  • 3 - ...
  • 4 - DetailMask 19

void setShowLandscapeAlbedo ( bool albedo ) #

Console: render_show_landscape_albedo
Sets a new value indicating if visualization of albedo data of the Landscape Terrain is enabled. This parameter is stored in the following configuration file: *.user.

Arguments

  • bool albedo - Set true to enable visualization of albedo data of the Landscape Terrain; false - to disable it. The default value is true.

bool getShowLandscapeAlbedo() const#

Console: render_show_landscape_albedo
Returns the current value indicating if visualization of albedo data of the Landscape Terrain is enabled. This parameter is stored in the following configuration file: *.user.

Return value

true if visualization of albedo data of the Landscape Terrain is enabled; otherwise false. The default value is true.

void setLandscapeCacheGPULifeTime ( int time ) #

Console: render_landscape_cache_gpu_life_time
Sets a new lifetime of GPU cache used for Landscape Terrain rendering, in frames.

Arguments

  • int time - The GPU cache lifetime, number of frames.
    Range of values: [1, 60]. The default value is 4.

int getLandscapeCacheGPULifeTime() const#

Console: render_landscape_cache_gpu_life_time
Returns the current lifetime of GPU cache used for Landscape Terrain rendering, in frames.

Return value

Current GPU cache lifetime, number of frames.
Range of values: [1, 60]. The default value is 4.

void setLandscapeCacheGPUSize ( int gpusize ) #

Console: render_landscape_cache_gpu_size
Sets a new GPU cache size to be used for landscape terrain rendering, in percentage of the total GPU memory. GPU cache is used to accumulate tiles, that are visible to the camera, before streaming them to the megatexture.
Notice
High-resolution maps require larger cache capacity.

Arguments

  • int gpusize - The GPU cache size, in percentage of the total GPU memory.
    Range of values: [1, 100]. The default value is 4.

int getLandscapeCacheGPUSize() const#

Console: render_landscape_cache_gpu_size
Returns the current GPU cache size to be used for landscape terrain rendering, in percentage of the total GPU memory. GPU cache is used to accumulate tiles, that are visible to the camera, before streaming them to the megatexture.
Notice
High-resolution maps require larger cache capacity.

Return value

Current GPU cache size, in percentage of the total GPU memory.
Range of values: [1, 100]. The default value is 4.

void setLandscapeCacheCPUSize ( int cpusize ) #

Console: render_landscape_cache_cpu_size
Sets a new CPU cache size to be used for landscape terrain rendering, in percentage of the total memory. CPU cache size affects intersections, physics, streaming, etc. The size of CPU cache depends on the scene.

Arguments

  • int cpusize - The CPU cache size, in percentage of the total CPU memory.
    Range of values: [1, 100]. The default value is 10.

int getLandscapeCacheCPUSize() const#

Console: render_landscape_cache_cpu_size
Returns the current CPU cache size to be used for landscape terrain rendering, in percentage of the total memory. CPU cache size affects intersections, physics, streaming, etc. The size of CPU cache depends on the scene.

Return value

Current CPU cache size, in percentage of the total CPU memory.
Range of values: [1, 100]. The default value is 10.

void setLandscapeTerrainCullingObliqueFrustum ( float frustum ) #

Console: render_landscape_terrain_culling_oblique_frustum
Sets a new multiplier for culling of tessellation patches of the Landscape Terrain beyond the oblique frustum plane. Higher values result in more patches culled.

Arguments

  • float frustum - The multiplier value.
    Range of values: [0.0f, 1.0f]. The default value is 0.9f.

float getLandscapeTerrainCullingObliqueFrustum() const#

Console: render_landscape_terrain_culling_oblique_frustum
Returns the current multiplier for culling of tessellation patches of the Landscape Terrain beyond the oblique frustum plane. Higher values result in more patches culled.

Return value

Current multiplier value.
Range of values: [0.0f, 1.0f]. The default value is 0.9f.

void setLandscapeTerrainCullingBackFace ( float face ) #

Console: render_landscape_terrain_culling_back_face
Sets a new threshold used for culling tessellation patches of the Landscape Terrain oriented to the camera with their back faces (it is a multiplier for the angle between the tessellation patch normal and the camera's view direction). Higher values result in a smaller angle between the patch normal and the camera's view direction required for culling this patch.

Arguments

  • float face - The backface culling threshold.
    Range of values: [0.0f, 1.0f]. The default value is 0.5f.

float getLandscapeTerrainCullingBackFace() const#

Console: render_landscape_terrain_culling_back_face
Returns the current threshold used for culling tessellation patches of the Landscape Terrain oriented to the camera with their back faces (it is a multiplier for the angle between the tessellation patch normal and the camera's view direction). Higher values result in a smaller angle between the patch normal and the camera's view direction required for culling this patch.

Return value

Current backface culling threshold.
Range of values: [0.0f, 1.0f]. The default value is 0.5f.

void setLandscapeTerrainCullingFrustumPadding ( float padding ) #

Console: render_landscape_terrain_culling_frustum_padding
Sets a new multiplier for the size of viewing frustum to be used for culling polygons of the Landscape Terrain (value, by which the borders of the current frustum are increased). Frustum culling is performed for the frustum of the increased size. By the maximum value of 1, the frustum borders will be increased by the size of the current frustum.

Arguments

  • float padding - The frustumn padding multiplier.
    Range of values: [0.0f, 1.0f]. The default value is 0.1f.

float getLandscapeTerrainCullingFrustumPadding() const#

Console: render_landscape_terrain_culling_frustum_padding
Returns the current multiplier for the size of viewing frustum to be used for culling polygons of the Landscape Terrain (value, by which the borders of the current frustum are increased). Frustum culling is performed for the frustum of the increased size. By the maximum value of 1, the frustum borders will be increased by the size of the current frustum.

Return value

Current frustumn padding multiplier.
Range of values: [0.0f, 1.0f]. The default value is 0.1f.

void setLandscapeTerrainCullingAggressive ( bool aggressive ) #

Console: render_landscape_terrain_culling_aggressive
Sets a new value indicating if frustum culling optimization is enabled for the Landscape Terrain. When enabled, the number of culled polygons increases thereby increasing performance. In case of any issues with polygons rendering, try disabling this option (however, note that performance may drop).

Arguments

  • bool aggressive - Set true to enable frustum culling optimization for the Landscape Terrain; false - to disable it. The default value is true.

bool getLandscapeTerrainCullingAggressive() const#

Console: render_landscape_terrain_culling_aggressive
Returns the current value indicating if frustum culling optimization is enabled for the Landscape Terrain. When enabled, the number of culled polygons increases thereby increasing performance. In case of any issues with polygons rendering, try disabling this option (however, note that performance may drop).

Return value

true if frustum culling optimization for the Landscape Terrain is enabled; otherwise false. The default value is true.

void setLandscapeTerrainGeometrySubpixelReduction ( float reduction ) #

Console: render_landscape_terrain_geometry_subpixel_reduction
Sets a new minimum ratio between the polygon size (in screen space) to the size of an area in the viewport for skipping polygons rendering (the ones having a lower ratio will be removed).
Notice
Setting too high values may cause small but noticeable visual artifacts when the camera moves.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • float reduction - The subpixel reduction ratio.
    Range of values: [0.0f, 50.0f]. The default value is 6.0f.

float getLandscapeTerrainGeometrySubpixelReduction() const#

Console: render_landscape_terrain_geometry_subpixel_reduction
Returns the current minimum ratio between the polygon size (in screen space) to the size of an area in the viewport for skipping polygons rendering (the ones having a lower ratio will be removed).
Notice
Setting too high values may cause small but noticeable visual artifacts when the camera moves.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current subpixel reduction ratio.
Range of values: [0.0f, 50.0f]. The default value is 6.0f.

void setLandscapeTerrainGeometryFadeLods ( float lods ) #

Console: render_landscape_terrain_geometry_fade_lods
Sets a new intensity of fading between levels of Landscape Terrain geometry tessellation. This value can be increased to remove sharp edges between areas with different geometry density.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • float lods - The fading intensity value.
    Range of values: [0.0f, 1.0f]. The default value is 0.5f.

float getLandscapeTerrainGeometryFadeLods() const#

Console: render_landscape_terrain_geometry_fade_lods
Returns the current intensity of fading between levels of Landscape Terrain geometry tessellation. This value can be increased to remove sharp edges between areas with different geometry density.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current fading intensity value.
Range of values: [0.0f, 1.0f]. The default value is 0.5f.

void setLandscapeTerrainGeometryProgression ( float progression ) #

Console: render_landscape_terrain_geometry_progression
Sets a new progression of Landscape Terrain geometry tessellation.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • float progression - The progression value.
    Range of values: [0.0f, 50.0f]. The default value is 1.5f.

float getLandscapeTerrainGeometryProgression() const#

Console: render_landscape_terrain_geometry_progression
Returns the current progression of Landscape Terrain geometry tessellation.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current progression value.
Range of values: [0.0f, 50.0f]. The default value is 1.5f.

void setLandscapeTerrainGeometryPolygonSize ( float size ) #

Console: render_landscape_terrain_geometry_polygon_size
Sets a new size of Landscape Terrain polygons defining the maximum allowed density of Landscape Terrain geometry.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • float size - The size of Landscape Terrain polygons, in units.
    Range of values: [0.0f, 1000.0f]. The default value is 0.01f.

float getLandscapeTerrainGeometryPolygonSize() const#

Console: render_landscape_terrain_geometry_polygon_size
Returns the current size of Landscape Terrain polygons defining the maximum allowed density of Landscape Terrain geometry.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current size of Landscape Terrain polygons, in units.
Range of values: [0.0f, 1000.0f]. The default value is 0.01f.

void setLandscapeTerrainGeometryHoles ( bool holes ) #

Console: render_landscape_terrain_geometry_holes
Sets a new value indicating if decal-based holes for the Landscape Terrain are enabled.

Arguments

  • bool holes - Set true to enable decal-based holes for Landscape Terrain; false - to disable it. The default value is true.

bool getLandscapeTerrainGeometryHoles() const#

Console: render_landscape_terrain_geometry_holes
Returns the current value indicating if decal-based holes for the Landscape Terrain are enabled.

Return value

true if decal-based holes for Landscape Terrain is enabled; otherwise false. The default value is true.

void setLandscapeTerrainDetailResolutionAdditionalMask ( int mask ) #

Console: render_landscape_terrain_detail_resolution_additional_mask
Sets a new resolution of the additional mask texture for details of the Landscape Terrain.

Arguments

  • int mask - The texture resolution, in pixels. One of the following values:
    • 0 - 64×64
    • 1 - 128×128
    • 2 - 256×256
    • 3 - 512×512
    • 4 - 1024×1024 (by default)
    • 5 - 2048×2048
    • 6 - 4096×4096
    • 7 - 8192×8192
    • 8 - 16384×16384

int getLandscapeTerrainDetailResolutionAdditionalMask() const#

Console: render_landscape_terrain_detail_resolution_additional_mask
Returns the current resolution of the additional mask texture for details of the Landscape Terrain.

Return value

Current texture resolution, in pixels. One of the following values:
  • 0 - 64×64
  • 1 - 128×128
  • 2 - 256×256
  • 3 - 512×512
  • 4 - 1024×1024 (by default)
  • 5 - 2048×2048
  • 6 - 4096×4096
  • 7 - 8192×8192
  • 8 - 16384×16384

void setLandscapeTerrainDetailResolutionHeight ( int height ) #

Console: render_landscape_terrain_detail_resolution_height
Sets a new resolution of the height texture for details of the Landscape Terrain.

Arguments

  • int height - The Height texture resolution. One of the following values:
    • 0 - 64×64
    • 1 - 128×128
    • 2 - 256×256
    • 3 - 512×512
    • 4 - 1024×1024 (by default)
    • 5 - 2048×2048
    • 6 - 4096×4096
    • 7 - 8192×8192
    • 8 - 16384×16384

int getLandscapeTerrainDetailResolutionHeight() const#

Console: render_landscape_terrain_detail_resolution_height
Returns the current resolution of the height texture for details of the Landscape Terrain.

Return value

Current Height texture resolution. One of the following values:
  • 0 - 64×64
  • 1 - 128×128
  • 2 - 256×256
  • 3 - 512×512
  • 4 - 1024×1024 (by default)
  • 5 - 2048×2048
  • 6 - 4096×4096
  • 7 - 8192×8192
  • 8 - 16384×16384

void setLandscapeTerrainDetailResolutionAlbedo ( int albedo ) #

Console: render_landscape_terrain_detail_resolution_albedo
Sets a new resolution of the albedo texture for details of the Landscape Terrain.

Arguments

  • int albedo - The Albedo texture resolution. One of the following values:
    • 0 - 64×64
    • 1 - 128×128
    • 2 - 256×256
    • 3 - 512×512
    • 4 - 1024×1024 (by default)
    • 5 - 2048×2048
    • 6 - 4096×4096
    • 7 - 8192×8192
    • 8 - 16384×16384

int getLandscapeTerrainDetailResolutionAlbedo() const#

Console: render_landscape_terrain_detail_resolution_albedo
Returns the current resolution of the albedo texture for details of the Landscape Terrain.

Return value

Current Albedo texture resolution. One of the following values:
  • 0 - 64×64
  • 1 - 128×128
  • 2 - 256×256
  • 3 - 512×512
  • 4 - 1024×1024 (by default)
  • 5 - 2048×2048
  • 6 - 4096×4096
  • 7 - 8192×8192
  • 8 - 16384×16384

void setLandscapeTerrainVTTilesReloadPerFrame ( int frame ) #

Console: render_landscape_terrain_vt_tiles_reload_per_frame
Sets a new number of tiles to be reloaded per frame after applying changes to the Landscape Terrain surface.

Arguments

  • int frame - The number of tiles.
    Range of values: [1, 64]. The default value is 4.

int getLandscapeTerrainVTTilesReloadPerFrame() const#

Console: render_landscape_terrain_vt_tiles_reload_per_frame
Returns the current number of tiles to be reloaded per frame after applying changes to the Landscape Terrain surface.

Return value

Current number of tiles.
Range of values: [1, 64]. The default value is 4.

void setLandscapeTerrainVTTilesLoadPerFrame ( int frame ) #

Console: render_landscape_terrain_vt_tiles_load_per_frame
Sets a new number of Landscape Terrain tiles loaded per frame. You can decrease the value of this parameter to reduce spikes, but in this case streaming becomes slower and more noticeable.

Arguments

  • int frame - The number of tiles.
    Range of values: [1, 64]. The default value is 4.

int getLandscapeTerrainVTTilesLoadPerFrame() const#

Console: render_landscape_terrain_vt_tiles_load_per_frame
Returns the current number of Landscape Terrain tiles loaded per frame. You can decrease the value of this parameter to reduce spikes, but in this case streaming becomes slower and more noticeable.

Return value

Current number of tiles.
Range of values: [1, 64]. The default value is 4.

void setLandscapeTerrainVTTilesUpdatePerFrame ( int frame ) #

Console: render_landscape_terrain_vt_tiles_update_per_frame
Sets a new number of tiles passed to the virtual texture of the Landscape Terrain each frame.

Arguments

  • int frame - The number of tiles.
    Range of values: [1, 256]. The default value is 60.

int getLandscapeTerrainVTTilesUpdatePerFrame() const#

Console: render_landscape_terrain_vt_tiles_update_per_frame
Returns the current number of tiles passed to the virtual texture of the Landscape Terrain each frame.

Return value

Current number of tiles.
Range of values: [1, 256]. The default value is 60.

void setLandscapeTerrainVTFiltering ( int vtfiltering ) #

Console: render_landscape_terrain_vt_filtering
Sets a new filtering mode for the Landscape Terrain textures. The following values are available:
  • Low — use the lower mip-level
  • Medium — use the higher mip-level
  • High — linearly interpolate between adjacent mip-levels

Arguments

  • int vtfiltering - The filtering mode to be used. One of the following values:
    • 0 - Low
    • 1 - Medium (by default)
    • 2 - High

int getLandscapeTerrainVTFiltering() const#

Console: render_landscape_terrain_vt_filtering
Returns the current filtering mode for the Landscape Terrain textures. The following values are available:
  • Low — use the lower mip-level
  • Medium — use the higher mip-level
  • High — linearly interpolate between adjacent mip-levels

Return value

Current filtering mode to be used. One of the following values:
  • 0 - Low
  • 1 - Medium (by default)
  • 2 - High

void setLandscapeTerrainVTDetailLevelByAngle ( float angle ) #

Console: render_landscape_terrain_vt_detail_level_by_angle
Sets a new value indicating detail level reduction depending on the inclination of the the Landscape Terrain polygons relative to viewing direction. Can be used to reduce streaming load and memory consumption. The value of 1 corresponds to the pixel-to-pixel quality, and lower values decrease it.

