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led_ui [2024/08/31 08:24] – [Export/Import] hnegled_ui [2024/08/31 08:33] (current) – [Light Params] hneg
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   * **//Attenuation//**:\\ Light intensity drop-off over distance. Standard method of attenuation (1 / (constant + linear * dist + quadratic * dist * dist)). Start param means the distance (in meters) after which the attenuation starts to take effect (dist = distance – start). Unless you are familiar with whatever these calcs are based (and I am not) I’d say just see what happens when playing with the numbers.\\   * **//Attenuation//**:\\ Light intensity drop-off over distance. Standard method of attenuation (1 / (constant + linear * dist + quadratic * dist * dist)). Start param means the distance (in meters) after which the attenuation starts to take effect (dist = distance – start). Unless you are familiar with whatever these calcs are based (and I am not) I’d say just see what happens when playing with the numbers.\\
-    * **//Start//**: Distance from the light after which the light attenuation starts. In meters. +    * **//Start//**: Distance from the light after which the light attenuation starts. In meters.\\  Value can be unlimited, this parameter determines the range that the light source takes effect. Terrain environmental color will be bathed by ambient light color within the range and its covered objects will reflect the light color
-    * **//Constant//**: Constant attenuation coef (1 / (constant + linear * dist + quadratic * dist * dist)) +    * **//Constant//**: Constant attenuation coef (1 / (constant + linear * dist + quadratic * dist * dist))\\ This parameter determines the brightness proportion of the light source, higher the number is, less the brightness will be, vice versa. Any minus value passed will be treated as 0 (100% brightness). 
-    * **//Linear//**: Linear attenuation coef (1 / (constant + linear * dist + quadratic * dist * dist)) +    * **//Linear//**: Linear attenuation coef (1 / (constant + linear * dist + quadratic * dist * dist))\\ Effective range is from 0 ~ 100 (negative value will be treated as 0), this parameter determines the concentration of the light source, higher the number is, more will the light concentrate, vice versa. In other words, this parameter will turn the source into spotlight and sharpens its light circle border. 
-    * **//Quadratic//**: Quadratic attenuation coef (1 / (constant + linear * dist + quadratic * dist * dist))+    * **//Quadratic//**: Quadratic attenuation coef (1 / (constant + linear * dist + quadratic * dist * dist))\\  Value range unlimited, negative number will be treated as 0.\\ This parameter determines the range that the light source is visible and its visual presentation looks similar to linear. 0 means the maximum visible range. In further explanation, a less bright source can’t be seen out of the range on the land but still visible on the sea, and a bright enough source won’t be effected by the passed range which is still visible out of the range.
     * **//Hardlimit start//**: Optional, max distance hard limit start (start of fading of intensity to 0), in meters     * **//Hardlimit start//**: Optional, max distance hard limit start (start of fading of intensity to 0), in meters
     * **//Hardlimit end//**: Optional, max distance hard limit end (end of fading of intensity to 0) in meters     * **//Hardlimit end//**: Optional, max distance hard limit end (end of fading of intensity to 0) in meters
led_ui.1725092688.txt.gz · Last modified: by hneg