G1R AngelScript
Scripting reference for the Gothic 1 Remake
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FLightmassWorldInfoSettings Struct Reference

Public Member Functions

Functions
bool GetbVisualizeMaterialDiffuse () const
 If true, override normal direct and indirect lighting with just the exported diffuse term.
bool GetbUseAmbientOcclusion () const
 If true, AmbientOcclusion will be enabled.
void SetbUseAmbientOcclusion (bool Value)
 If true, AmbientOcclusion will be enabled.
bool GetbGenerateAmbientOcclusionMaterialMask () const
 Whether to generate textures storing the AO computed by Lightmass. These can be accessed through the PrecomputedAOMask material node, Which is useful for blending between material layers on environment assets. Be sure to set DirectIlluminationOcclusionFraction and IndirectIlluminationOcclusionFraction to 0 if you only want the PrecomputedAOMask!
void SetbGenerateAmbientOcclusionMaterialMask (bool Value)
 Whether to generate textures storing the AO computed by Lightmass. These can be accessed through the PrecomputedAOMask material node, Which is useful for blending between material layers on environment assets. Be sure to set DirectIlluminationOcclusionFraction and IndirectIlluminationOcclusionFraction to 0 if you only want the PrecomputedAOMask!
FLightmassWorldInfoSettings & opAssign (FLightmassWorldInfoSettings Other)
void SetbVisualizeMaterialDiffuse (bool Value)
 If true, override normal direct and indirect lighting with just the exported diffuse term.
bool GetbVisualizeAmbientOcclusion () const
 If true, override normal direct and indirect lighting with just the AO term.
void SetbVisualizeAmbientOcclusion (bool Value)
 If true, override normal direct and indirect lighting with just the AO term.
bool GetbCompressLightmaps () const
 Whether to compress lightmap textures. Disabling lightmap texture compression will reduce artifacts but increase memory and disk size by 4x. Use caution when disabling this.
void SetbCompressLightmaps (bool Value)
 Whether to compress lightmap textures. Disabling lightmap texture compression will reduce artifacts but increase memory and disk size by 4x. Use caution when disabling this.

Public Attributes

LightmassGeneral
float32 IndirectLightingSmoothness
 Smoothness factor to apply to indirect lighting. This is useful in some lighting conditions when Lightmass cannot resolve accurate indirect lighting. 1 is default smoothness tweaked for a variety of lighting situations. Higher values like 3 smooth out the indirect lighting more, but at the cost of indirect shadows losing detail.
int NumIndirectLightingBounces
 Number of light bounces to simulate for point / spot / directional lights, starting from the light source. 0 is direct lighting only, 1 is one bounce, etc. Bounce 1 takes the most time to calculate and contributes the most to visual quality, followed by bounce 2. Successive bounces don't really affect build times, but have a much lower visual impact, unless the material diffuse colors are close to 1.
int NumSkyLightingBounces
 Number of skylight and emissive bounces to simulate. Lightmass uses a non-distributable radiosity method for skylight bounces whose cost is proportional to the number of bounces.
float32 IndirectLightingQuality
 Warning: Setting this higher than 1 will greatly increase build times! Can be used to increase the GI solver sample counts in order to get higher quality for levels that need it. It can be useful to reduce IndirectLightingSmoothness somewhat (~.75) when increasing quality to get defined indirect shadows. Note that this can't affect compression artifacts, UV seams or other texture based artifacts.
float32 StaticLightingLevelScale
 Warning: Setting this to less than 1 will greatly increase build times! Scale of the level relative to real world scale (1 Unreal Unit = 1 cm). All scale-dependent Lightmass setting defaults have been tweaked to work well with real world scale, Any levels with a different scale should use this scale to compensate. For large levels it can drastically reduce build times to set this to 2 or 4.
FColor EnvironmentColor
 Represents a constant color light surrounding the upper hemisphere of the level, like a sky. This light source currently does not get bounced as indirect lighting and causes reflection capture brightness to be incorrect. Prefer using a Static Skylight instead.
float32 EnvironmentIntensity
 Scales EnvironmentColor to allow independent color and brightness controls.
float32 DiffuseBoost
 Scales the diffuse contribution of all materials in the scene.
LightmassOcclusion
float32 FullyOccludedSamplesFraction
 Fraction of samples taken that must be occluded in order to reach full occlusion.
float32 MaxOcclusionDistance
 Maximum distance for an object to cause occlusion on another object.
float32 IndirectIlluminationOcclusionFraction
 How much of the AO to apply to indirect lighting.
float32 DirectIlluminationOcclusionFraction
 How much of the AO to apply to direct lighting.
float32 OcclusionExponent
 Higher exponents increase contrast.
LightmassVolumeLighting
float32 VolumeLightSamplePlacementScale
 Scales the distances at which volume lighting samples are placed. Volume lighting samples are computed by Lightmass and are used for GI on movable components. Using larger scales results in less sample memory usage and reduces Indirect Lighting Cache update times, but less accurate transitions between lighting areas.
float32 VolumetricLightmapDetailCellSize
 Size of an Volumetric Lightmap voxel at the highest density (used around geometry), in world space units. This setting has a large impact on build times and memory, use with caution. Halving the DetailCellSize can increase memory by up to a factor of 8x.
float32 VolumetricLightmapMaximumBrickMemoryMb
 Maximum amount of memory to spend on Volumetric Lightmap Brick data. High density bricks will be discarded until this limit is met, with bricks furthest from geometry discarded first.
EVolumeLightingMethod VolumeLightingMethod
 Technique to use for providing precomputed lighting at all positions inside the Lightmass Importance Volume.
float32 VolumetricLightmapSphericalHarmonicSmoothing
 Controls how much smoothing should be done to Volumetric Lightmap samples during Spherical Harmonic de-ringing. Whenever highly directional lighting is stored in a Spherical Harmonic, a ringing artifact occurs which manifests as unexpected black areas on the opposite side. Smoothing can reduce this artifact. Smoothing is only applied when the ringing artifact is present. 0 = no smoothing, 1 = strong smooth (little directionality in lighting).
Variables
bool bGenerateAmbientOcclusionMaterialMask
bool bVisualizeMaterialDiffuse
bool bVisualizeAmbientOcclusion
bool bCompressLightmaps
bool bUseAmbientOcclusion