Arguments

  • float angle - The detail level quality.
    Range of values: [0.0f, 1.0f]. The default value is 0.95f.

float getLandscapeTerrainVTDetailLevelByAngle() const#

Console: render_landscape_terrain_vt_detail_level_by_angle
Returns the current value indicating detail level reduction depending on the inclination of the the Landscape Terrain polygons relative to viewing direction. Can be used to reduce streaming load and memory consumption. The value of 1 corresponds to the pixel-to-pixel quality, and lower values decrease it.

Return value

Current detail level quality.
Range of values: [0.0f, 1.0f]. The default value is 0.95f.

void setLandscapeTerrainVTTargetResolution ( const Math::vec2& resolution ) #

Console: render_landscape_terrain_vt_target_resolution
Sets a new target resolution (width x height) for the Landscape Terrain, in pixels.

Arguments

  • const Math::vec2& resolution - The target viewport resolution (in pixels) as a two-component vector (width, height).
    1344 х 756 - (default)

Math::vec2 getLandscapeTerrainVTTargetResolution() const#

Console: render_landscape_terrain_vt_target_resolution
Returns the current target resolution (width x height) for the Landscape Terrain, in pixels.

Return value

Current target viewport resolution (in pixels) as a two-component vector (width, height).
1344 х 756 - (default)

void setLandscapeTerrainVTMemorySize ( float size ) #

Console: render_landscape_terrain_vt_memory_size
Sets a new value defining memory consumption for the Landscape Terrain textures. The value is interpreted as follows:
  • 0.0f - 3072×3072 (~200 MB of VRAM)
  • 1.0f - 16384×16384 (~3.1 GB of VRAM)
  • 0.4f - 8192×8192 (~860 MB of VRAM)

Arguments

  • float size - The memory consumption factor.
    Range of values: [0.0f, 1.0f]. The default value is 0.4f.

float getLandscapeTerrainVTMemorySize() const#

Console: render_landscape_terrain_vt_memory_size
Returns the current value defining memory consumption for the Landscape Terrain textures. The value is interpreted as follows:
  • 0.0f - 3072×3072 (~200 MB of VRAM)
  • 1.0f - 16384×16384 (~3.1 GB of VRAM)
  • 0.4f - 8192×8192 (~860 MB of VRAM)

Return value

Current memory consumption factor.
Range of values: [0.0f, 1.0f]. The default value is 0.4f.

void setLandscapeTerrainTexelSize ( float size ) #

Console: render_landscape_terrain_texel_size
Sets a new texel size of the Landscape Terrain render textures representing the maximum level of detail for the albedo, normal, and height components of the Landscape Terrain.

Arguments

  • float size - The Landscape Terrain texel size (in meters).
    Range of values: [0.0001f, 1.0f]. The default value is 0.001f.

float getLandscapeTerrainTexelSize() const#

Console: render_landscape_terrain_texel_size
Returns the current texel size of the Landscape Terrain render textures representing the maximum level of detail for the albedo, normal, and height components of the Landscape Terrain.

Return value

Current Landscape Terrain texel size (in meters).
Range of values: [0.0001f, 1.0f]. The default value is 0.001f.

void setLandscapeTerrainVisibleDistance ( float distance ) #

Console: render_landscape_terrain_visible_distance
Sets a new maximum visibility distance for the Landscape Terrain, in meters. The terrain is visible, as long as the distance between the camera and the terrain does not exceed this value.

Arguments

  • float distance - The maximum visibility distance, in meters.
    Range of values: [0.0f, inf]. The default value is 30000.0f.

float getLandscapeTerrainVisibleDistance() const#

Console: render_landscape_terrain_visible_distance
Returns the current maximum visibility distance for the Landscape Terrain, in meters. The terrain is visible, as long as the distance between the camera and the terrain does not exceed this value.

Return value

Current maximum visibility distance, in meters.
Range of values: [0.0f, inf]. The default value is 30000.0f.

void setLandscapeTerrainMaskDithering ( float dithering ) #

Console: render_landscape_terrain_mask_dithering
Sets a new global dither amount multiplier to be used for rendering details of the Landscape Terrain. Dithering enables reduction of graphical artefacts in case of increased Mask Contrast values set for a detail. This is a global multiplier for dithering values set for each detail mask.

Arguments

  • float dithering - The global dither amount multiplier.
    Range of values: [0.0f, 1.0f]. The default value is 1.0f.

float getLandscapeTerrainMaskDithering() const#

Console: render_landscape_terrain_mask_dithering
Returns the current global dither amount multiplier to be used for rendering details of the Landscape Terrain. Dithering enables reduction of graphical artefacts in case of increased Mask Contrast values set for a detail. This is a global multiplier for dithering values set for each detail mask.

Return value

Current global dither amount multiplier.
Range of values: [0.0f, 1.0f]. The default value is 1.0f.

void setFfpAntialiasingLines ( bool lines ) #

Console: render_ffp_antialiasing_lines
Sets a new value indicating if antialiasing is enabled for rrendering of the Visualizer and other FFP lines.

Arguments

  • bool lines - Set true to enable antialiasing for Visualizer and FFP; false - to disable it. The default value is true.

bool getFfpAntialiasingLines() const#

Console: render_ffp_antialiasing_lines
Returns the current value indicating if antialiasing is enabled for rrendering of the Visualizer and other FFP lines.

Return value

true if antialiasing for Visualizer and FFP is enabled; otherwise false. The default value is true.

void setWireframeAntialiasing ( bool antialiasing ) #

Console: render_wireframe_antialiasing
Sets a new value indicating if antialiasing is enabled for wireframe rendering.

Arguments

  • bool antialiasing - Set true to enable antialiasing for wireframe rendering; false - to disable it. The default value is true.

bool getWireframeAntialiasing() const#

Console: render_wireframe_antialiasing
Returns the current value indicating if antialiasing is enabled for wireframe rendering.

Return value

true if antialiasing for wireframe rendering is enabled; otherwise false. The default value is true.

float getEnvironmentHazePhysicalSunColorSaturation() const#

Returns the current intensity of the impact of the sunlight on haze (how much the sunlight affects the haze).

Return value

Current intensity of the sunlight color's contribution to the haze.

float getEnvironmentHazePhysicalSunLightIntensity() const#

Returns the current intensity of the impact of the sunlight on haze defining how much the sunlight affects the haze.

Return value

Current intensity of the sunlight impact.

float getEnvironmentHazePhysicalAmbientColorSaturation() const#

Returns the current intensity of the ambient color's contribution to the haze (how much the sunlight affects the haze).

Return value

Current intensity of the ambient color's contribution to the haze.

float getEnvironmentHazePhysicalAmbientLightIntensity() const#

Returns the current intensity of the impact of the ambient lighting on haze (how much the ambient lighting affects the haze).

Return value

Current intensity of the ambient lighting impact.

float getEnvironmentHazePhysicalHalfFalloffHeight() const#

Returns the current height of the haze density gradient. The higher the value, the longer the haze desity reduces as the height grows, making the transition between the clear sky and haze smoother.

Return value

Current height of the haze density gradient.

float getEnvironmentHazePhysicalHalfVisibilityDistance() const#

Returns the current distance to the boundary at which the visibility comprises 50%. There is no zero-visibility in the real world, so the half-visibility boundary is used to adjust haze distance.

Return value

Current distance, in units.

float getEnvironmentHazePhysicalStartHeight() const#

Returns the current reference height value for the two parameters (Half Visibility Distance and Half Faloff Height). To get the current reference height value for the specific preset, use RenderEnvironmentPreset::getHazePhysicalStartHeight().
Source code (C++)
// get a reference height value for the preset that overlays the others
Render::getEnvironmentHazePhysicalStartHeight();
// get a reference height value for the second environment preset
RenderEnvironmentPresetPtr preset = Render::getEnvironmentPreset(1);
preset->getHazePhysicalStartHeight();

Return value

Current reference height value, in units.

void setTessellationDensityMultiplier ( float multiplier ) #

Console: render_tessellation_density_multiplier
Sets a new global Density multiplier for the adaptive hardware-accelerated tessellation. Higher values produce denser meshes.

Arguments

  • float multiplier - The tessellation Density multiplier.
    Range of values: [0.0f, 10.0f]. The default value is 1.0f.

float getTessellationDensityMultiplier() const#

Console: render_tessellation_density_multiplier
Returns the current global Density multiplier for the adaptive hardware-accelerated tessellation. Higher values produce denser meshes.

Return value

Current tessellation Density multiplier.
Range of values: [0.0f, 10.0f]. The default value is 1.0f.

void setTessellationShadowDensityMultiplier ( float multiplier ) #

Console: render_tessellation_shadow_density_multiplier
Sets a new global Shadow Density multiplier for the Tessellated Displacement effect. Higher values produce more detailed shadows. You can make shadows from tessellated meshes simpler to save performance.

Arguments

  • float multiplier - The tessellation Shadow Density multiplier.
    Range of values: [0.01f, 10.0f]. The default value is 1.0f.

float getTessellationShadowDensityMultiplier() const#

Console: render_tessellation_shadow_density_multiplier
Returns the current global Shadow Density multiplier for the Tessellated Displacement effect. Higher values produce more detailed shadows. You can make shadows from tessellated meshes simpler to save performance.

Return value

Current tessellation Shadow Density multiplier.
Range of values: [0.01f, 10.0f]. The default value is 1.0f.

void setTessellationDistanceMultiplier ( float multiplier ) #

Console: render_tessellation_distance_multiplier
Sets a new global multiplier for all distance parameters of the adaptive hardware-accelerated tessellation used for distance-dependent optimization. Higher values make tessellation visible at longer distances from the camera (consuming more resources).

Arguments

  • float multiplier - The tessellation distance multiplier.
    Range of values: [0.0f, 10.0f]. The default value is 1.0f.

float getTessellationDistanceMultiplier() const#

Console: render_tessellation_distance_multiplier
Returns the current global multiplier for all distance parameters of the adaptive hardware-accelerated tessellation used for distance-dependent optimization. Higher values make tessellation visible at longer distances from the camera (consuming more resources).

Return value

Current tessellation distance multiplier.
Range of values: [0.0f, 10.0f]. The default value is 1.0f.

void setLightmapColor ( const Math::vec4& color ) #

Console: render_lightmap_color
Sets a new color multiplier for lightmaps.
Notice
Some light sources may be modified after the lightmap was baked. To make lighting in the scene consistent once again without any re-baking you can simply adjust the color multiplier for lightmaps. See the How-To video tutorial for additional information.

Arguments

  • const Math::vec4& color - The color multiplier.
    vec4_one - default value (white)

Math::vec4 getLightmapColor() const#

Console: render_lightmap_color
Returns the current color multiplier for lightmaps.
Notice
Some light sources may be modified after the lightmap was baked. To make lighting in the scene consistent once again without any re-baking you can simply adjust the color multiplier for lightmaps. See the How-To video tutorial for additional information.

Return value

Current color multiplier.
vec4_one - default value (white)

void setSSRViewBias ( float bias ) #

Console: render_ssr_view_bias
Sets a new bias value to which the ray starting position has been shifted along the view vector. This value is used for SSR (Screen-Space Reflections) calculation. Can be adjusted to fine-tune reflections of small objects at far distances. Recommended for narrow FOV angles. To use this option, SSR (see the setSSR() method) should be enabled.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • float bias - The view bias value.
    Range of values: [0.0f, 1.0f]. The default value is 1.0f.

float getSSRViewBias() const#

Console: render_ssr_view_bias
Returns the current bias value to which the ray starting position has been shifted along the view vector. This value is used for SSR (Screen-Space Reflections) calculation. Can be adjusted to fine-tune reflections of small objects at far distances. Recommended for narrow FOV angles. To use this option, SSR (see the setSSR() method) should be enabled.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current view bias value.
Range of values: [0.0f, 1.0f]. The default value is 1.0f.

void setSSRNormalBias ( float bias ) #

Console: render_ssr_normal_bias
Sets a new bias value to which the ray starting position has been shifted along the normal vector. This value is used for SSR (Screen-Space Reflections) calculation. Can be adjusted to fine-tune reflections of small objects at far distances. Recommended for narrow FOV angles. To use this option, SSR (see the setSSR() method) should be enabled.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • float bias - The normal bias value.
    Range of values: [0.0f, 1.0f]. The default value is 1.0f.

float getSSRNormalBias() const#

Console: render_ssr_normal_bias
Returns the current bias value to which the ray starting position has been shifted along the normal vector. This value is used for SSR (Screen-Space Reflections) calculation. Can be adjusted to fine-tune reflections of small objects at far distances. Recommended for narrow FOV angles. To use this option, SSR (see the setSSR() method) should be enabled.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current normal bias value.
Range of values: [0.0f, 1.0f]. The default value is 1.0f.

void setSSGIIntensityBoost ( int boost ) #

Console: render_ssgi_intensity_boost
Sets a new boost intensity value. Increases the SSGI intensity by raising the value to the specified power.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • int boost - The power to which the intensity is raised. One of the following values:
    • 0 - power of 1 (by default)
    • 1 - power of 2
    • 2 - power of 3
    • 3 - power of 4

int getSSGIIntensityBoost() const#

Console: render_ssgi_intensity_boost
Returns the current boost intensity value. Increases the SSGI intensity by raising the value to the specified power.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current power to which the intensity is raised. One of the following values:
  • 0 - power of 1 (by default)
  • 1 - power of 2
  • 2 - power of 3
  • 3 - power of 4

void setSRAADepthThreshold ( float threshold ) #

Console: render_sraa_depth_threshold
Sets a new depth threshold value used for edges detection that specifies the area for the SRAA processing. Turn on the debug mode and adjust this parameter in such a way that covers the required edges but at the same time leaves out the unnecessary geometry in the scene.

Arguments

  • float threshold - The depth threshold
    Range of values: [0.0f, inf]. The default value is 0.1f.

float getSRAADepthThreshold() const#

Console: render_sraa_depth_threshold
Returns the current depth threshold value used for edges detection that specifies the area for the SRAA processing. Turn on the debug mode and adjust this parameter in such a way that covers the required edges but at the same time leaves out the unnecessary geometry in the scene.

Return value

Current depth threshold
Range of values: [0.0f, inf]. The default value is 0.1f.

void setSRAADebug ( bool sraadebug ) #

Console: render_sraa_debug
Sets a new value indicating if the SRAA debug mode is enabled. This mode shows the geometry edges smoothed by the SRAA.

Arguments

  • bool sraadebug - Set true to enable SRAA debug mode; false - to disable it. The default value is true.

bool getSRAADebug() const#

Console: render_sraa_debug
Returns the current value indicating if the SRAA debug mode is enabled. This mode shows the geometry edges smoothed by the SRAA.

Return value

true if SRAA debug mode is enabled; otherwise false. The default value is true.

void setSRAATemporal ( bool sraatemporal ) #

Console: render_sraa_temporal
Sets a new value indicating if TAA integration is enabled. SRAA will use the shading sample from the previously rendered frame (TAA) to achieve correct anti-aliasing. Uses camera jittering, so it works only when the TAA (see the setTAA() method) is enabled. It is recommended to use this option by default.

Arguments

  • bool sraatemporal - Set true to enable usage of the shading sample from the previously rendered frame (TAA); false - to disable it. The default value is true.

bool getSRAATemporal() const#

Console: render_sraa_temporal
Returns the current value indicating if TAA integration is enabled. SRAA will use the shading sample from the previously rendered frame (TAA) to achieve correct anti-aliasing. Uses camera jittering, so it works only when the TAA (see the setTAA() method) is enabled. It is recommended to use this option by default.

Return value

true if usage of the shading sample from the previously rendered frame (TAA) is enabled; otherwise false. The default value is true.

void setSRAASamples ( int sraasamples ) #

Console: render_sraa_samples
Sets a new number of depth geometry samples per pixel. This value may significantly affect performance, so keep it low when the image quality differences are not apparent.

Arguments

  • int sraasamples - The number of depth geometry samples per pixel One of the following values:
    • 0 - 2
    • 1 - 4 (by default)
    • 2 - 8

int getSRAASamples() const#

Console: render_sraa_samples
Returns the current number of depth geometry samples per pixel. This value may significantly affect performance, so keep it low when the image quality differences are not apparent.

