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/****************************************************************************
**
** Copyright (C) 2020 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** This file is part of Qt Design Studio.
**
** $QT_BEGIN_LICENSE:FDL$
** Commercial License Usage
** Licensees holding valid commercial Qt licenses may use this file in
** accordance with the commercial license agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
** a written agreement between you and The Qt Company. For licensing terms
** and conditions see https://www.qt.io/terms-conditions. For further
** information use the contact form at https://www.qt.io/contact-us.
**
** GNU Free Documentation License Usage
** Alternatively, this file may be used under the terms of the GNU Free
** Documentation License version 1.3 as published by the Free Software
** Foundation and appearing in the file included in the packaging of
** this file. Please review the following information to ensure
** the GNU Free Documentation License version 1.3 requirements
** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
** $QT_END_LICENSE$
**
****************************************************************************/

/*!
    \page studio-3d-scene-environment.html
    \previouspage studio-3d-camera.html
    \if defined (qtdesignstudio)
    \nextpage creator-live-preview.html
    \else
    \nextpage qtquick-iso-icon-browser.html
    \endif

    \title Setting Scene Environment

    You can use the SceneEnvironment type to specify how the scene is rendered
    globally. You can specify settings for antialiasing, scene background,
    ambient occlusion, and image based lighting in the \uicontrol Properties
    view.

    \section1 Antialiasing

    You can apply temporal, progressive, or multisample antialiasing to
    scenes. Temporal and progressive antialiasing jiggle the camera very
    slightly between frames and blend the result of each new frame with
    the previous frames, while multisample antialiasing super-samples
    the edges of geometry.

    Temporal antialiasing finds real details that would otherwise be lost
    and has a low impact on performance, but fast-moving objects cause
    one-frame ghosting. To enable temporal antialiasing, select the
    \uicontrol {Temporal AA} check box.

    Progressive antialiasing jiggles the camera after all the content of the
    scene has stopped moving. The more frames you accumulate, the better the
    result looks. This provides detailed static images with no performance cost,
    but does not take effect if any visual changes are occurring.

    To apply progressive antialiasing, set the number of frames to use for the
    final image in the \uicontrol {Progressive AA} field. Note that at the
    value of 8x, progressive antialiasing takes one eighth of a second to finish
    rendering at 60 FTPS, which may be noticeable.

    Multisample antialiasing results in smoother silhouettes, but has no effect
    on the materials inside geometry. It provides good results on geometry
    silhouettes, where aliasing is often most noticeable and works smoothly with
    fast animation. However, it can be expensive to use and does not help with
    texture or reflection issues.

    To apply multisample antialiasing, set the number of samples to use per
    pixel in the \uicontrol {Multisample AA} field.

    \section1 Clearing the Scene Background

    To clear the background of the scene to be transparent, select
    \uicontrol Transparent in the \uicontrol {Background mode} field.
    To clear the background using a color, select \uicontrol Color,
    and select the color in the \uicontrol {Clear Color} field.

    To render a Skybox or Skydome instead of clearing the scene,
    select \uicontrol SkyBox. You can specify the image to use as
    a value of the \l{SceneEnvironment::lightProbe}{lightProbe}
    property in \uicontrol {Text Editor}.

    To leave the scene uncleared, select \uicontrol {Unspecified}.

    \section1 Performing Depth Tests

    You can perform depth tests to optimize the scene environment. To skip depth
    tests, deselect the \uicontrol {Enable depth test} checkbox. Note that
    skipping the tests can cause rendering errors.

    To have the renderer write to the depth buffer as part of the color pass,
    deselect the \uicontrol {Enable depth prepass} checkbox. Disable depth
    prepass on GPU's that use a tiled rendering architecture.

    \section1 Ambient Occlusion

    Ambient occlusion is a form of approximated global illumination that causes
    non-directional self-shadowing where objects are close together.

    You can set the strength of the shadows in the \uicontrol {AO strength}
    field. A value of 100 causes full darkness shadows, while lower values
    cause the shadowing to appear lighter. A value of 0 disables ambient
    occlusion entirely, improving performance at a cost to the visual realism
    of 3D objects rendered in the scene. All values other than 0 have the same
    impact on performance.

    To specify roughly how far ambient occlusion shadows spread away from
    objects, select the distance in \uicontrol {AO distance} field. Greater
    distances cause increasing impact to performance.

    To prevent components from exhibiting ambient occlusion at close distances,
    set the cutoff distance in the \uicontrol {AO bias} field. The higher the
    value, the greater the distance that is required between objects before
    ambient occlusion occurs.

    \note If you see ambient occlusion shadowing on objects where there should
    be no shadowing, increase the value slightly to clip away close results.

    To specify how smooth the edges of the ambient occlusion shading are, set
    the softness in the \uicontrol {AO softness} field. To improve smoothness at
    the risk of sometimes producing obvious patterned artifacts, you can scatter
    the edges of the ambient occlusion shadow bands by selecting the
    \uicontrol {AO dither} check box.

    To specify the ambient occlusion quality, at the expense of performance,
    select the number of shades of gray to use in the
    \uicontrol {AO sample rate} field.

    \note Large distances between the clipping planes of your camera may cause
    problems with ambient occlusion. If you are seeing odd banding in ambient
    occlusion, try adjusting the value in the \uicontrol {Clip far} field in
    the \l{Using Scene Camera}{scene camera} properties.

    \section1 Using Image-based Lighting

    In the material properties, you can specify an image (preferably
    a high-dynamic range image) to use to light the scene, either
    instead of or in addition to \l{Using Lights}{scene lights}. In the
    \uicontrol {Probe brightness} field, you can modify the amount of
    light emitted by the light probe.

    To take shortcuts to approximate the light contributes of the light
    probe at the expense of quality, select the \uicontrol {Fast IBL}
    check box.

    To add darkness (black) to the bottom half of the environment, force
    the lighting to come predominantly from the top of the image, and
    remove specific reflections from the lower half, increase the value
    of the \uicontrol {Probe horizon} field.

    To specify the image source field of view when using a camera source as
    the light probe, set the angle in the \uicontrol {Probe FOV} field.
*/