Lighting

GUI component

The 3D engine of the Tinman 3D SDK uses a simple image-based lighting scheme: a cubemap texture captures the overall environment and a specific spot in the texture is treated as the prominent light source, for diffuse lighting.

The Lighting GUI component allows the user to control the runtime properties of the environment texture that is used for lighting.

See the ILightingContainer API for details.

LightingGui

The choice may be used to select the size of the environment texture, if the containing widget provides multiple size options.

Altitude

The altitude angle of the center of the prominent light source, seen from the terrain surface. 90° represent the zenith, 0° puts the light source at the horizon.

Azimuth

The azimuth angle of the center of the prominent light source, seen from the terrain surface. The angle corresponds to heading, i.e. facing towards the light means:

  • looking North for 0°

  • looking East for +90°

  • looking South for +/- 180°

  • looking West for -90°

Sun size

Size of the prominent light source, given as the opening angle of the cone that fits the light source.

HDR scale

The high-dynamic range scale factor that is applied to the samples of the environment texture.

Exposure

The high-dynamic range exposure scale factor that is used to tone-mapping.

Directional

The scale factor to apply to the directional diffuse lighting term that results from the prominent light source of the environment texture.

Ambient

The scale factor to apply to the ambient diffuse lighting term that results from hemispheric sampling of the environment texture.

Occlusion

Relative strength of ambient occlusion to apply to lighting.