Return value

Current number of depth geometry samples per pixel One of the following values:
  • 0 - 2
  • 1 - 4 (by default)
  • 2 - 8

void setSRAA ( bool sraa ) #

Console: render_sraa
Sets a new value indicating if Subpixel Reconstruction Anti-Aliasing (SRAA) is enabled.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • bool sraa - Set true to enable SRAA; false - to disable it. The default value is true.

bool getSRAA() const#

Console: render_sraa
Returns the current value indicating if Subpixel Reconstruction Anti-Aliasing (SRAA) is enabled.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

true if SRAA is enabled; otherwise false. The default value is true.

void setPanoramaFisheyeFov ( float fov ) #

Console: render_panorama_fisheye_fov
Sets a new Field of View (in degrees) for the panoramic viewport mode selected at the moment.
Notice
Available only when the viewport rendering mode (see the setViewportMode() method) is set to one of the fisheye panorama modes (5-8).

Arguments

  • float fov - The Field of View, in degrees.
    Range of values: [0, 360]. The default value is 0.

float getPanoramaFisheyeFov() const#

Console: render_panorama_fisheye_fov
Returns the current Field of View (in degrees) for the panoramic viewport mode selected at the moment.
Notice
Available only when the viewport rendering mode (see the setViewportMode() method) is set to one of the fisheye panorama modes (5-8).

Return value

Current Field of View, in degrees.
Range of values: [0, 360]. The default value is 0.

void setShowVoxelProbeVisualizerSphereScale ( float scale ) #

Console: render_show_voxel_probe_visualizer_sphere_scale
Sets a new scale factor of the sphere that is used to visualize Voxel Probes. The sphere size depends on the scale factor and the voxel size.

Arguments

  • float scale - The scale factor of the visualization sphere.
    Range of values: [0.0f, 1.0f]. The default value is 0.25f.

float getShowVoxelProbeVisualizerSphereScale() const#

Console: render_show_voxel_probe_visualizer_sphere_scale
Returns the current scale factor of the sphere that is used to visualize Voxel Probes. The sphere size depends on the scale factor and the voxel size.

Return value

Current scale factor of the visualization sphere.
Range of values: [0.0f, 1.0f]. The default value is 0.25f.

void setShowVoxelProbeVisualizerGridSize ( int size ) #

Console: render_show_voxel_probe_visualizer_grid_size
Sets a new size of the grid that is used to visualize Voxel Probes.
Notice
For the probe to be visualized properly, the grid size should be from 7 to 40.

Arguments

  • int size - The number of spheres along the axis.
    Range of values: [7, 40]. The default value is 15.

int getShowVoxelProbeVisualizerGridSize() const#

Console: render_show_voxel_probe_visualizer_grid_size
Returns the current size of the grid that is used to visualize Voxel Probes.
Notice
For the probe to be visualized properly, the grid size should be from 7 to 40.

Return value

Current number of spheres along the axis.
Range of values: [7, 40]. The default value is 15.

void setShowVoxelProbeVisualizer ( bool visualizer ) #

Console: render_show_voxel_probe_visualizer
Sets a new value indicating if the Voxel Probe visualizer is enabled. The visualizer shows only the selected probe with the grid size (see the setShowVoxelProbeVisualizerGridSize() method) from 7 to 40.

Arguments

  • bool visualizer - Set true to enable Voxel Probe visualizer; false - to disable it. The default value is true.

bool getShowVoxelProbeVisualizer() const#

Console: render_show_voxel_probe_visualizer
Returns the current value indicating if the Voxel Probe visualizer is enabled. The visualizer shows only the selected probe with the grid size (see the setShowVoxelProbeVisualizerGridSize() method) from 7 to 40.

Return value

true if Voxel Probe visualizer is enabled; otherwise false. The default value is true.

void setClouds3dTextureVerticalResolution ( int resolution ) #

Console: render_clouds_3d_texture_vertical_resolution
Sets a new vertical resolution for the 3D texture to be used for clouds rendering.
Notice
Setting too high resolution may significantly affect performance, so adjust it wisely.

Arguments

  • int resolution - The vertical resolution, in pixels. One of the following values:
    • 0 - 32
    • 1 - 64
    • 2 - 128
    • 3 - 256 (by default)
    • 4 - 512

int getClouds3dTextureVerticalResolution() const#

Console: render_clouds_3d_texture_vertical_resolution
Returns the current vertical resolution for the 3D texture to be used for clouds rendering.
Notice
Setting too high resolution may significantly affect performance, so adjust it wisely.

Return value

Current vertical resolution, in pixels. One of the following values:
  • 0 - 32
  • 1 - 64
  • 2 - 128
  • 3 - 256 (by default)
  • 4 - 512

void setClouds3dTextureHorizontalResolution ( int resolution ) #

Console: render_clouds_3d_texture_horizontal_resolution
Sets a new horizontal resolution for the 3D texture to be used for clouds rendering.
Notice
Setting too high resolution may significantly affect performance, so adjust it wisely.

Arguments

  • int resolution - The horizontal resolution, in pixels. One of the following values:
    • 0 - 64
    • 1 - 128
    • 2 - 256 (by default)
    • 3 - 512
    • 4 - 1024
    • 5 - 2048

int getClouds3dTextureHorizontalResolution() const#

Console: render_clouds_3d_texture_horizontal_resolution
Returns the current horizontal resolution for the 3D texture to be used for clouds rendering.
Notice
Setting too high resolution may significantly affect performance, so adjust it wisely.

Return value

Current horizontal resolution, in pixels. One of the following values:
  • 0 - 64
  • 1 - 128
  • 2 - 256 (by default)
  • 3 - 512
  • 4 - 1024
  • 5 - 2048

void setCloudsLightingSamplesDistribution ( float distribution ) #

Console: render_clouds_lighting_samples_distribution
Sets a new value that controls distribution of samples for clouds lighting. Can be used to keep small details for long shadows when the lighting trace length value (see the setCloudsLightingTraceLength() method) is high.

Arguments

  • float distribution - The distribution value.
    Range of values: [0.001f, 5.0f]. The default value is 1.0f.

float getCloudsLightingSamplesDistribution() const#

Console: render_clouds_lighting_samples_distribution
Returns the current value that controls distribution of samples for clouds lighting. Can be used to keep small details for long shadows when the lighting trace length value (see the setCloudsLightingTraceLength() method) is high.

Return value

Current distribution value.
Range of values: [0.001f, 5.0f]. The default value is 1.0f.

void setCloudsTransparentOrder ( int order ) #

Console: render_clouds_transparent_order
Sets a new rendering order for clouds relative to transparent objects (except water).
  • Render Before Transparent — render clouds before all transparent objects (except water).
  • Render After Transparent — render clouds after all transparent objects (except water).
  • Sort Transparent — enable rough sorting for transparent objects relative to clouds (below the lowest cloud layer base -> inside the clouds -> above the highest cloud layer top).

Arguments

  • int order - The rendering order for clouds. One of the following values:
    • 0 - Render Before Transparent (by default)
    • 1 - Render After Transparent
    • 2 - Sort Transparent

int getCloudsTransparentOrder() const#

Console: render_clouds_transparent_order
Returns the current rendering order for clouds relative to transparent objects (except water).
  • Render Before Transparent — render clouds before all transparent objects (except water).
  • Render After Transparent — render clouds after all transparent objects (except water).
  • Sort Transparent — enable rough sorting for transparent objects relative to clouds (below the lowest cloud layer base -> inside the clouds -> above the highest cloud layer top).

Return value

Current rendering order for clouds. One of the following values:
  • 0 - Render Before Transparent (by default)
  • 1 - Render After Transparent
  • 2 - Sort Transparent

int getCloudsQualityPresetNumNames() const#

Returns the current number of clouds quality presets.

Return value

Current number of presets.

void setCloudsQualityPreset ( int preset ) #

Console: render_clouds_quality_preset
Sets a new index of the clouds quality preset used at the moment.

Arguments

  • int preset - The preset index. One of the following values:
    • 0 - Low (by default)
    • 1 - Medium
    • 2 - High + Interleaved
    • 3 - High
    • 4 - Ultra + Interleaved
    • 5 - Ultra
    • 6 - Extreme + Interleaved
    • 7 - Extreme
    • 8 - Custom

int getCloudsQualityPreset() const#

Console: render_clouds_quality_preset
Returns the current index of the clouds quality preset used at the moment.

Return value

Current preset index. One of the following values:
  • 0 - Low (by default)
  • 1 - Medium
  • 2 - High + Interleaved
  • 3 - High
  • 4 - Ultra + Interleaved
  • 5 - Ultra
  • 6 - Extreme + Interleaved
  • 7 - Extreme
  • 8 - Custom

void setLandscapeOperationsPerFrame ( int frame ) #

Console: render_landscape_operations_per_frame
Sets a new maximum number of Landscape texture draw operations (asyncTextureDraw) that can be performed per frame.

Arguments

  • int frame - The number of operations.
    Range of values: [1, 1000]. The default value is 10.

int getLandscapeOperationsPerFrame() const#

Console: render_landscape_operations_per_frame
Returns the current maximum number of Landscape texture draw operations (asyncTextureDraw) that can be performed per frame.

Return value

Current number of operations.
Range of values: [1, 1000]. The default value is 10.

int getLandscapeTerrainStreamingPresetNumNames() const#

Returns the current number of Landscape Terrain streaming presets.

Return value

Current number of presets.

void setLandscapeTerrainStreamingPreset ( int preset ) #

Console: render_landscape_terrain_streaming_preset
Sets a new index of the Landscape Terrain streaming preset used at the moment.
Notice
Presets override user-defined custom settings. When any preset other than Custom is active, modification of the parameters via API has no effect. The parameter value set via the last API call shall be used only when the Custom preset is active. When checking the current parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).

Arguments

  • int preset - The preset index. One of the following values:
    • 0 - Low (by default)
    • 1 - Medium
    • 2 - High
    • 3 - Ultra
    • 4 - Extreme
    • 5 - Custom

int getLandscapeTerrainStreamingPreset() const#

Console: render_landscape_terrain_streaming_preset
Returns the current index of the Landscape Terrain streaming preset used at the moment.
Notice
Presets override user-defined custom settings. When any preset other than Custom is active, modification of the parameters via API has no effect. The parameter value set via the last API call shall be used only when the Custom preset is active. When checking the current parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).

Return value

Current preset index. One of the following values:
  • 0 - Low (by default)
  • 1 - Medium
  • 2 - High
  • 3 - Ultra
  • 4 - Extreme
  • 5 - Custom

int getLandscapeTerrainGeometryPresetNumNames() const#

Returns the current number of Landscape Terrain geometry presets.

Return value

Current number of presets.

void setLandscapeTerrainGeometryPreset ( int preset ) #

Console: render_landscape_terrain_geometry_preset
Sets a new index of the Landscape Terrain geometry preset used at the moment.
Notice
Presets override user-defined custom settings. When any preset other than Custom is active, modification of the parameters via API has no effect. The parameter value set via the last API call shall be used only when the Custom preset is active. When checking the current parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).

Arguments

  • int preset - The preset index. One of the following values:
    • 0 - Low (by default)
    • 1 - Medium
    • 2 - High
    • 3 - Ultra
    • 4 - Extreme
    • 5 - Custom

int getLandscapeTerrainGeometryPreset() const#

Console: render_landscape_terrain_geometry_preset
Returns the current index of the Landscape Terrain geometry preset used at the moment.
Notice
Presets override user-defined custom settings. When any preset other than Custom is active, modification of the parameters via API has no effect. The parameter value set via the last API call shall be used only when the Custom preset is active. When checking the current parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).

Return value

Current preset index. One of the following values:
  • 0 - Low (by default)
  • 1 - Medium
  • 2 - High
  • 3 - Ultra
  • 4 - Extreme
  • 5 - Custom

int getWaterGeometryPresetNumNames() const#

Returns the current number of Global Water geometry presets.

Return value

Current number of presets.

void setWaterGeometryPreset ( int preset ) #

Console: render_water_geometry_preset
Sets a new index of the Global Water geometry preset used at the moment.

Arguments

  • int preset - The preset index. One of the following values:
    • 0 - Low (by default)
    • 1 - Medium
    • 2 - High
    • 3 - Ultra
    • 4 - Extreme
    • 5 - Custom

int getWaterGeometryPreset() const#

Console: render_water_geometry_preset
Returns the current index of the Global Water geometry preset used at the moment.

Return value

Current preset index. One of the following values:
  • 0 - Low (by default)
  • 1 - Medium
  • 2 - High
  • 3 - Ultra
  • 4 - Extreme
  • 5 - Custom

int getDOFPresetNumNames() const#

Returns the current number of DoF presets.

Return value

Current number of presets.

void setDOFPreset ( int dofpreset ) #

Console: render_dof_preset
Sets a new DoF effect quality preset.

Arguments

  • int dofpreset - The preset index. One of the following values:
    • 0 - Very Low (by default)
    • 1 - Low
    • 2 - Medium
    • 3 - High
    • 4 - Ultra
    • 5 - Extreme
    • 6 - Custom

int getDOFPreset() const#

Console: render_dof_preset
Returns the current DoF effect quality preset.

Return value

Current preset index. One of the following values:
  • 0 - Very Low (by default)
  • 1 - Low
  • 2 - Medium
  • 3 - High
  • 4 - Ultra
  • 5 - Extreme
  • 6 - Custom

int getMotionBlurPresetNumNames() const#

Returns the current number of Motion Blur presets.

Return value

Current number of presets.

void setMotionBlurPreset ( int preset ) #

Console: render_motion_blur_preset
Sets a new Motion Blur preset.

Arguments

  • int preset - The preset index. One of the following values:
    • 0 - Low (by default)
    • 1 - Medium
    • 2 - High
    • 3 - Ultra
    • 4 - Custom

int getMotionBlurPreset() const#

Console: render_motion_blur_preset
Returns the current Motion Blur preset.

Return value

Current preset index. One of the following values:
  • 0 - Low (by default)
  • 1 - Medium
  • 2 - High
  • 3 - Ultra
  • 4 - Custom

int getSSSSSPresetNumNames() const#

Returns the current number of SSSSS (Screen-Space Subsurface Scattering) presets.

Return value

Current number of presets.

void setSSSSSPreset ( int ssssspreset ) #

Console: render_sssss_preset
Sets a new SSSSS (Screen-Space Subsurface Scattering) preset used at the moment.

Arguments

  • int ssssspreset - The preset index. One of the following values:
    • 0 - Low (by default)
    • 1 - Medium
    • 2 - High
    • 3 - Ultra
    • 4 - Extreme
    • 5 - Custom

int getSSSSSPreset() const#

Console: render_sssss_preset
Returns the current SSSSS (Screen-Space Subsurface Scattering) preset used at the moment.

Return value

Current preset index. One of the following values:
  • 0 - Low (by default)
  • 1 - Medium
  • 2 - High
  • 3 - Ultra
  • 4 - Extreme
  • 5 - Custom

int getSSRPresetNumNames() const#

Returns the current number of SSR (Screen-Space Reflections) presets.

Return value

Current number of presets.

void setSSRPreset ( int ssrpreset ) #

Console: render_ssr_preset
Sets a new SSR (Screen-Space Reflections) preset used at the moment.

Arguments

  • int ssrpreset - The preset index. One of the following values:
    • 0 - Low (by default)
    • 1 - Medium
    • 2 - High
    • 3 - Ultra
    • 4 - Extreme
    • 5 - Custom

int getSSRPreset() const#

Console: render_ssr_preset
Returns the current SSR (Screen-Space Reflections) preset used at the moment.

