Light object reference
The properties on the Light Object control how the scene is lit.
To open lighting properties, in the Tree Window toolbar, select Light > Edit light properties.
Environment
Preset
Quickly set the other "Environment" properties to one of a variety of lighting situations: bright sun, overcast, moonlight, etc.
Directional
The properties in this group control the directional light hitting the tree (which can be considered the sun).
Color
The color of the directional light.
Intensity
How much directional light exists in the scene.
Ambient
The properties in this group control both the ambient light hitting the tree and the colors shown in the background of the Tree Window.
Type
The style of ambient light to use - 3 color or HDRI
Sky
The color used at the apex of the sky in 3 color lighting.
Horizon
The color used for the horizon of the sky in 3 color lighting.
Ground
The color of the ground plane in 3 color lighting.
HDRI
The filename of the spherically mapped texture to use for the environment. This can be a true high dynamic range image in the HDR format, or it can be EXR or even any of the other image formats the Modeler supports.
Intensity
How much ambient light exists in the scene.
Directional tint
When used on the tree, how much to interpolate from the actual ambient value to the directional color. This lets you decide to have a very colorful background without too much of that color affecting the tree lighting itself.
Specular scale
When using an HDRI, a scalar applied to the specular from the environment.
Subsurface scale
When using an HDRI, a scalar applied to the subsurface from the environment.
Rendering
These properties control general rendering of this tree.
Window background
This button lets you quickly set the actual background to the same settings used for the ambient environment. It is the same as setting them on the Tree Window.
Tonemapper
The type of tonemapping to convert the high range lit image to one viewable on the screen.
Flip backside normals
By default this is enabled. It will cause the normals to be flipped on the back side of two-sided geometry. This, plus normals close to face normals, will provide the most accurate specular response. However, this doesn't always make the best looking leaves from a distance, especially on game trees. If you wish to really bend leaf normals, then disable this option as well.
Ambient Occlusion
These properties allow you to tweak the result when you render Ambient Occlusion (AO) on the tree.
The new AO value follows the formula:
AOnew = ((AO + Brightness - 0.5) x Contrast + 0.5) x (Max - Min) + Min
Brightness
Makes the AO brighter/darker.
Contrast
Increases the difference between light and dark AO values.
Min
Sets the darkest value of AO.
Max
Sets the brightest value of AO.
Quality
The quality of the rendered AO. This will affect the amount of time it takes to compute it.
Ground Effect
These properties control an additional AO provided from the ground near the bottom of the tree.
Value
The AO value to use at the bottom of the tree.
Distance
How far to spread this AO effect up the tree.
Blur
How much to blend the AO values as they near the end of the effect.
Computation
Render
Renders new ambient occlusion.
Clear
Clears ambient occlusion to white.
Shadows
Quality
Sets the quality of shadows used. Higher quality equals sharper shadows, but also slower rendering in the Tree Window.
Ground weight
Brighten/darken the shadow cast onto the ground, if needed. You most likely won't need to change this from the default.
Global
Edit lighting for multiple generators at once. To opt in a generator for global lighting, set its Lighting:Style to Global. Leaf mesh, Batched leaf, and Frond generators accept global lighting.
Hint: To change the Lighting:Style for multiple generators at once, hold Ctrl and select the generators in the Generation Editor. With multiple generators selected, edit the Lighting properties in the Property Bar.
Puffs
Adjust the vertex normals relative to the model’s anatomical structure. Edit multiple properties to get the most natural lighting effect. If any Puffs values reach 1.0, they override the original normals. Adjustments made with these properties adapt to procedural or manual changes to the model.
Tiny
Adjust the vertex normals within a very small scale. Results in the most localized changes on the model.
Small
Adjust the vertex normals within a small scale.
Medium
Adjust the vertex normals within a medium scale.
Large
Adjust the vertex normals within a large scale.
Huge
Adjust the vertex normals on a model-wide scale. Results in uniform changes to the model.
World
Up
Angle the vertex normals up or down along the z-axis. Use this property for uniform lighting on grass models.
Projectors
Adjust the vertex normals relative to a mesh asset geometry force. This property is only available if you enable Normals projection in the geometry force properties.
Visualization
Display the vertex normals for all generators with their Lighting:Style set to Global.
Show
Choose when to display the vertex normals.
Property | Description |
---|---|
Never | Don’t display the normals. |
When Light is selected | Display the normals when the Light properties are open. |
Always | Display the normals at all times. |
Style
Choose to view all vertex normals or a reduced number.
Property | Description |
---|---|
All normals | Display all normals. |
Some normals | Display a reduced number of normals. |
Scale
Increase the length of the vertex normals.