SimplexGUI Property Editor
From Picogen-doc
Contents |
film-settings
Name | Meaning | Possible Values | Examples |
---|---|---|---|
convert-to-srgb | Enabled/Disabled | convert-to-srgb Examples | |
color-scale | 0..arbitrary | color-scale Examples |
render-settings
Every scene can have an arbitrary amount of render-settings.
To add a render-setting, open the context-menu somewhere over the property-editor (by right-clicking or by pressing the context-menu key on the keyboard), and select New Render Setting. To remove a render-setting, open the context-menu over the one you want to purge, and select Delete Render Setting.
A render-settings is made of the following fields:
Name | Meaning | Possible Values | Examples |
---|---|---|---|
title | a name without whitespace | -- | |
width | the width (pixels) of the resulting image | 1..arbitrary | -- |
height | the height (pixels) of the resulting image | 1..arbitrary | -- |
sampels-per-pixel | the number of "virtual pixels" which combine into a single resulting pixel | 1..arbitrary | samples-per-pixel Examples |
min-y | (usually of minor importance) | 1..arbitrary | min-y/max-y Examples |
max-y | (usually of minor importance) | 1..arbitrary | min-y/max-y Examples |
seed | the "seed" for the random-number-generator used in picogen (usually of minor importance) | 0..arbitrary | -- |
surface-integrator | the surface-integrator to be used for the rendering | none, whitted, redshift | see #surface-integrator |
volume-integrator | the volume-integrator to be used for the rendering | none, emission, single | see #volume-integrator |
surface-integrator
Name | Meaning | Sub-Fields | Examples |
---|---|---|---|
none | No surfaces are visible | no additional fields | |
whitted | Direct lighting and mirror-like surfaces only | no additional fields | |
whitted_ambient | Direct lighting, mirror-likes and fake ambient-colouring | ambient-samples -> number of samples to be used for fake ambient-colouring | |
path | A path tracer for global illumination; computationally expensive |
volume-integrator
Name | Meaning | Possible Values | Examples |
---|---|---|---|
none | |||
emission | |||
single |
cameras
Every scene can have an arbitrary amount of cameras. A camera describes both, the camera model, and the position/orientation.
To add a camera, open the context-menu somewhere over the property-editor (by right-clicking or by pressing the context-menu key on the keyboard), and select New Camera. To remove a camera, open the context-menu over the one you want to purge, and select Delete Camera.
A camera is made of the following fields:
Name | Meaning | Possible Values | Examples |
---|---|---|---|
title | a name without whitespace | -- | |
type | pinhole, cubemap_[left,right,bottom,top,front,back] | -- | |
front | distance between film and pinhole (for a field of view of 90°, 1.0 would be used) (currently specific to pinhole-cameras) | 0..arbitrary (larger values correspond to larger zoom factors) | -- |
transform | composes the position and orientation of the camera | see #Camera-Transforms | -- |
Camera-Transforms
Each camera consists of an arbitrary number of transforms. By default, yaw/pitch/roll and a move-to are added. You can insert more transforms for fine-tuning the camera position/orientation.
The transformation process works from top to bottom, i.e. every transform is in relation to the one atop of it. Only the first transform is in world-space.
The following transforms are available:
Name | Meaning | Sub-Fields |
---|---|---|
move | move camera to position | right, up, forward |
move-[left,right,up,down,forward,backward] | move camera by specified amount | distance |
yaw | look to the left or right | angle (in degrees) |
pitch | look up or down | angle (in degrees) |
roll | roll left or right | angle (in degrees) |
objects
Every scene can have an arbitrary amount of objects. An object is part of the actual geometry of the scene, corresponding to what you can touch in the real world.
Picogen 0.3 features three types of objects, described in the following.
- horizon-plane: This is the same as the water-plane, but with a non-mirroring surface. -> Detailed Instructions
- water-plane: This is the same as the horizon-plane, but with a mirroring surface. -> Detailed Instructions
- lazy-quadtree Currently the mightiest object: It represents a "2.5 dimensional" terrain; that is, it represents 3d terrain, but without overhangs. -> Detailed Instructions