Return value

Current preset index. One of the following values:
  • 0 - Low (by default)
  • 1 - Medium
  • 2 - High
  • 3 - Ultra
  • 4 - Extreme
  • 5 - Custom

void setBentNormalColorClampingVelocityThreshold ( float threshold ) #

Console: render_bent_normal_color_clamping_velocity_threshold
Sets a new sensitivity of TAA color clamping for the bent normals effect to pixel velocity change. This parameter is used to reduce ghosting effect for lower Color Clamping Intensity values (see the setBentNormalColorClampingIntensity() method) : it automatically increases clamping intensity for higher velocities, and disables clamping for low velocity values.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • float threshold - The threshold for the ray-traced bent normals calculation.
    Range of values: [0.0f, inf]. The default value is 0.0f.

float getBentNormalColorClampingVelocityThreshold() const#

Console: render_bent_normal_color_clamping_velocity_threshold
Returns the current sensitivity of TAA color clamping for the bent normals effect to pixel velocity change. This parameter is used to reduce ghosting effect for lower Color Clamping Intensity values (see the setBentNormalColorClampingIntensity() method) : it automatically increases clamping intensity for higher velocities, and disables clamping for low velocity values.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current threshold for the ray-traced bent normals calculation.
Range of values: [0.0f, inf]. The default value is 0.0f.

void setBentNormalColorClampingIntensity ( float intensity ) #

Console: render_bent_normal_color_clamping_intensity
Sets a new intensity of TAA color clamping at zero pixel velocity for the bent normals effect. Lower values result in more accumulated frames combined, which reduces noise flickering, but increases ghosting effect (to reduce ghosting in this case you can use Bent Normal Color Clamping Velocity Threshold (see the setBentNormalColorClampingVelocityThreshold() method) , while higher values reduce ghosting effect, but increase flickering.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • float intensity - The TAA color clamping intensity.
    Range of values: [0.0f, 1.0f]. The default value is 1.0f.

float getBentNormalColorClampingIntensity() const#

Console: render_bent_normal_color_clamping_intensity
Returns the current intensity of TAA color clamping at zero pixel velocity for the bent normals effect. Lower values result in more accumulated frames combined, which reduces noise flickering, but increases ghosting effect (to reduce ghosting in this case you can use Bent Normal Color Clamping Velocity Threshold (see the setBentNormalColorClampingVelocityThreshold() method) , while higher values reduce ghosting effect, but increase flickering.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current TAA color clamping intensity.
Range of values: [0.0f, 1.0f]. The default value is 1.0f.

void setBentNormalDenoiseRadius ( int radius ) #

Console: render_bent_normal_denoise_radius
Sets a new radius of the area to be affected by noise reduction for the bent normal effect.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • int radius - The radius.
    Range of values: [1, 3]. The default value is 1.

int getBentNormalDenoiseRadius() const#

Console: render_bent_normal_denoise_radius
Returns the current radius of the area to be affected by noise reduction for the bent normal effect.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current radius.
Range of values: [1, 3]. The default value is 1.

void setBentNormalDenoiseThreshold ( float threshold ) #

Console: render_bent_normal_denoise_threshold
Sets a new threshold value for color difference of neighboring pixels used for noise reduction for the bent normals effect. Blur is applied when the color difference is less than the threshold value.
Notice
Too high values result in blurring the whole image.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • float threshold - The threshold.
    Range of values: [0.0f, 1.0f]. The default value is 0.2f.

float getBentNormalDenoiseThreshold() const#

Console: render_bent_normal_denoise_threshold
Returns the current threshold value for color difference of neighboring pixels used for noise reduction for the bent normals effect. Blur is applied when the color difference is less than the threshold value.
Notice
Too high values result in blurring the whole image.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current threshold.
Range of values: [0.0f, 1.0f]. The default value is 0.2f.

void setBentNormalDenoiseGaussianSigma ( float sigma ) #

Console: render_bent_normal_denoise_gaussian_sigma
Sets a new sigma parameter of Gaussian blur used for noise reduction for the bent normals effect. This parameter controls the amount of blur applied.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • float sigma - The Gaussian blur sigma parameter value.
    Range of values: [0.0f, 100.0f]. The default value is 10.0f.

float getBentNormalDenoiseGaussianSigma() const#

Console: render_bent_normal_denoise_gaussian_sigma
Returns the current sigma parameter of Gaussian blur used for noise reduction for the bent normals effect. This parameter controls the amount of blur applied.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current Gaussian blur sigma parameter value.
Range of values: [0.0f, 100.0f]. The default value is 10.0f.

void setBentNormalDenoiseIntensity ( float intensity ) #

Console: render_bent_normal_denoise_intensity
Sets a new noise reduction intensity for the Bent Normals effect. Higher values provide a less noisy, but more blurred result.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • float intensity - The noise reduction intensity value.
    Range of values: [0.0f, 1.0f]. The default value is 0.2f.

float getBentNormalDenoiseIntensity() const#

Console: render_bent_normal_denoise_intensity
Returns the current noise reduction intensity for the Bent Normals effect. Higher values provide a less noisy, but more blurred result.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current noise reduction intensity value.
Range of values: [0.0f, 1.0f]. The default value is 0.2f.

int getBentNormalPresetNumNames() const#

Returns the current number of Bent Normal presets.

Return value

Current number of presets.

void setBentNormalPreset ( int preset ) #

Console: render_bent_normal_preset
Sets a new Bent Normal preset used at the moment.

Arguments

  • int preset - The preset index. One of the following values:
    • 0 - Raytracing Low (by default)
    • 1 - Raytracing Medium
    • 2 - Raytracing High
    • 3 - Custom

int getBentNormalPreset() const#

Console: render_bent_normal_preset
Returns the current Bent Normal preset used at the moment.

Return value

Current preset index. One of the following values:
  • 0 - Raytracing Low (by default)
  • 1 - Raytracing Medium
  • 2 - Raytracing High
  • 3 - Custom

int getSSGIPresetNumNames() const#

Returns the current number of SSGI (Screen-Space Global Illumination) presets.

Return value

Current number of presets.

void setSSGIPreset ( int ssgipreset ) #

Console: render_ssgi_preset
Sets a new SSGI (Screen-Space Global Illumination) preset used at the moment. The following presets are available:
  • Raytracing — raytracing calculations for SSGI are enabled
  • Raytracing + Denoise — raytracing calculations along with the noise reduction for SSAO are enabled
  • Custom — adjust the feature's quality manually

Arguments

  • int ssgipreset - The preset index. One of the following values:
    • 0 - Raytracing (by default)
    • 1 - Raytracing + Denoise
    • 2 - Custom

int getSSGIPreset() const#

Console: render_ssgi_preset
Returns the current SSGI (Screen-Space Global Illumination) preset used at the moment. The following presets are available:
  • Raytracing — raytracing calculations for SSGI are enabled
  • Raytracing + Denoise — raytracing calculations along with the noise reduction for SSAO are enabled
  • Custom — adjust the feature's quality manually

Return value

Current preset index. One of the following values:
  • 0 - Raytracing (by default)
  • 1 - Raytracing + Denoise
  • 2 - Custom

void setSSAOColorClampingVelocityThreshold ( float threshold ) #

Console: render_ssao_color_clamping_velocity_threshold
Sets a new sensitivity of TAA color clamping for the SSAO (Screen Space Ambient Occlusion) effect to pixel velocity change. This parameter is used to reduce ghosting effect for lower Color Clamping Intensity values (see the setSSAOColorClampingIntensity() method) : it automatically increases clamping intensity for higher velocities, and disables clamping for low velocity values.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • float threshold - The TAA color clamping intensity threshold.
    Range of values: [0.0f, inf]. The default value is 0.0f.

float getSSAOColorClampingVelocityThreshold() const#

Console: render_ssao_color_clamping_velocity_threshold
Returns the current sensitivity of TAA color clamping for the SSAO (Screen Space Ambient Occlusion) effect to pixel velocity change. This parameter is used to reduce ghosting effect for lower Color Clamping Intensity values (see the setSSAOColorClampingIntensity() method) : it automatically increases clamping intensity for higher velocities, and disables clamping for low velocity values.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current TAA color clamping intensity threshold.
Range of values: [0.0f, inf]. The default value is 0.0f.

void setSSAOColorClampingIntensity ( float intensity ) #

Console: render_ssao_color_clamping_intensity
Sets a new intensity of TAA color clamping at zero pixel velocity for the SSAO (Screen Space Ambient Occlusion) effect. Lower values result in more accumulated frames combined, which reduces noise flickering, but increases ghosting effect (to reduce ghosting in this case you can use SSAO Color Clamping Velocity Threshold (see the setSSAOColorClampingVelocityThreshold() method) , while higher values reduce ghosting effect, but increase flickering.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • float intensity - The TAA color clamping intensity.
    Range of values: [0.0f, 1.0f]. The default value is 1.0f.

float getSSAOColorClampingIntensity() const#

Console: render_ssao_color_clamping_intensity
Returns the current intensity of TAA color clamping at zero pixel velocity for the SSAO (Screen Space Ambient Occlusion) effect. Lower values result in more accumulated frames combined, which reduces noise flickering, but increases ghosting effect (to reduce ghosting in this case you can use SSAO Color Clamping Velocity Threshold (see the setSSAOColorClampingVelocityThreshold() method) , while higher values reduce ghosting effect, but increase flickering.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current TAA color clamping intensity.
Range of values: [0.0f, 1.0f]. The default value is 1.0f.

void setSSAODenoiseRadius ( int radius ) #

Console: render_ssao_denoise_radius
Sets a new radius of the area to be affected by noise reduction for the SSAO (Screen Space Ambient Occlusion) effect.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • int radius - The radius.
    Range of values: [1, 3]. The default value is 1.

int getSSAODenoiseRadius() const#

Console: render_ssao_denoise_radius
Returns the current radius of the area to be affected by noise reduction for the SSAO (Screen Space Ambient Occlusion) effect.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current radius.
Range of values: [1, 3]. The default value is 1.

void setSSAODenoiseThreshold ( float threshold ) #

Console: render_ssao_denoise_threshold
Sets a new threshold.threshold value for color difference of neighboring pixels used for noise reduction for the SSAO (Screen Space Ambient Occlusion) effect. The blur is applied when the color difference is less than the threshold value.
Notice
Setting too high values results in blurring the whole image.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • float threshold - The
    Range of values: [0.0f, 1.0f]. The default value is 0.1f.

float getSSAODenoiseThreshold() const#

Console: render_ssao_denoise_threshold
Returns the current threshold.threshold value for color difference of neighboring pixels used for noise reduction for the SSAO (Screen Space Ambient Occlusion) effect. The blur is applied when the color difference is less than the threshold value.
Notice
Setting too high values results in blurring the whole image.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current
Range of values: [0.0f, 1.0f]. The default value is 0.1f.

void setSSAODenoiseGaussianSigma ( float sigma ) #

Console: render_ssao_denoise_gaussian_sigma
Sets a new sigma parameter of Gaussian blur used for noise reduction for the SSAO (Screen Space Ambient Occlusion) effect. This parameter controls the amount of blur applied.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • float sigma - The Gaussian blur sigma parameter value.
    Range of values: [0.0f, 100.0f]. The default value is 10.0f.

float getSSAODenoiseGaussianSigma() const#

Console: render_ssao_denoise_gaussian_sigma
Returns the current sigma parameter of Gaussian blur used for noise reduction for the SSAO (Screen Space Ambient Occlusion) effect. This parameter controls the amount of blur applied.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current Gaussian blur sigma parameter value.
Range of values: [0.0f, 100.0f]. The default value is 10.0f.

void setSSAODenoiseIntensity ( float intensity ) #

Console: render_ssao_denoise_intensity
Sets a new noise reduction intensity for the SSAO (Screen Space Ambient Occlusion) effect. Higher values provide a less noisy, but more blurred result.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • float intensity - The noise reduction intensity.
    Range of values: [0.0f, 1.0f]. The default value is 0.2f.

float getSSAODenoiseIntensity() const#

Console: render_ssao_denoise_intensity
Returns the current noise reduction intensity for the SSAO (Screen Space Ambient Occlusion) effect. Higher values provide a less noisy, but more blurred result.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current noise reduction intensity.
Range of values: [0.0f, 1.0f]. The default value is 0.2f.

int getSSAOPresetNumNames() const#

Returns the current number of SSAO (Screen-Space Ambient Occlusion) presets.

Return value

Current number of presets.

void setSSAOPreset ( int ssaopreset ) #

Console: render_ssao_preset
Sets a new SSAO (Screen-Space Ambient Occlusion) preset used at the moment.

Arguments

  • int ssaopreset - The preset index. One of the following values:
    • 0 - Simple Low (by default)
    • 1 - Simple Medium
    • 2 - Simple High
    • 3 - Simple Ultra
    • 4 - Raytracing
    • 5 - Raytracing + Denoise
    • 6 - Custom

int getSSAOPreset() const#

Console: render_ssao_preset
Returns the current SSAO (Screen-Space Ambient Occlusion) preset used at the moment.

Return value

Current preset index. One of the following values:
  • 0 - Simple Low (by default)
  • 1 - Simple Medium
  • 2 - Simple High
  • 3 - Simple Ultra
  • 4 - Raytracing
  • 5 - Raytracing + Denoise
  • 6 - Custom

int getSSRTGIPresetNumNames() const#

Returns the current number of SSRTGI (Screen-Space Ray-Traced Global Illumination) presets.

Return value

Current number of presets.

void setSSRTGIPreset ( int ssrtgipreset ) #

Console: render_ssrtgi_preset
Sets a new index of the SSRTGI (Screen-Space Ray-Traced Global Illumination) preset used at the moment.

Arguments

  • int ssrtgipreset - The preset index. One of the following values:
    • 0 - Low (by default)
    • 1 - Medium
    • 2 - High
    • 3 - Ultra
    • 4 - Extreme
    • 5 - Custom

int getSSRTGIPreset() const#

Console: render_ssrtgi_preset
Returns the current index of the SSRTGI (Screen-Space Ray-Traced Global Illumination) preset used at the moment.

Return value

Current preset index. One of the following values:
  • 0 - Low (by default)
  • 1 - Medium
  • 2 - High
  • 3 - Ultra
  • 4 - Extreme
  • 5 - Custom

int getGIPresetNumNames() const#

Returns the current number of GI (Global Illumination) presets.

Return value

Current number of presets.

void setGIPreset ( int gipreset ) #

Console: render_gi_preset
Sets a new index of the GI (Global Illumination) preset used at the moment.

Arguments

  • int gipreset - The preset index. One of the following values:
    • 0 - Disabled (by default)
    • 1 - Low
    • 2 - Medium
    • 3 - High
    • 4 - High + SSGI
    • 5 - Ultra
    • 6 - Ultra + SSGI
    • 7 - Extreme
    • 8 - Extreme + SSGI
    • 9 - Custom

int getGIPreset() const#

Console: render_gi_preset
Returns the current index of the GI (Global Illumination) preset used at the moment.

Return value

Current preset index. One of the following values:
  • 0 - Disabled (by default)
  • 1 - Low
  • 2 - Medium
  • 3 - High
  • 4 - High + SSGI
  • 5 - Ultra
  • 6 - Ultra + SSGI
  • 7 - Extreme
  • 8 - Extreme + SSGI
  • 9 - Custom

void setRefractionWarpBackgroundTransparentSurfaces ( int surfaces ) #

Console: render_refraction_warp_background_transparent_surfaces
Sets a new value indicating if refraction affects background transparent surfaces (except for water and clouds). The following values are available:
  • Never — no refraction distortion is applied to transparent surfaces.
  • Behind Farthest Refractive Surface — apply refraction distortion to all transparent surfaces behind the farthest refractive surface.
This method takes effect only when rendering of refractions (see the setRefraction() method) is enabled.

Arguments

  • int surfaces - The refraction mode. One of the following values:
    • 0 - Never (by default)
    • 1 - Behind Farthest Refractive Surface

int getRefractionWarpBackgroundTransparentSurfaces() const#

Console: render_refraction_warp_background_transparent_surfaces
Returns the current value indicating if refraction affects background transparent surfaces (except for water and clouds). The following values are available:
  • Never — no refraction distortion is applied to transparent surfaces.
  • Behind Farthest Refractive Surface — apply refraction distortion to all transparent surfaces behind the farthest refractive surface.
This method takes effect only when rendering of refractions (see the setRefraction() method) is enabled.

Return value

Current refraction mode. One of the following values:
  • 0 - Never (by default)
  • 1 - Behind Farthest Refractive Surface

int getTAAPresetNumNames() const#

Returns the current number of TAA (Temporal Anti-Aliasing) presets.

Return value

Current number of presets.

void setTAAPreset ( int taapreset ) #

Console: render_taa_preset
Sets a new TAA (Temporal Anti-Aliasing) preset used at the moment.

Arguments

  • int taapreset - The preset index. One of the following values:
    • 0 - Sharpest (by default)
    • 1 - Sharp
    • 2 - Smooth
    • 3 - Smoothest
    • 4 - VR Mode
    • 5 - Custom

int getTAAPreset() const#

Console: render_taa_preset
Returns the current TAA (Temporal Anti-Aliasing) preset used at the moment.

Return value

Current preset index. One of the following values:
  • 0 - Sharpest (by default)
  • 1 - Sharp
  • 2 - Smooth
  • 3 - Smoothest
  • 4 - VR Mode
  • 5 - Custom

int getAAPresetNumNames() const#

Returns the current number of AA (Anti-Aliasing) presets.

Return value

Current number of presets.

void setAAPreset ( int aapreset ) #

Console: render_aa_preset
Sets a new index of the AA (Anti-Aliasing) preset used at the moment.

Arguments

  • int aapreset - The preset index. One of the following values:
    • 0 - Sharpest (by default)
    • 1 - Sharp
    • 2 - Smooth
    • 3 - Smooth + SRAA
    • 4 - Smoothest
    • 5 - Smoothest + SRAA
    • 6 - VR Mode
    • 7 - Custom

int getAAPreset() const#

Console: render_aa_preset
Returns the current index of the AA (Anti-Aliasing) preset used at the moment.

