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Camera
Every scene should at least contain one camera module
(otherwise you won't see anything), but your scene may contain
more than one camera.
In object mode you will
see a representation of the cameras view volume. You may toggle
this display by activating view > handles > hide cameras.
Object visibility
An object will only be visible for a camera if it's module is
part of the camera's matrix hierarchy.
Manual Mode
When the switch manual mode in the camera's inspector
is activated, you may navigate the
camera in play mode with the mouse.
value in connectors
name |
description |
t
|
range
|
default
|
perspective |
perspective or orthographic projection |
d
|
yes; no
|
yes
|
viewport x |
relative distance from left border of screen |
f
|
0, 1
|
0
|
viewport y |
relative distance from top border of screen |
f
|
0, 1
|
0
|
viewport width |
relative height |
f
|
0, 1
|
1
|
viewport height |
relative width |
f
|
0, 1
|
1
|
aspect ratio |
ratio between width and height.
if the value is -1, the camera uses the screen's aspect
ratio
|
f
|
-1; 0, max
|
-1
|
field of view |
view angle |
f
|
0, 175
|
60
|
Light
A light source. A simple object you don't see directly but changes
the appearance of other objects in the scene.
In object mode you will see some
rays emitting from the light position that represent the light's
cone. You may toggle this display by activating view > handles
> hide lights.
Please note, that the possible number of light sources is limited
by OpenGL.
If you use a light module in your scene, you should also
apply material attributes
to the objects.
value in connectors
name |
description |
t
|
range
|
default |
spot exponent |
light source focus |
f
|
0, 128
|
0 |
spot cutoff |
spread angle of the light source. use values below 90 for
a spot light, 180 for a light that distributes in all directions. |
f
|
0, 90; 180
|
180 |
constant attenuation |
constant light intensity attenuation |
f
|
0, max
|
1 |
linear attenuation |
linear light intensity attenuation. attenuation proportional
to light-object-distance |
f
|
0, max
|
0 |
quadratic attenuation |
quadratic light intensity attenuation. attenuation proportional
to square of light-object-distance |
f
|
0, max
|
0 |
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