// Bank file name bank_name = "desert.smallbank"; // Search pathes for shape and ig search_pathes = { }; // 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; // 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;