Return value

Current preset index. One of the following values:
  • 0 - Sharpest (by default)
  • 1 - Sharp
  • 2 - Smooth
  • 3 - Smooth + SRAA
  • 4 - Smoothest
  • 5 - Smoothest + SRAA
  • 6 - VR Mode
  • 7 - Custom

void setACESWithReinhardShoulderLength ( float length ) #

Console: render_aces_with_reinhard_shoulder_length
Sets a new shoulder length parameter for the ACES with Reinhard operator. Controls the amount of f-stops to add to the dynamic range of the curve. Defines how much of the highlights the curve takes into account.

Arguments

  • float length - The shoulder length.
    Range of values: [0.0f, 1.0f]. The default value is 0.14f.

float getACESWithReinhardShoulderLength() const#

Console: render_aces_with_reinhard_shoulder_length
Returns the current shoulder length parameter for the ACES with Reinhard operator. Controls the amount of f-stops to add to the dynamic range of the curve. Defines how much of the highlights the curve takes into account.

Return value

Current shoulder length.
Range of values: [0.0f, 1.0f]. The default value is 0.14f.

void setACESWithReinhardShoulderStrength ( float strength ) #

Console: render_aces_with_reinhard_shoulder_strength
Sets a new shoulder strength parameter for the ACES with Reinhard operator. Controls the strength of the transition between the curve's midsection and the curve's shoulder.

Arguments

  • float strength - The shoulder strength.
    Range of values: [0.0f, 10.0f]. The default value is 0.59f.

float getACESWithReinhardShoulderStrength() const#

Console: render_aces_with_reinhard_shoulder_strength
Returns the current shoulder strength parameter for the ACES with Reinhard operator. Controls the strength of the transition between the curve's midsection and the curve's shoulder.

Return value

Current shoulder strength.
Range of values: [0.0f, 10.0f]. The default value is 0.59f.

void setACESWithReinhardShoulderAngle ( float angle ) #

Console: render_aces_with_reinhard_shoulder_angle
Sets a new shoulder angle parameter for the ACES with Reinhard operator. Controls how much overshoot should be added to the curve's shoulder.

Arguments

  • float angle - The shoulder angle.
    Range of values: [0.0f, 10.0f]. The default value is 2.43f.

float getACESWithReinhardShoulderAngle() const#

Console: render_aces_with_reinhard_shoulder_angle
Returns the current shoulder angle parameter for the ACES with Reinhard operator. Controls how much overshoot should be added to the curve's shoulder.

Return value

Current shoulder angle.
Range of values: [0.0f, 10.0f]. The default value is 2.43f.

void setACESWithReinhardToe ( float toe ) #

Console: render_aces_with_reinhard_toe
Sets a new toe parameter for the ACES with Reinhard operator. Controls the dark color. Higher values result in darker colors.

Arguments

  • float toe - The toe value.
    Range of values: [0.0f, 10.0f]. The default value is 0.03f.

float getACESWithReinhardToe() const#

Console: render_aces_with_reinhard_toe
Returns the current toe parameter for the ACES with Reinhard operator. Controls the dark color. Higher values result in darker colors.

Return value

Current toe value.
Range of values: [0.0f, 10.0f]. The default value is 0.03f.

void setACESWithReinhardWhiteClip ( float clip ) #

Console: render_aces_with_reinhard_white_clip
Sets a new white clip parameter for the ACES with Reinhard operator. Controls the cut-off point for white.ACES with Reinhard operator's white clip.

Arguments

  • float clip - The white clip value.
    Range of values: [0.0f, 10.0f]. The default value is 2.51f.

float getACESWithReinhardWhiteClip() const#

Console: render_aces_with_reinhard_white_clip
Returns the current white clip parameter for the ACES with Reinhard operator. Controls the cut-off point for white.ACES with Reinhard operator's white clip.

Return value

Current white clip value.
Range of values: [0.0f, 10.0f]. The default value is 2.51f.

void setACESShoulderLength ( float length ) #

Console: render_aces_shoulder_length
Sets a new shoulder length parameter for the ACES operator. Controls the amount of f-stops to add to the dynamic range of the curve. Defines how much of the highlights the curve takes into account.

Arguments

  • float length - The shoulder length.
    Range of values: [0.0f, 1.0f]. The default value is 0.59f.

float getACESShoulderLength() const#

Console: render_aces_shoulder_length
Returns the current shoulder length parameter for the ACES operator. Controls the amount of f-stops to add to the dynamic range of the curve. Defines how much of the highlights the curve takes into account.

Return value

Current shoulder length.
Range of values: [0.0f, 1.0f]. The default value is 0.59f.

void setACESShoulderStrength ( float strength ) #

Console: render_aces_shoulder_strength
Sets a new shoulder strength parameter for the ACES operator. Controls the strength of the transition between the curve's midsection and the curve's shoulder.

Arguments

  • float strength - The shoulder strength.
    Range of values: [0.0f, 10.0f]. The default value is 0.59f.

float getACESShoulderStrength() const#

Console: render_aces_shoulder_strength
Returns the current shoulder strength parameter for the ACES operator. Controls the strength of the transition between the curve's midsection and the curve's shoulder.

Return value

Current shoulder strength.
Range of values: [0.0f, 10.0f]. The default value is 0.59f.

void setACESShoulderAngle ( float angle ) #

Console: render_aces_shoulder_angle
Sets a new shoulder angle parameter for the ACES operator. Controls how much overshoot should be added to the curve's shoulder.

Arguments

  • float angle - The shoulder angle.
    Range of values: [0.0f, 10.0f]. The default value is 2.43f.

float getACESShoulderAngle() const#

Console: render_aces_shoulder_angle
Returns the current shoulder angle parameter for the ACES operator. Controls how much overshoot should be added to the curve's shoulder.

Return value

Current shoulder angle.
Range of values: [0.0f, 10.0f]. The default value is 2.43f.

void setACESToe ( float acestoe ) #

Console: render_aces_toe
Sets a new toe parameter for the ACES operator. Controls the dark color. Higher values result in darker colors.

Arguments

  • float acestoe - The toe value.
    Range of values: [0.0f, 10.0f]. The default value is 0.03f.

float getACESToe() const#

Console: render_aces_toe
Returns the current toe parameter for the ACES operator. Controls the dark color. Higher values result in darker colors.

Return value

Current toe value.
Range of values: [0.0f, 10.0f]. The default value is 0.03f.

void setACESWhiteClip ( float clip ) #

Console: render_aces_white_clip
Sets a new white clip parameter for the ACES operator. Controls the cut-off point for white.

Arguments

  • float clip - The white clip value.
    Range of values: [0.0f, 10.0f]. The default value is 2.51f.

float getACESWhiteClip() const#

Console: render_aces_white_clip
Returns the current white clip parameter for the ACES operator. Controls the cut-off point for white.

Return value

Current white clip value.
Range of values: [0.0f, 10.0f]. The default value is 2.51f.

void setACESWithReinhardMix ( float mix ) #

Console: render_aces_with_reinhard_mix
Sets a new ACES with Reinhard tonemapping operator contribution. If the value is closer to 0, then ACES prevails. Otherwise, when the value is closer to 1, the Reinhard has a grater impact.

Arguments

  • float mix - The ACES with Reinhard tonemapping operator contribution.
    Range of values: [0.0f, 1.0f]. The default value is 0.5f.

float getACESWithReinhardMix() const#

Console: render_aces_with_reinhard_mix
Returns the current ACES with Reinhard tonemapping operator contribution. If the value is closer to 0, then ACES prevails. Otherwise, when the value is closer to 1, the Reinhard has a grater impact.

Return value

Current ACES with Reinhard tonemapping operator contribution.
Range of values: [0.0f, 1.0f]. The default value is 0.5f.

void setReinhardLumaBasedContribution ( float contribution ) #

Console: render_reinhard_luma_based_contribution
Sets a new Reinhard Luma Based tonemapping operator contribution. Controls the overall contribution that the Reinhard operator makes to the final color grading of the image. Higher values result in more tonemapping contribution to the final image.

Arguments

  • float contribution - The Reinhard Luma Based tonemapping operator contribution.
    Range of values: [0.0f, 1.0f]. The default value is 1.0f.

float getReinhardLumaBasedContribution() const#

Console: render_reinhard_luma_based_contribution
Returns the current Reinhard Luma Based tonemapping operator contribution. Controls the overall contribution that the Reinhard operator makes to the final color grading of the image. Higher values result in more tonemapping contribution to the final image.

Return value

Current Reinhard Luma Based tonemapping operator contribution.
Range of values: [0.0f, 1.0f]. The default value is 1.0f.

void setReinhardContribution ( float contribution ) #

Console: render_reinhard_contribution
Sets a new Reinhard tonemapping operator contribution.

The value is calculated according to the following formula:

C / (1 + C)
It controls the overall contribution that the Reinhard operator makes to the final color grading of the image. The higher values result in more tonemapping contribution to the final image.

Arguments

  • float contribution - The Reinhard tonemapping operator contribution.
    Range of values: [0.0f, 1.0f]. The default value is 1.0f.

float getReinhardContribution() const#

Console: render_reinhard_contribution
Returns the current Reinhard tonemapping operator contribution.

The value is calculated according to the following formula:

C / (1 + C)
It controls the overall contribution that the Reinhard operator makes to the final color grading of the image. The higher values result in more tonemapping contribution to the final image.

Return value

Current Reinhard tonemapping operator contribution.
Range of values: [0.0f, 1.0f]. The default value is 1.0f.

void setTonemapper ( int tonemapper ) #

Console: render_tonemapper
Sets a new mode of tone mapping.

Arguments

  • int tonemapper - The tone mapping mode. One of the following values:
    • 0 - disable
    • 1 - Filmic (by default)
    • 2 - ACES
    • 3 - ACES with Reinhard
    • 4 - Reinhard
    • 5 - Reinhard Luma Based

int getTonemapper() const#

Console: render_tonemapper
Returns the current mode of tone mapping.

Return value

Current tone mapping mode. One of the following values:
  • 0 - disable
  • 1 - Filmic (by default)
  • 2 - ACES
  • 3 - ACES with Reinhard
  • 4 - Reinhard
  • 5 - Reinhard Luma Based

void setWaterWaterlineAccuracy ( int accuracy ) #

Console: render_water_waterline_accuracy
Sets a new quality of underwater and waterline determination. Use high quality only if you need to submerge underwater (to see the waterline) and at medium and high Beaufort values.

Arguments

  • int accuracy - The accuracy value. One of the following values:
    • Low - low quality (by default)
    • Medium - medium quality
    • High - high quality
    • Ultra - ultra quality

int getWaterWaterlineAccuracy() const#

Console: render_water_waterline_accuracy
Returns the current quality of underwater and waterline determination. Use high quality only if you need to submerge underwater (to see the waterline) and at medium and high Beaufort values.

Return value

Current accuracy value. One of the following values:
  • Low - low quality (by default)
  • Medium - medium quality
  • High - high quality
  • Ultra - ultra quality

void setWaterCullingObliqueFrustum ( float frustum ) #

Console: render_water_culling_oblique_frustum
Sets a new multiplier for the size of viewing frustum used for culling polygons of Global Water object beyond the oblique frustum plane. The higher the value, the more patches will be culled.

Arguments

  • float frustum - The multiplier value.
    Range of values: [0.0f, 1.0f]. The default value is 0.9f.

float getWaterCullingObliqueFrustum() const#

Console: render_water_culling_oblique_frustum
Returns the current multiplier for the size of viewing frustum used for culling polygons of Global Water object beyond the oblique frustum plane. The higher the value, the more patches will be culled.

Return value

Current multiplier value.
Range of values: [0.0f, 1.0f]. The default value is 0.9f.

void setWaterCullingFrustumPadding ( float padding ) #

Console: render_water_culling_frustum_padding
Sets a new value, by which the borders of the current frustum are increased. Frustum culling is performed for the frustum of the increased size. By the maximum value of 1, the frustum borders will be increased by the size of the current frustum.

Arguments

  • float padding - The frustum padding multiplier value.
    Range of values: [0.0f, 1.0f]. The default value is 0.1f.

float getWaterCullingFrustumPadding() const#

Console: render_water_culling_frustum_padding
Returns the current value, by which the borders of the current frustum are increased. Frustum culling is performed for the frustum of the increased size. By the maximum value of 1, the frustum borders will be increased by the size of the current frustum.

Return value

Current frustum padding multiplier value.
Range of values: [0.0f, 1.0f]. The default value is 0.1f.

void setWaterCullingAggressive ( bool aggressive ) #

Console: render_water_culling_aggressive
Sets a new value indicating if frustum culling optimization is enabled for the Global Water. When enabled, the number of culled polygons increases thereby increasing performance. In case of any issues with polygons rendering, try disabling this option (however, note that performance may drop).

Arguments

  • bool aggressive - Set true to enable frustum culling optimization; false - to disable it. The default value is true.

bool getWaterCullingAggressive() const#

Console: render_water_culling_aggressive
Returns the current value indicating if frustum culling optimization is enabled for the Global Water. When enabled, the number of culled polygons increases thereby increasing performance. In case of any issues with polygons rendering, try disabling this option (however, note that performance may drop).

Return value

true if frustum culling optimization is enabled; otherwise false. The default value is true.

void setWaterGeometrySubpixelReduction ( float reduction ) #

Console: render_water_geometry_subpixel_reduction
Sets a new minimum ratio of a polygon size (in screen space) to the size of an area seen in the viewport. If the ratio calculated for the polygon is less than this value, such polygon will be removed.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • float reduction - The subpixel reduction ratio.
    Range of values: [0.0f, 50.0f]. The default value is 6.0f.

float getWaterGeometrySubpixelReduction() const#

Console: render_water_geometry_subpixel_reduction
Returns the current minimum ratio of a polygon size (in screen space) to the size of an area seen in the viewport. If the ratio calculated for the polygon is less than this value, such polygon will be removed.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current subpixel reduction ratio.
Range of values: [0.0f, 50.0f]. The default value is 6.0f.

void setWaterGeometryFadeLods ( float lods ) #

Console: render_water_geometry_fade_lods
Sets a new intensity of fading between levels of Global Water geometry tessellation. This value can be increased to remove sharp edges between areas with different geometry density.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • float lods - The fading intensity value.
    Range of values: [0.0f, 1.0f]. The default value is 0.5f.

float getWaterGeometryFadeLods() const#

Console: render_water_geometry_fade_lods
Returns the current intensity of fading between levels of Global Water geometry tessellation. This value can be increased to remove sharp edges between areas with different geometry density.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current fading intensity value.
Range of values: [0.0f, 1.0f]. The default value is 0.5f.

void setWaterGeometryProgression ( float progression ) #

Console: render_water_geometry_progression
Sets a new progression of Global Water geometry tessellation.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • float progression - The CPU cache size, in percentage of the total CPU memory.
    Range of values: [0.0f, 50.0f]. The default value is 1.5f.

float getWaterGeometryProgression() const#

Console: render_water_geometry_progression
Returns the current progression of Global Water geometry tessellation.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current CPU cache size, in percentage of the total CPU memory.
Range of values: [0.0f, 50.0f]. The default value is 1.5f.

void setWaterGeometryPolygonSize ( float size ) #

Console: render_water_geometry_polygon_size
Sets a new size of Global Water polygons. The value defines the maximum allowed density of Global Water geometry. If the polygon size is large, small waves will be lost. It is better to set this parameter to about 1/3 or 1/4 of the smallest wavelength.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Arguments

  • float size - The size of Global Water polygons, in units.
    Range of values: [0.0f, 1000.0f]. The default value is 0.01f.

float getWaterGeometryPolygonSize() const#

Console: render_water_geometry_polygon_size
Returns the current size of Global Water polygons. The value defines the maximum allowed density of Global Water geometry. If the polygon size is large, small waves will be lost. It is better to set this parameter to about 1/3 or 1/4 of the smallest wavelength.
Notice
Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active. Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

Return value

Current size of Global Water polygons, in units.
Range of values: [0.0f, 1000.0f]. The default value is 0.01f.

void setWaterVisibleDistance ( float distance ) #

Console: render_water_visible_distance
Sets a new maximum visibility distance for the Global Water. The water is visible, as long as the distance between the camera and the water object does not exceed this value.

Arguments

  • float distance - The maximum visibility distance, in meters.
    Range of values: [0.0f, inf]. The default value is 30000.0f.

float getWaterVisibleDistance() const#

Console: render_water_visible_distance
Returns the current maximum visibility distance for the Global Water. The water is visible, as long as the distance between the camera and the water object does not exceed this value.

