// Bank file name bank_name = "../smallbank/smallbank/snowballs.smallbank"; bankfar_name = "../farbank/farbank/snowballs.farbank"; // Search pathes search_pathes = { "../ig/ig_land", // Instance group directory "../ig/ig_other", // Instance group directory "../shape/shape", // Shape directory "../shape/shape_with_coarse_mesh", // Shape directory "../map/tga", // Map directory "../zone_light/water_shapes_lighted", // Water shape lighted directory }; // Additional ig file name additionnal_ig = { }; // Sun direction. sun_direction = { -0.5, +0.0, -0.85 }; // Load instance group. 0 disable, 1 enable load_ig = 1; // Use ig to compute dependencies 0 disable, 1 enable compute_dependencies_with_igs = 1; // Enable shadows. 0 disable, 1 enable shadow = 1; // Center of the landscape pointed by the sun sun_center = {18096, -25440, 0}; // Distance of the sun sun_distance = 50000; // FOV of the sun in radian sun_fov = 0.52359877; // Pi / 6 // Sun radius, (for softshadow sampling) sun_radius = 5000; // Landscape ZBuffers size for all the landscape. There is one zbuffer like this one per softshadow sample. zbuffer_landscape_size = 32768; // Object ZBuffers size for all the landscape. This zbuffer is typically finer. There is only one zbuffer like this. zbuffer_object_size = 98304; // Square root of the number of soft shadow samples soft_shadow_samples_sqrt = 4; // Soft shadow jitter (0 ~ 1) to smooth softshadow aliasing when sampling number is small soft_shadow_jitter = 0.4; // Enable the sun contribution. 0 disable, 1 enable sun_contribution = 1; // Enable the sky global illumaniation. 0 disable, 1 enable sky_contribution = 1; // The sky global illumaniation intensity . [0 ~ 1] sky_intensity = 0.25; // Accuracy of the sky global illumaniation algorithm in meter global_illumination_cell_size = 5; // shadow bias for water surfaces water_shadow_bias = 0.8; // ambient lighting for water. [0 ~ 1] water_ambient = 0.3; // diffuse lighting for water. [0 ~ 1] water_diffuse = 1.0; // true if the water color should be modulated with the source diffuse map modulate_water_color = 0; // 1 if the water should receive sky lighting contribution sky_contribution_for_water = 0; // Side length of landscape used to compute the sky global illumaniation in meter global_illumination_length = 600; // Size of the quad grid side in meter. Should be a power of 2. (optimisation) quad_grid_size = 512; // Size of a cell of the quad grid in meter. (optimisation) quad_grid_cell_size = 1; // Number of CPU used to calculate the lightmaps. 0 for automatic detection. cpu_num = 0; /// Evaluation the max vegetable height in meters. This is used to decide wether vegetable of a tile /// are above, below, or intersect a water surface (rough approximation). /// As a matter of fact, these flags are processed during hte lighting as well. vegetable_height = 2; // *************************** // Ig Lighting. // *************************** // Ig lighting shares also above parameters: sun_direction, shadow, quad_grid_size, quad_grid_cell_size, shapes_path // Oversampling value, must be 0 (disable), 2, 4, 8, 16 // This apply to surface cells and instances. ig_oversampling = 16; // IG Surface Lighting (for ig_light process only) // GlobalRetriever bank file.gr. Empty string to disable SurfaceLighting grbank= "../rbank/output/snowballs.gr"; // LocalRetriever bank file .rbank. Empty string to disable SurfaceLighting rbank= "../rbank/output/snowballs.rbank"; // If SurfaceLighting enabled, define size of a cell (in meters) in a surface. cell_surface_light_size = 1.5; // If SurfaceLighting enabled, define a deltaZ before raytracing cellPos against lights. Usefull to skip shadow errors like stairs cell_raytrace_delta_z = 0.2; // The lighter search in rbank any retriever with identifier ---igname*** as substring // where --- is col_identifier_prefix and *** is col_identifier_suffix // eg: if igname= "street", col_identifier_prefix= "col_", col_identifier_suffix= "_", // then "col_street_1" and "col_street_2" are valid and are used to build LightSurface infos in the Ig. col_identifier_prefix= ""; col_identifier_suffix= ""; // Build debug surface shapes (slows the process) build_debug_surface_shape= 0;