manual

 

camera & light

 
 

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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