Return value

Current maximum visibility distance, in meters.
Range of values: [0.0f, inf]. The default value is 30000.0f.

void setStreamingUpdateLimit ( float limit ) #

Console: render_streaming_update_limit
Sets a new maximum cache update limit. This limit cuts down the time that can be spent on validation.
Notice
Lower values may help reducing spikes, but be careful, as setting too low values may result in growing cache size due to slower unloading of resources.

Arguments

  • float limit - The cache update limit, in milliseconds.
    Range of values: [0.0f, inf]. The default value is 1.5f.

float getStreamingUpdateLimit() const#

Console: render_streaming_update_limit
Returns the current maximum cache update limit. This limit cuts down the time that can be spent on validation.
Notice
Lower values may help reducing spikes, but be careful, as setting too low values may result in growing cache size due to slower unloading of resources.

Return value

Current cache update limit, in milliseconds.
Range of values: [0.0f, inf]. The default value is 1.5f.

void setDistanceOffset ( float offset ) #

Console: render_distance_offset
Sets a new global distance offset for all distance parameters: shadow distance, light distance, LOD distances, etc.

Arguments

  • float offset - The distance offset value.
    Range of values: [0.0f, inf]. The default value is 0.0f.

float getDistanceOffset() const#

Console: render_distance_offset
Returns the current global distance offset for all distance parameters: shadow distance, light distance, LOD distances, etc.

Return value

Current distance offset value.
Range of values: [0.0f, inf]. The default value is 0.0f.

void setEnvironmentHemisphere ( int hemisphere ) #

Console: render_environment_hemisphere
Sets a new value indicating if rendering of environment only for the top (above-ground) hemisphere is enabled. The underground is rendered black. When disabled, environment for the whole sphere is rendered.

Arguments

  • int hemisphere - The rendering of environment only for the top (above-ground) hemisphere The default value is true.

int getEnvironmentHemisphere() const#

Console: render_environment_hemisphere
Returns the current value indicating if rendering of environment only for the top (above-ground) hemisphere is enabled. The underground is rendered black. When disabled, environment for the whole sphere is rendered.

Return value

Current rendering of environment only for the top (above-ground) hemisphere The default value is true.

void setWaterPlanarProbes ( bool probes ) #

Sets a new

Arguments

  • bool probes - Set true to enable ; false - to disable it.

bool isWaterPlanarProbes() const#

Returns the current

Return value

true if is enabled; otherwise false.

int getNumDebugMaterials() const#

Returns the current

Return value

Current

Members


void setEnabled ( int arg1 ) const#

Enables or disables the render.

Arguments

  • int arg1 - 1 to enable the render, 0 to disable it.

int isEnabled ( ) const#

Returns a value indicating if the render is enabled.

Return value

1 if the render is enabled; otherwise, 0.

bool isAPISupported ( int api ) #

Returns a value indicating if the specified graphics API (Null/OpenGL/DirectX) is currently supported.

Arguments

  • int api - Graphics API ID. One of the API_* values.

Return value

true if the specified graphics API is currently supported; otherwise, false.

void beginDebugGroup ( const char * name ) #

Starts a GPU debug group with a specified name in Microprofiler.

Arguments

  • const char * name - Name of debug group.

void endDebugGroup ( ) #

Ends a GPU debug group previously started via the beginDebugGroup() method.

void destroyCacheTexture ( const UGUID& guid ) #

Deletes cache (images and metadata) stored on disk for the texture with the specified GUID. Corresponding files in the data/.cache_textures will be removed.

Arguments

  • const UGUID& guid - Texture file GUID.

void createCacheTexture ( const UGUID& guid ) #

Generates cache for the texture with the specified GUID.
Notice
Texture cache generated by this method is incomplete, only images are created, as all metadata (flags, etc.) is stored in materials.

Arguments

  • const UGUID& guid - Texture file GUID.

void destroyCacheTextures ( ) #

Console: render_streaming_textures_cache_destroy
Clears texture cache (images and metadata) stored on disk. All files in the data/.cache_textures will be removed.

void unloadCacheTextures ( ) #

Console: render_streaming_textures_cache_unload
Unloads texture cache from the memory. This method does not delete files in the data/.cache_textures.

void createCacheTextures ( ) #

Console: render_streaming_textures_cache_create
Generates texture cache for all textures used in the project.
Notice
Texture cache generated by this method is incomplete, only images are created, as all metadata (flags, etc.) is stored in materials.

void loadCacheTextures ( ) #

Console: render_streaming_textures_cache_load
Loads texture cache from the disk. Texture cache always remains in memory after loading.

Ptr<Texture> getBlack2DArrayTexture ( int flags = (1<<19|1<<12|1<<13|1<<14) ) const#

Returns black 2D array texture.

Arguments

Return value

Black 2D array texture.

Ptr<Texture> getBlack2DTexture ( int flags = (1<<19|1<<12|1<<13|1<<14) ) const#

Returns black 2D texture.

Arguments

Return value

Black 2D texture.

Ptr<Texture> getBlack2DUIntTexture ( int flags = (1<<19|1<<12|1<<13|1<<14) ) const#

Returns black 2D UInt texture.

Arguments

Return value

Black 2D UInt texture.

Ptr<Texture> getBlack3DTexture ( int flags = (1<<19|1<<12|1<<13|1<<14) ) const#

Returns black 3D texture.

Arguments

Return value

Black 3D texture.

Ptr<Texture> getBlackCubeTexture ( int flags = (1<<19|1<<12|1<<13|1<<14) ) const#

Returns black Cube texture.

Arguments

Return value

Black Cube texture.

Ptr<Texture> getGray2DArrayTexture ( int flags = (1<<19|1<<12|1<<13|1<<14) ) const#

Returns gray 2D array texture.

Arguments

Return value

Gray 2D array texture.

Ptr<Texture> getGray2DTexture ( int flags = (1<<19|1<<12|1<<13|1<<14) ) const#

Returns gray 2D texture.

Arguments

Return value

Gray 2D texture.

Ptr<Texture> getGray2DUIntTexture ( int flags = (1<<19|1<<12|1<<13|1<<14) ) const#

Returns gray 2D UInt texture.

Arguments

Return value

Gray 2D UInt texture.

Ptr<Texture> getGray3DTexture ( int flags = (1<<19|1<<12|1<<13|1<<14) ) const#

Returns gray 3D texture.

Arguments

Return value

Gray 3D texture.

Ptr<Texture> getGrayCubeTexture ( int flags = (1<<19|1<<12|1<<13|1<<14) ) const#

Returns gray Cube texture.

Arguments

Return value

Gray Cube texture.

Ptr<Texture> getWhite2DArrayTexture ( int flags = (1<<19|1<<12|1<<13|1<<14) ) const#

Returns white 2D array texture.

Arguments

Return value

White 2D array texture.

Ptr<Texture> getWhite2DTexture ( int flags = (1<<19|1<<12|1<<13|1<<14) ) const#

Returns white 2D texture.

Arguments

Return value

White 2D texture.

Ptr<Texture> getWhite2DUIntTexture ( int flags = (1<<19|1<<12|1<<13|1<<14) ) const#

Returns white 2D UInt texture.

Arguments

Return value

White 2D UInt texture.

Ptr<Texture> getWhite3DTexture ( int flags = (1<<19|1<<12|1<<13|1<<14) ) const#

Returns white 3D texture.

Arguments

Return value

White 3D texture.

Ptr<Texture> getWhiteCubeTexture ( int flags = (1<<19|1<<12|1<<13|1<<14) ) const#

Returns white Cube texture.

Arguments

Return value

White Cube texture.

void getScreenshot ( const Ptr<Image> & image ) #

Takes a screenshot and puts it to the specified image.

Arguments

  • const Ptr<Image> & image - Image to which the screenshot is to be saved.

size_t getMaxTextureBufferSize ( ) #

Returns the maximum size of the texture buffer.

Return value

Maximum size of the texture buffer.

void * addCallback ( int callback, Unigine::CallbackBase1< Unigine::Renderer * > * func ) #

Adds a callback for the specified stage of the rendering sequence. Callback functions can be used to get access to buffers and matrices at intermediate stages of the rendering sequence. Some of them are read-only, but most of them can be modified ad hoc.Callback function must be as follows:
Source code (C++)
void callback_name(Renderer *renderer){

	/* .. */
	
}

Arguments

  • int callback - Stage of the rendering sequence for which a callback is to be added. One of the CALLBACK_* variables.
    Notice
    The _BEGIN prefix corresponds to the beginning of the rendering pass, _END - to its completion.
  • Unigine::CallbackBase1< Unigine::Renderer * > * func - Callback pointer.

Return value

ID of the last added callback of the specified type, if the callback was added successfully; otherwise, nullptr. This ID can be used to remove this callback when necessary.

void clearCallbacks ( int callback ) #

Clears all added callbacks for the specified stage of the rendering sequence. Callback functions can be used to get access to buffers and matrices at intermediate stages of the rendering sequence. Some of them are read-only, but most of them can be modified ad hoc.

Arguments

  • int callback - Stage of the rendering sequence for which the callbacks are to be cleared. One of the CALLBACK_* variables.
    Notice
    The _BEGIN prefix corresponds to the beginning of the rendering pass, _END - to its completion.

bool removeCallback ( int callback, void * id ) #

Removes the specified callback from the list of callbacks for the specified stage of the rendering sequence. Callback functions can be used to get access to buffers and matrices at intermediate stages of the rendering sequence. Some of them are read-only, but most of them can be modified ad hoc.

Arguments

  • int callback - Stage of the rendering sequence for which the callback is to be removed. One of the CALLBACK_* variables.
    Notice
    The _BEGIN prefix corresponds to the beginning of the rendering pass, _END - to its completion.
  • void * id - Callback ID obtained when adding it.

Return value

True if the callback with the given ID was removed successfully; otherwise false.

void addScriptableMaterial ( const Ptr<Material> & material ) #

Adds a new global scriptable material. To apply a scriptable material per-camera or per-player, use the addScriptableMaterial() method of the Camera class or the same method of the Player class respectively. The order of execution for scripts assigned to scriptable materials is defined by material's number in the list of materials applied globally.
Notice
Scriptable materials applied globally have their expressions executed before the ones that are applied per-camera or per-player.

Arguments

  • const Ptr<Material> & material - Scriptable material to be applied globally.

void insertScriptableMaterial ( int num, const Ptr<Material> & material ) #

Inserts a new global scriptable material to the list of globally applied scriptable materials. To apply a scriptable material per-camera or per-player, use the insertScriptableMaterial() method of the Camera class or the same method of the Player class respectively. The order of execution for scripts assigned to scriptable materials is defined by material's number in the list of materials applied globally.
Notice
Scriptable materials applied globally have their expressions executed before the ones that are applied per-camera or per-player.

Arguments

  • int num - Position at which a new scriptable material is to be inserted.
  • const Ptr<Material> & material - Scriptable material to be inserted into the list of globally applied scriptable materials.

void removeScriptableMaterial ( int num ) #

Removes the global scriptable material with the specified number.

Arguments

int findScriptableMaterial ( const Ptr<Material> & material ) const#

Returns the number of the specified scriptable material applied globally. This number determines the order in which the assigned expressions are executed.
Notice
Scriptable materials applied globally have their expressions executed before the ones that are applied per-camera or per-player.

Arguments

  • const Ptr<Material> & material - Scriptable material for which a number is to be found.

Return value

Scriptable material number in the range from 0 to the total number of scriptable materials, or -1 if the specified material was not found.

void setScriptableMaterial ( int num, const Ptr<Material> & material ) #

Replaces the scriptable material with the specified number with the new scriptable material specified. The number of material determines the order in which the expressions assigned to it are executed.
Notice
Scriptable materials applied globally have their expressions executed before the ones that are applied per-camera or per-player.

Arguments

Ptr<Material> getScriptableMaterial ( int num ) const#

Returns a scriptable material applied globally by its number.

Arguments

Return value

Scriptable material applied globally with the specified number.

void setScriptableMaterialEnabled ( int num, bool enabled ) #

Enables or disables the scriptable material with the specified number. When a material is disabled (inactive), the scripts attached to it are not executed.

Arguments

  • int num - Scriptable material number in the range from 0 to the total number of scriptable materials.
  • bool enabled - 1 to enable the scriptable material with the specified number, 0 to disable it.

bool getScriptableMaterialEnabled ( int num ) const#

Returns a value indicating if the scriptable material with the specified number is enabled (active). When a material is disabled (inactive), the scripts attached to it are not executed.

Arguments

Return value

1 if the scriptable material with the specified number is enabled; otherwise, 0.

void swapScriptableMaterials ( int num_0, int num_1 ) #

Swaps two scriptable materials with specified numbers. The number of material determines the order in which the expressions assigned to it are executed.
Notice
Scriptable materials applied globally have their expressions executed before the ones that are applied per-camera or per-player.

Arguments

void clearScriptableMaterials ( ) #

Clears all global scriptable materials.

Ptr<Texture> getTemporaryTexture ( const Ptr<Texture> & texture ) #

Allocates a temporary render texture with the specified width, height, format, and flags. This function can be used when you need a quick render texture to perform some temporary calculations. Release it using releaseTemporaryTexture() as soon as you're done with it, so another call can start reusing it, if necessary. In any case, such texture shall be released automatically in the next frame.

UNIGINE keeps an internal pool of temporary render textures, so a call to this method most often just returns an already created one (if the size and format match). These temporary textures are actually destroyed when they aren't used for a couple of frames.

If you are doing a series of post-processing "blits", it's best for performance to get and release a temporary render texture for each blit, instead of getting one or two render textures upfront and reusing them.

Notice
You can't depend on any particular contents of a temporary texture obtained from this function: it might be garbage, or it might be cleared to some color, depending on the platform.

It also automatically gives names to resources, which can be used for identification in debug.

Arguments

  • const Ptr<Texture> & texture - Source texture for which a temporary texture is to be allocated in the pool.

Return value

Temporary texture.

Ptr<Texture> getTemporaryTexture ( const Ptr<Texture> & texture, const char * name = 0 ) #

Allocates a temporary render texture for the specified source texture (using all its parameters: resolution, flags, etc.). This function can be used when you need a quick render texture to perform some temporary calculations. Release it using releaseTemporaryTexture() as soon as you're done with it, so another call can start reusing it, if necessary. In any case, such texture shall be released automatically in the next frame.

UNIGINE keeps an internal pool of temporary render textures, so a call to this method most often just returns an already created one (if the size and format match). These temporary textures are actually destroyed when they aren't used for a couple of frames.

If you are doing a series of post-processing "blits", it's best for performance to get and release a temporary render texture for each blit, instead of getting one or two render textures upfront and reusing them.

Notice
You can't depend on any particular contents of a temporary texture obtained from this function: it might be garbage, or it might be cleared to some color, depending on the platform.

It also automatically gives names to resources, which can be used for identification in debug.

Arguments

  • const Ptr<Texture> & texture - Source texture for which a temporary texture is to be allocated in the pool.
  • const char * name - Name to be used for this temporary texture (optional).

Return value

Temporary texture.

Ptr<Texture> getTemporaryTexture ( const Ptr<Texture> & texture, const char * name = 0, int accessory ) #

Allocates a temporary render texture for the specified source texture (using all its parameters: resolution, flags, etc.). This function can be used when you need a quick render texture to perform some temporary calculations. Release it using releaseTemporaryTexture() as soon as you're done with it, so another call can start reusing it, if necessary. In any case, such texture shall be released automatically in the next frame.

UNIGINE keeps an internal pool of temporary render textures, so a call to this method most often just returns an already created one (if the size and format match). These temporary textures are actually destroyed when they aren't used for a couple of frames.

If you are doing a series of post-processing "blits", it's best for performance to get and release a temporary render texture for each blit, instead of getting one or two render textures upfront and reusing them.

Notice
You can't depend on any particular contents of a temporary texture obtained from this function: it might be garbage, or it might be cleared to some color, depending on the platform.

It also automatically gives names to resources, which can be used for identification in debug.

Arguments

  • const Ptr<Texture> & texture - Source texture for which a temporary texture is to be allocated in the pool.
  • const char * name - Name to be used for this temporary texture (optional).
  • int accessory - Texture render sequence accessory type. One of the TEXTURE_ACCESSORY_* values.

Return value

Temporary texture.

Ptr<Texture> getTemporaryTexture ( int width, int height, int depth, int format, int flags = 0, int type, const char * name = 0, int accessory ) #

Allocates a temporary render texture with the specified width, height, depth, format, flags, and type. This function can be used when you need a quick render texture to perform some temporary calculations. Release it using releaseTemporaryTexture() as soon as you're done with it, so another call can start reusing it, if necessary. In any case, such texture shall be released automatically in the next frame.

