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1.0.0:realtimeglobalillumination [2023/02/23 13:42] – [Viewport] admin1.0.0:realtimeglobalillumination [2023/02/23 13:48] (current) – [TGorillaLight] admin
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 So there are two places to configure your scene for global illumination: viewport and light sources. So there are two places to configure your scene for global illumination: viewport and light sources.
  
-==== Viewport ====+==== TGorillaViewport ====
  
 The first and important step is to activate global illumination in the TGorillaViewport instance of your scene. The first and important step is to activate global illumination in the TGorillaViewport instance of your scene.
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 |GlobalIllumSoftness|A separate render pass softens the raytracing result. Especially useful to soften shadows. The higher the value is, the more soften the rendering becomes. Values between 0.0 and 5.0 are allowed.| |GlobalIllumSoftness|A separate render pass softens the raytracing result. Especially useful to soften shadows. The higher the value is, the more soften the rendering becomes. Values between 0.0 and 5.0 are allowed.|
 |ShadowStrength|Defines how intense/dark shadows will become. Default value is 0.4. Allowed values are between 0.0 and 10.0| |ShadowStrength|Defines how intense/dark shadows will become. Default value is 0.4. Allowed values are between 0.0 and 10.0|
-|ReflectionStrength|Activated reflections with values larger than zero. Allowed values are between 0.0 and 10.0 |+|ReflectionStrength|Activate reflections with values larger than zero. Allowed values are between 0.0 and 10.0 
 + 
 + 
 +==== TGorillaLight ==== 
 + 
 +Because we also support light scattering in RTGI computation, it might be necessary to modify default settings. 
 + 
 +It is recommended to use the TGorillaLight component instead of a TLight component in your scene. 
 + 
 +__WARNING:__ The default FMX light component does not support configuration of light-scattering. 
 + 
 +To deactivate Light-Scattering for a specific light source, set ScatteringIntensity to a value less than 0.00000001. 
 +<file pascal> 
 +GorillaLight1.ScatteringIntensity := 0.00000001; 
 +</file> 
 + 
 +^ Property ^ Description ^ 
 +|ScatteringIntensity|Light scattering in global illumination rendering can be controlled for each light source separately. ScatteringIntensity defines how intense the light scattering will be mixed into the final image.| 
 +|ScatteringExposure|Light scattering ray exposure parameter| 
 +|ScatteringDecay|Light scattering ray decay parameter.| 
 +|ScatteringDensity|Light scattering ray density parameter.|