UNIGINE keeps an internal pool of temporary render textures, so a call to this method most often just returns an already created one (if the size and format match). These temporary textures are actually destroyed when they aren't used for a couple of frames.

If you are doing a series of post-processing "blits", it's best for performance to get and release a temporary render texture for each blit, instead of getting one or two render textures upfront and reusing them.

Notice
You can't depend on any particular contents of a temporary texture obtained from this function: it might be garbage, or it might be cleared to some color, depending on the platform.

It also automatically gives names to resources, which can be used for identification in debug.

Arguments

  • int width - Width of the texture, in pixels.
  • int height - Height of the texture, in pixels.
  • int depth - Depth of the texture, in pixels.
  • int format - Texture format: one of the Texture::FORMAT_* values.
  • int flags - Texture flags.
  • int type - Texture type (2D, 3D, Cube, etc.): one of the Texture::TEXTURE_* values.
  • const char * name - Name to be used for this temporary texture (optional).
  • int accessory - Texture render sequence accessory type. One of the TEXTURE_ACCESSORY_* values.

Return value

Temporary texture.

Ptr<Texture> getTemporaryTexture ( int width, int height, int depth, int format, int flags = 0, int type, const char * name = 0 ) #

Allocates a temporary render texture with the specified width, height, depth, format, flags, and type. This function can be used when you need a quick render texture to perform some temporary calculations. Release it using releaseTemporaryTexture() as soon as you're done with it, so another call can start reusing it, if necessary. In any case, such texture shall be released automatically in the next frame.

UNIGINE keeps an internal pool of temporary render textures, so a call to this method most often just returns an already created one (if the size and format match). These temporary textures are actually destroyed when they aren't used for a couple of frames.

If you are doing a series of post-processing "blits", it's best for performance to get and release a temporary render texture for each blit, instead of getting one or two render textures upfront and reusing them.

Notice
You can't depend on any particular contents of a temporary texture obtained from this function: it might be garbage, or it might be cleared to some color, depending on the platform.

It also automatically gives names to resources, which can be used for identification in debug.

Arguments

  • int width - Width of the texture, in pixels.
  • int height - Height of the texture, in pixels.
  • int depth - Depth of the texture, in pixels.
  • int format - Texture format: one of the Texture::FORMAT_* values.
  • int flags - Texture flags.
  • int type - Texture type (2D, 3D, Cube, etc.): one of the Texture::TEXTURE_* values.
  • const char * name - Name to be used for this temporary texture (optional).

Return value

Temporary texture.

Ptr<Texture> getTemporaryTexture ( int width, int height, int depth, int format, int flags = 0, int type ) #

Allocates a temporary render texture with the specified width, height, depth, format, flags, and type. This function can be used when you need a quick render texture to perform some temporary calculations. Release it using releaseTemporaryTexture() as soon as you're done with it, so another call can start reusing it, if necessary. In any case, such texture shall be released automatically in the next frame.

UNIGINE keeps an internal pool of temporary render textures, so a call to this method most often just returns an already created one (if the size and format match). These temporary textures are actually destroyed when they aren't used for a couple of frames.

If you are doing a series of post-processing "blits", it's best for performance to get and release a temporary render texture for each blit, instead of getting one or two render textures upfront and reusing them.

Notice
You can't depend on any particular contents of a temporary texture obtained from this function: it might be garbage, or it might be cleared to some color, depending on the platform.

It also automatically gives names to resources, which can be used for identification in debug.

Arguments

  • int width - Width of the texture, in pixels.
  • int height - Height of the texture, in pixels.
  • int depth - Depth of the texture, in pixels.
  • int format - Texture format: one of the Texture::FORMAT_* values.
  • int flags - Texture flags.
  • int type - Texture type (2D, 3D, Cube, etc.): one of the Texture::TEXTURE_* values.

Return value

Temporary texture.

Ptr<Texture> getTemporaryTexture2D ( int width, int height, int format, int flags = -1, const char * name = 0, int accessory = 0 ) #

Allocates a temporary 2D texture with the specified width, height, format, and flags. This function can be used when you need a quick render texture to perform some temporary calculations. Release it using releaseTemporaryTexture() as soon as you're done with it, so another call can start reusing it, if necessary. In any case, such texture shall be released automatically in the next frame.

UNIGINE keeps an internal pool of temporary render textures, so a call to this method most often just returns an already created one (if the size and format match). These temporary textures are actually destroyed when they aren't used for a couple of frames.

If you are doing a series of post-processing "blits", it's best for performance to get and release a temporary render texture for each blit, instead of getting one or two render textures upfront and reusing them.

Notice
You can't depend on any particular contents of a temporary texture obtained from this function: it might be garbage, or it might be cleared to some color, depending on the platform.

Arguments

  • int width - Width of the 2D texture, in pixels.
  • int height - Height of the 2D texture, in pixels.
  • int format - Texture format: one of the Texture::FORMAT_* values.
  • int flags - Texture flags.
  • const char * name - Name to be used for this temporary 2D texture (optional).
  • int accessory - Texture render sequence accessory type. One of the TEXTURE_ACCESSORY_* values.

Return value

Temporary 2D texture.

Ptr<Texture> getTemporaryTexture2DArray ( int width, int height, int depth, int format, int flags = 0, const char * name = 0, int accessory = 0 ) #

Allocates a temporary 2D array texture with the specified width, height, number of layers, format, and flags. This function can be used when you need a quick render texture to perform some temporary calculations. Release it using releaseTemporaryTexture() as soon as you're done with it, so another call can start reusing it, if necessary. In any case, such texture shall be released automatically in the next frame.

UNIGINE keeps an internal pool of temporary render textures, so a call to this method most often just returns an already created one (if the size and format match). These temporary textures are actually destroyed when they aren't used for a couple of frames.

If you are doing a series of post-processing "blits", it's best for performance to get and release a temporary render texture for each blit, instead of getting one or two render textures upfront and reusing them.

Notice
You can't depend on any particular contents of a temporary texture obtained from this function: it might be garbage, or it might be cleared to some color, depending on the platform.

Arguments

  • int width - Width of the 2D array texture, in pixels.
  • int height - Height of the 2D array texture, in pixels.
  • int depth - Number of layers in the 2D array texture.
  • int format - Texture format: one of the Texture::FORMAT_* values.
  • int flags - Texture flags.
  • const char * name - Name to be used for this temporary 2D array texture (optional).
  • int accessory - Texture render sequence accessory type. One of the TEXTURE_ACCESSORY_* values.

Return value

Temporary 2D array texture.

Ptr<Texture> getTemporaryTexture3D ( int width, int height, int depth, int format, int flags = 0, const char * name = 0, int accessory = 0 ) #

Allocates a temporary 3D texture with the specified width, height, depth, format, and flags. This function can be used when you need a quick render texture to perform some temporary calculations. Release it using releaseTemporaryTexture() as soon as you're done with it, so another call can start reusing it, if necessary. In any case, such texture shall be released automatically in the next frame.

UNIGINE keeps an internal pool of temporary render textures, so a call to this method most often just returns an already created one (if the size and format match). These temporary textures are actually destroyed when they aren't used for a couple of frames.

If you are doing a series of post-processing "blits", it's best for performance to get and release a temporary render texture for each blit, instead of getting one or two render textures upfront and reusing them.

Notice
You can't depend on any particular contents of a temporary texture obtained from this function: it might be garbage, or it might be cleared to some color, depending on the platform.

Arguments

  • int width - Width of the 3D texture, in pixels.
  • int height - Height of the 3D texture, in pixels.
  • int depth - Depth of the 3D texture, in pixels.
  • int format - Texture format: one of the Texture::FORMAT_* values.
  • int flags - Texture flags.
  • const char * name - Name to be used for this temporary 3D texture (optional).
  • int accessory - Texture render sequence accessory type. One of the TEXTURE_ACCESSORY_* values.

Return value

Temporary 3D texture.

Ptr<Texture> getTemporaryTextureCube ( int width, int height, int format, int flags = -1, const char * name = 0, int accessory = 0 ) #

Allocates a temporary cubemap texture with the specified width, height, format, and flags. This function can be used when you need a quick render texture to perform some temporary calculations. Release it using releaseTemporaryTexture() as soon as you're done with it, so another call can start reusing it, if necessary. In any case, such texture shall be released automatically in the next frame.

UNIGINE keeps an internal pool of temporary render textures, so a call to this method most often just returns an already created one (if the size and format match). These temporary textures are actually destroyed when they aren't used for a couple of frames.

If you are doing a series of post-processing "blits", it's best for performance to get and release a temporary render texture for each blit, instead of getting one or two render textures upfront and reusing them.

Notice
You can't depend on any particular contents of a temporary texture obtained from this function: it might be garbage, or it might be cleared to some color, depending on the platform.

Arguments

  • int width - Width of the cubemap texture, in pixels.
  • int height - Height of the cubemap texture, in pixels.
  • int format - Texture format: one of the Texture::FORMAT_* values.
  • int flags - Texture flags.
  • const char * name - Name to be used for this temporary cubemap texture (optional).
  • int accessory - Texture render sequence accessory type. One of the TEXTURE_ACCESSORY_* values.

Return value

Temporary cubemap texture.

void releaseTemporaryTexture ( const Ptr<Texture> & texture ) #

Releases the temporary texture previously obtained via getTemporaryTexture(), getTemporaryTexture2D(), getTemporaryTexture2DArray(), getTemporaryTexture3D(), or getTemporaryTextureCube() method and returns it to the pool.

Arguments

  • const Ptr<Texture> & texture - Temporary texture or texture array to be returned to the pool.

Ptr<RenderTarget> getTemporaryRenderTarget ( ) #

Allocates a temporary render target. This function can be used when you need a quick render target to perform some temporary calculations. Release it using releaseTemporaryRenderTarget() as soon as you're done with it, so another call can start reusing it if necessary. In any case such render target shall be released automatically in the next frame.

UNIGINE keeps an internal pool of temporary render targets, so a call to this method most often just returns an already created one (if the size and format matches). These temporary render targets are actually destroyed when they aren't used for a couple of frames.

If you are doing a series of post-processing "blits", it's best for performance to get and release a temporary render targets for each blit, instead of getting one or two render targets upfront and reusing them.

Notice
You can't depend on any particular contents of a temporary render target obtained from this function: it might be garbage, or it might be cleared to some color, depending on the platform.

Return value

Temporary render target.

void releaseTemporaryRenderTarget ( const Ptr<RenderTarget> & render_target ) #

Releases the temporary render target previously obtained via getTemporaryRenderTarget() method and returns it to the pool.

Arguments

  • const Ptr<RenderTarget> & render_target - Temporary render target to be returned to the pool.

int compressImage ( Ptr<Image> & image, int quality = 1, int new_image_format = -1, int use_mip_maps = -1 ) #

Converts the image to a specified compressed format. If compression by the GPU is not supported, the Image::compress() method will be called instead.

Arguments

  • Ptr<Image> & image - Image to compress.
  • int quality - Compression quality:
    • 0 - fast compression, low compressed image quality.
    • 1 - high compressed image quality, slow compression (by default).
  • int new_image_format - Compressed texture format: one of the Texture::FORMAT_* variables. This is an optional argument. If no format is specified, default conversion will be performed (depending on the type of the source image).
  • int use_mip_maps - Flag indicating whether texture mipmaps should be generated for the compressed image: 1 to generate mipmaps, 0 not to generate. This is an optional argument. If no value is specified, mipmaps will be generated only if the source image has the mipmaps.

Return value

1 if the image has been compressed successfully; otherwise, 0.

int compressTexture ( const Ptr<Texture> & texture, Ptr<Image> & destination, int quality = 1, int new_texture_format = -1, int use_mip_maps = -1 ) #

Compresses the given texture to the specified format.
Notice
Only 2d and 2d array textures can be compressed.

Arguments

  • const Ptr<Texture> & texture - Source texture to compress.
  • Ptr<Image> & destination - Image into which the compressed texture will be saved.
  • int quality - Compression quality:
    • 0 - fast compression, low compressed image quality.
    • 1 - high compressed image quality, slow compression (by default).
  • int new_texture_format - Compressed texture format: one of the Texture::FORMAT_* variables. This is an optional argument. If no format is specified, default conversion will be performed (depending on the type of the source image).
  • int use_mip_maps - Flag indicating whether texture mipmaps should be generated for the compressed image: 1 to generate mipmaps, 0 not to generate. This is an optional argument. If no value is specified, mipmaps will be generated only if the source image has the mipmaps.

Return value

1 if the texture has been compressed successfully; otherwise, 0.

void convertColorSpecularToMetalness ( Math::vec4 & diffuse, Math::vec4 & specular, Math::vec4 & albedo, Math::vec4 & shading ) #

Performs color conversion from the specular workflow (diffuse, specular) to the metalness workflow (albedo, shading).

Arguments

  • Math::vec4 & diffuse - Input diffuse color.
  • Math::vec4 & specular - Input specular color.
  • Math::vec4 & albedo - Output albedo color.
  • Math::vec4 & shading - Output shading color.

void convertImageSpecularToMetalness ( const Ptr<Image> & diffuse, const Ptr<Image> & specular, Ptr<Image> & albedo, Ptr<Image> & shading ) #

Performs texture conversion from the specular workflow (diffuse, specular) to the metalness workflow (albedo, shading).

Arguments

  • const Ptr<Image> & diffuse - Input diffuse texture.
  • const Ptr<Image> & specular - Input specular texture.
  • Ptr<Image> & albedo - Output albedo texture.
  • Ptr<Image> & shading - Output shading texture.

int createMipmapsCubeGGXImage ( const Ptr<Image> & image, float quality ) #

Generates mipmaps for a cubemap image using GGX BRDF microfacet model.

Arguments

int createMipmapsCubeGGXTexture ( const Ptr<Texture> & texture, float quality ) #

Generates mipmaps for a cubemap texture using GGX BRDF microfacet model.

Arguments

int createShorelineDistanceField ( const Ptr<Image> & image, const Ptr<Image> & mask, int shoreline_radius, int blur_radius, int downsample_resolution ) #

Grabs a shoreline distance field texture with the specified parameters.

Arguments

  • const Ptr<Image> & image - Image to grab a shoreline texture to.
  • const Ptr<Image> & mask - An R16 mask texture Image. Each pixel of the mask has the following color value:0 if water level at this point of the grid is above the terrain level; otherwise, 65535.
  • int shoreline_radius - Shoreline radius value within the [4; 128] range. Padding distance (from the shore to the beginning of swash zone).
  • int blur_radius - Blur radius value within the [0; 32] range. Higher values make shoreline smoother.
  • int downsample_resolution - Texture resolution value, can be one of the following: 16, 32, 64, 128, 256, 512, 1024, 2048.

Return value

1 if the shoreline distance field texture is grabbed successfully; otherwise, 0.

int setColorCorrectionLUTImage ( const Ptr<Image> & image ) #

Sets a new color transformation image (LUT). This function resets a LUT texture name to null if it has been previously set via setColorCorrectionLUTPath().
Source code (C++)
ImagePtr lut;
ImagePtr lut_0;
ImagePtr lut_1;

if (!lut) {
	lut = Image::create();
	lut_0 = Image::create("unigine_project/textures/lookup_first.dds");
	lut_1 = Image::create("unigine_project/textures/lookup_second.dds");
}

float k = sin(Game::getTime() * 2.0f) * 0.5f + 0.5f;

lut->copy(lut_0,0);
lut->blend(lut_1, 0, 0, 0, 0, lut->getWidth(), lut->getHeight(), k);

Render::setColorCorrectionLUTImage(lut);

Arguments

  • const Ptr<Image> & image - Color transformation image.

Return value

1 if the image is set successfully; otherwise, 0.

int getColorCorrectionLUTImage ( const Ptr<Image> & image ) const#

Return the current color transformation image (LUT).

Arguments

  • const Ptr<Image> & image - Image to store the color transformation texture in.

Return value

1 if an image is successfully received; otherwise, 0.

void resetColorCorrectionCurve ( ) #

Resets the Color Correction curve to the default value.

void resetColorCorrectionSaturationCurve ( ) #

Resets the Saturation Correction curve to the default value.

bool loadSettings ( const char * file, bool clear = false ) #

Loads render settings from a given file.

Arguments

  • const char * file - Path to an XML file with desired settings.
  • bool clear - Clear flag. Set true to clear settings before loading (new settings shall be applied right after loading them), or false not to clear.

Return value

1 if the settings are loaded successfully; otherwise, 0.

bool loadWorld ( const Ptr<Xml> & xml ) #

Loads render state from the Xml.

Arguments

  • const Ptr<Xml> & xml - Xml smart pointer.

Return value

true if the state is loaded successfully; otherwise, false.

void renderComputeMaterial ( Render::PASS pass, const Ptr<Material> & material, int width, int height, int depth = 1 ) #

Sets up a material and dispatches to compute shader. The material must have a post shader associated with it.

Arguments

  • Render::PASS pass - Rendering pass number in range [0;NUM_PASSES) (one of the PASS_* variables).
  • const Ptr<Material> & material - Material to be used.
  • int width - Local X work-group size of the compute shader.
  • int height - Local Y work-group size of the compute shader.
  • int depth - Local Z work-group size of the compute shader. The default value is 1.

void renderImage2D ( const Ptr<Camera> & camera, const Ptr<Image> & image, int skip_flags ) #

Renders the scene into a 2D image in accordance with the specified parameters. The viewport position is taken from the camera created via Camera class.

Arguments

  • const Ptr<Camera> & camera - Camera to be used.
  • const Ptr<Image> & image - Image to save the result to.
  • int skip_flags - Skip the effects:
    • VIEWPORT_SKIP_SHADOWS
    • VIEWPORT_SKIP_VISUALIZER
    • VIEWPORT_SKIP_SRGB
    • VIEWPORT_SKIP_POSTEFFECTS
    • VIEWPORT_SKIP_VELOCITY
    • VIEWPORT_SKIP_DYNAMIC_REFLECTIONS

    0 enables all the effects.

void renderImage2D ( const Ptr<Camera> & camera, const Ptr<Image> & image, int width, int height, int hdr, int skip_flags ) #

Renders the scene into a 2D image of the given size in accordance with the specified parameters. The viewport position is taken from the camera created via Camera class.

Arguments

  • const Ptr<Camera> & camera - Camera to be used.
  • const Ptr<Image> & image - Image to save the result to.
  • int width - Width of the projected image, in units.
  • int height - Height of the projected image, in units.
  • int hdr - 1 - enable HDR, 0 - disable HDR.
  • int skip_flags - Skip the effects:
    • VIEWPORT_SKIP_SHADOWS
    • VIEWPORT_SKIP_VISUALIZER
    • VIEWPORT_SKIP_SRGB
    • VIEWPORT_SKIP_POSTEFFECTS
    • VIEWPORT_SKIP_VELOCITY
    • VIEWPORT_SKIP_DYNAMIC_REFLECTIONS

    0 enables all the effects.

void renderImageCube ( const Ptr<Camera> & camera, const Ptr<Image> & image, int skip_flags ) #

Renders the scene into a cube map image in accordance with the specified parameters.

Arguments

  • const Ptr<Camera> & camera - Camera to be used.
  • const Ptr<Image> & image - Image to save the result to.
  • int skip_flags - Skip the effects:
    • VIEWPORT_SKIP_SHADOWS
    • VIEWPORT_SKIP_VISUALIZER
    • VIEWPORT_SKIP_SRGB
    • VIEWPORT_SKIP_POSTEFFECTS
    • VIEWPORT_SKIP_VELOCITY
    • VIEWPORT_SKIP_DYNAMIC_REFLECTIONS

    0 enables all the effects.

void renderImageCube ( const Ptr<Camera> & camera, const Ptr<Image> & image, int size, int hdr, int skip_flags, bool local_space = 0 ) #

Renders the scene into a cube map in accordance with the specified parameters. The viewport position is taken from the camera created via Camera class.

Arguments

  • const Ptr<Camera> & camera - Camera to be used.
  • const Ptr<Image> & image - Image to save the result to.
  • int size - Texture dimensions (cube map edge size).
  • int hdr - 1 - enable HDR; 0 - disable HDR.
  • int skip_flags - Skip the effects:
    • VIEWPORT_SKIP_SHADOWS
    • VIEWPORT_SKIP_VISUALIZER
    • VIEWPORT_SKIP_SRGB
    • VIEWPORT_SKIP_POSTEFFECTS
    • VIEWPORT_SKIP_VELOCITY
    • VIEWPORT_SKIP_DYNAMIC_REFLECTIONS

    0 enables all the effects.

  • bool local_space - 1 - local space coordinates; 0 - world space coordinates.

void renderNodeImage2D ( const Ptr<Camera> & camera, const Ptr<Node> & node, const Ptr<Image> & image, int skip_flags, int light_usage, const char * environment_texture_name ) #

Renders the given node into a 2D image in accordance with the specified parameters. The viewport position is taken from the camera created via Camera class. The node can be rendered using the specific type of lighting and environment cubemap.

Arguments

  • const Ptr<Camera> & camera - Camera to be used.
  • const Ptr<Node> & node - Node to be rendered.
  • const Ptr<Image> & image - Image to save the result to.
  • int skip_flags - Skip the effects. One of the SKIP_* variables should be specified. 0 enables all the effects.
  • int light_usage - Sets the light sources that will affect the node (one of the USAGE_*_LIGHTING Viewport class variables.)
  • const char * environment_texture_name - Path to the environment cubemap to be used. Takes effect if the first (auxiliary light) or second (node light) lighting mode is used (see the light_usage argument above). In case LightWorld is used (zero mode), the environment cubemap used for the current world will be used.

void renderNodeImage2D ( const Ptr<Camera> & camera, const Ptr<Node> & node, const Ptr<Image> & image, int width, int height, int hdr, int skip_flags, int light_usage, const char * environment_texture_name ) #

Renders the 2D image of the given node in accordance with the specified parameters. The viewport position is taken from the camera created via Camera class. The node can be rendered using the specific type of lighting and environment cubemap.

Arguments

  • const Ptr<Camera> & camera - Camera to be used.
  • const Ptr<Node> & node - Node to be rendered.
  • const Ptr<Image> & image - Image to save the result to.
  • int width - Width of the image, in units.
  • int height - Height of the image, in units.
  • int hdr - HDR flag. This parameter determines the format of the 2D image:
    • 1 - image format will be set to RGBA16F. It means that the HDR image buffer will store pixel values outside the [0;1] range (i.e. both negative and positive values).
    • 0 - image format will be set to RGBA8.
  • int skip_flags - Skip the effects. One of the SKIP_* variables should be specified. 0 enables all the effects.
  • int light_usage - Sets the light sources that will affect the node (one of the USAGE_*_LIGHTING Viewport class variables).
  • const char * environment_texture_name - Path to the environment cubemap to be used. Takes effect if the first (auxiliary light) or second (node light) lighting mode is used (see the light_usage argument above). In case LightWorld is used (zero mode), the environment cubemap used for the current world will be used.

void renderScreenMaterial ( const char * material_name ) #

Renders a screen-space material with the given name.
Source code (C++)
RenderTargetPtr render_target;
//...
render_target->enable();
Render::renderScreenMaterial("new_material_post");
render_target->disable();
render_target->unbindColorTextures();

Arguments

  • const char * material_name - Material name.

void renderScreenMaterial ( const char * material_name, const Ptr<Texture> & color_texture ) #

Renders a screen-space material with the specified name and the color texture.
Source code (C++)
RenderTargetPtr render_target;
TexturePtr texture;
TexturePtr texture_2;
//...
render_target->bindColorTexture(0, texture);
render_target->enable();
Render::renderScreenMaterial("new_material_post", texture_2);
render_target->disable();
render_target->unbindColorTextures();

Arguments

  • const char * material_name - Material name.
  • const Ptr<Texture> & color_texture - Color texture smart pointer.

void renderScreenMaterial ( const char * material_name, const char * texture_name, const Ptr<Texture> & texture ) #

Renders a screen-space material with the given texture. For example:
Source code (C++)
RenderTargetPtr render_target;
TexturePtr texture;
TexturePtr texture_2;
//...
render_target->bindColorTexture(0, texture);
render_target->enable();
MaterialPtr material = Materials::findMaterial("new_material_post");
Render::renderScreenMaterial(material, "color", texture_2);
render_target->disable();
render_target->unbindColorTextures();

Arguments

  • const char * material_name - Material smart pointer.
  • const char * texture_name - Material texture name.
  • const Ptr<Texture> & texture - Texture smart pointer.

void renderTAA ( const Ptr<Texture> & color_texture, const Ptr<Texture> & color_old_texture ) #

Renders the TAA filter.
Source code (C++)
RenderTargetPtr render_target;
TexturePtr buffer;
TexturePtr buffer_old;
TexturePtr buffer_taa;
//...
render_target->bindColorTexture(0, buffer_taa);
render_target->enable();
Render::renderTAA(buffer, buffer_old);
render_target->disable();
render_target->unbindColorTextures();

Arguments

  • const Ptr<Texture> & color_texture - Color texture smart pointer.
  • const Ptr<Texture> & color_old_texture - Old color texture smart pointer.

bool saveSettings ( const char * file ) const#

Saves the current renderer settings to a given file.

Arguments

  • const char * file - Path to a target file.

Return value

true if the settings are saved successfully; otherwise, false.

bool saveState ( const Ptr<Stream> & stream ) const#

Saves a render state into the stream.

Saving into the stream requires creating a blob to save into. To restore the saved state the restoreState() method is used:

Source code (C++)
// set state
Render::setCloudsInterleavedRendering(0); // interleave = 0
	
// save state
BlobPtr blob_state = Blob::create();
Render::saveState(blob_state);
	
// change state
Render::setCloudsInterleavedRendering(2); // now interleave = 2
	
// restore state
blob_state->seekSet(0);			// returning the carriage to the start of the blob
Render::restoreState(blob_state); // restore interleave = 0

Arguments

  • const Ptr<Stream> & stream - Stream to save a state into.

Return value

true if the state is saved successfully; otherwise, false.

bool restoreState ( const Ptr<Stream> & stream ) #

Restores a render state from the stream.

Restoring from the stream requires creating a blob to save into and saving the state using the saveState() method:

Source code (C++)
// set state
Render::setCloudsInterleavedRendering(0); // interleave = 0
	
// save state
BlobPtr blob_state = Blob::create();
Render::saveState(blob_state);
	
// change state
Render::setCloudsInterleavedRendering(2); // now interleave = 2
	
// restore state
blob_state->seekSet(0);			// returning the carriage to the start of the blob
Render::restoreState(blob_state); // restore interleave = 0

Arguments

  • const Ptr<Stream> & stream - Stream to restore a state from.

Return value

true if the state is restored successfully; otherwise, false.

bool saveWorld ( const Ptr<Xml> & xml ) const#

Saves the render state into the given Xml node.

Arguments

  • const Ptr<Xml> & xml - Xml node.

Return value

true if the state is saved successfully; otherwise, false.

Ptr<RenderEnvironmentPreset> getEnvironmentPreset ( int num ) #

Returns the environment preset of the given number.
Source code (C++)
// get the second environment preset
RenderEnvironmentPresetPtr preset = Render::getEnvironmentPreset(1);
// print the sky intensity of the obtained preset
Log::message("%f\n", preset->getSkyIntensity());

Arguments

  • int num - The number of the environment preset. The value is clamped to the [0;2] range.

Return value

Environment preset.

const char * getCloudsQualityPresetName ( int num ) #

Returns the Clouds Quality preset name by given index.

Arguments

  • int num - Clouds Quality preset index.

Return value

Clouds Quality preset name.

const char * getAAPresetName ( int num ) #

Returns the AA (Anti-Aliasing) preset name by given index.

Arguments

  • int num - AA preset index.

Return value

AA preset name.

const char * getTAAPresetName ( int num ) #

Returns the TAA (Temporal Anti-Aliasing) preset name by given index.

Arguments

  • int num - TAA preset index.

Return value

TAA preset name.

const char * getGIPresetName ( int num ) #

Returns the GI (Global Illumination) preset name by given index.

Arguments

  • int num - GI preset index.

Return value

GI preset name.

const char * getSSRTGIPresetName ( int num ) #

Returns the SSRTGI (Screen-Space Ray-Traced Global Illumination) preset name by given index.

Arguments

  • int num - SSRTGI preset index.

Return value

SSRTGI preset name.

const char * getSSAOPresetName ( int num ) #

Returns the SSAO (Screen Space Ambient Occlusion) preset name by given index.

Arguments

  • int num - SSAO preset index.

Return value

SSAO preset name.

const char * getSSGIPresetName ( int num ) #

Returns the SSGI (Screen-Space Global Illumination) preset name by given index.

Arguments

  • int num - SSGI preset index.

Return value

SSGI preset name.

const char * getBentNormalPresetName ( int num ) #

Returns the Bent Normal preset name by given index.

Arguments

  • int num - Bent Normal preset index.

Return value

Bent Normal preset name.

const char * getSSRPresetName ( int num ) #

Returns the SSR preset name by given index.

Arguments

  • int num - SSR preset index.

Return value

SSR preset name.

const char * getSSSSSPresetName ( int num ) #

Returns the SSSSS preset name by given index.

Arguments

  • int num - SSSSS preset index.

Return value

SSSSS preset name.

const char * getMotionBlurPresetName ( int num ) #

Returns the Motion Blur preset name by given index.

Arguments

  • int num

Return value

Motion Blur preset name.

const char * getDOFPresetName ( int num ) #

Returns the DOF preset name by given index.

Arguments

  • int num

Return value

DOF preset name.

const char * getLandscapeTerrainGeometryPresetName ( int num ) #

Returns the Landscape Terrain Geometry preset name by given index.

Arguments

  • int num - Landscape Terrain Geometry preset index.

Return value

Landscape Terrain Geometry preset name.

const char * getLandscapeTerrainStreamingPresetName ( int num ) #

Returns the Landscape Terrain Streaming preset name by given index.

Arguments

  • int num - Landscape Terrain Streaming preset index.

Return value

Landscape Terrain Streaming preset name.

const char * getWaterGeometryPresetName ( int num ) const#

Returns the Global Water Geometry preset name by given index.

Arguments

  • int num - Global Water Geometry preset index.

Return value

Global Water Geometry preset name.

bool isViewportModeStereo ( Render::VIEWPORT_MODE mode ) #

Returns a value indicating if the specified mode is one of the stereo rendering modes.

Arguments

Return value

true if the specified mode is one of the stereo rendering modes; otherwise false.

bool isViewportModePanorama ( Render::VIEWPORT_MODE mode ) #

Returns a value indicating if the specified mode is one of the panorama rendering modes.

Arguments

Return value

true if the specified mode is one of the panorama rendering modes; otherwise false.

void clearDebugMaterials ( ) #

Clears all global debug materials.

void setDebugMaterial ( int num, const Ptr<Material> & material ) #

Replaces the debug material with the specified number with the new debug material specified. The number of material determines the order in which the expressions assigned to it are executed.

Arguments

Ptr<Material> getDebugMaterial ( int num ) const#

Returns a debug material applied globally by its number.

Arguments

Return value

Debug material applied globally with the specified number.

void insertDebugMaterial ( int num, const Ptr<Material> & material ) #

Inserts a new global debug material to the list of globally applied debug materials.

Arguments

  • int num - Position at which a new debug material is to be inserted.
  • const Ptr<Material> & material - Debug material to be inserted into the list of globally applied debug materials.

int findDebugMaterial ( const Ptr<Material> & material ) const#

Returns the number of the specified debug material applied globally. This number determines the order in which the assigned expressions are executed.

Arguments

  • const Ptr<Material> & material - Debug material for which a number is to be found.

Return value

Debug material number in the range from 0 to the total number of debug materials, or -1 if the specified material was not found.

void addDebugMaterial ( const Ptr<Material> & material ) #

Adds a new global debug material.

Arguments

  • const Ptr<Material> & material - Debug material to be applied globally.

void removeDebugMaterial ( int num ) #

Removes the global debug material with the specified number.

Arguments

void swapDebugMaterials ( int num_0, int num_1 ) #

Swaps two debug materials with specified numbers. The number of material determines the order in which the expressions assigned to it are executed.

Arguments

void setDebugMaterialEnabled ( int num, bool enabled ) #

Enables or disables the debug material with the specified number. When a material is disabled (inactive), the scripts attached to it are not executed.

Arguments

  • int num - Debug material number in the range from 0 to the total number of debug materials.
  • bool enabled - 1 to enable the debug material with the specified number, 0 to disable it.

bool getDebugMaterialEnabled ( int num ) const#

Returns a value indicating if the debug material with the specified number is enabled (active). When a material is disabled (inactive), the scripts attached to it are not executed.

Arguments

Return value

1 if the debug material with the specified number is enabled; otherwise, 0.

Ptr<Texture> getCacheTexture ( const UGUID& guid ) #

Arguments

  • const UGUID& guid
Last update: 08.09.2022
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