Member Function Documentation

◆ GetbCompressLightmaps()

bool GetbCompressLightmaps ( ) const

Whether to compress lightmap textures. Disabling lightmap texture compression will reduce artifacts but increase memory and disk size by 4x. Use caution when disabling this.

◆ GetbGenerateAmbientOcclusionMaterialMask()

bool GetbGenerateAmbientOcclusionMaterialMask ( ) const

Whether to generate textures storing the AO computed by Lightmass. These can be accessed through the PrecomputedAOMask material node, Which is useful for blending between material layers on environment assets. Be sure to set DirectIlluminationOcclusionFraction and IndirectIlluminationOcclusionFraction to 0 if you only want the PrecomputedAOMask!

◆ GetbUseAmbientOcclusion()

bool GetbUseAmbientOcclusion ( ) const

If true, AmbientOcclusion will be enabled.

◆ GetbVisualizeAmbientOcclusion()

bool GetbVisualizeAmbientOcclusion ( ) const

If true, override normal direct and indirect lighting with just the AO term.

◆ GetbVisualizeMaterialDiffuse()

bool GetbVisualizeMaterialDiffuse ( ) const

If true, override normal direct and indirect lighting with just the exported diffuse term.

◆ opAssign()

◆ SetbCompressLightmaps()

void SetbCompressLightmaps ( bool Value)

Whether to compress lightmap textures. Disabling lightmap texture compression will reduce artifacts but increase memory and disk size by 4x. Use caution when disabling this.

◆ SetbGenerateAmbientOcclusionMaterialMask()

void SetbGenerateAmbientOcclusionMaterialMask ( bool Value)

Whether to generate textures storing the AO computed by Lightmass. These can be accessed through the PrecomputedAOMask material node, Which is useful for blending between material layers on environment assets. Be sure to set DirectIlluminationOcclusionFraction and IndirectIlluminationOcclusionFraction to 0 if you only want the PrecomputedAOMask!

◆ SetbUseAmbientOcclusion()

void SetbUseAmbientOcclusion ( bool Value)

If true, AmbientOcclusion will be enabled.

◆ SetbVisualizeAmbientOcclusion()

void SetbVisualizeAmbientOcclusion ( bool Value)

If true, override normal direct and indirect lighting with just the AO term.

◆ SetbVisualizeMaterialDiffuse()

void SetbVisualizeMaterialDiffuse ( bool Value)

If true, override normal direct and indirect lighting with just the exported diffuse term.

Member Data Documentation

◆ bCompressLightmaps

bool bCompressLightmaps

◆ bGenerateAmbientOcclusionMaterialMask

bool bGenerateAmbientOcclusionMaterialMask

◆ bUseAmbientOcclusion

bool bUseAmbientOcclusion

◆ bVisualizeAmbientOcclusion

bool bVisualizeAmbientOcclusion

◆ bVisualizeMaterialDiffuse

bool bVisualizeMaterialDiffuse

◆ DiffuseBoost

float32 DiffuseBoost

Scales the diffuse contribution of all materials in the scene.

◆ DirectIlluminationOcclusionFraction

float32 DirectIlluminationOcclusionFraction

How much of the AO to apply to direct lighting.

◆ EnvironmentColor

FColor EnvironmentColor

Represents a constant color light surrounding the upper hemisphere of the level, like a sky. This light source currently does not get bounced as indirect lighting and causes reflection capture brightness to be incorrect. Prefer using a Static Skylight instead.

◆ EnvironmentIntensity

float32 EnvironmentIntensity

Scales EnvironmentColor to allow independent color and brightness controls.

◆ FullyOccludedSamplesFraction

float32 FullyOccludedSamplesFraction

Fraction of samples taken that must be occluded in order to reach full occlusion.

◆ IndirectIlluminationOcclusionFraction

float32 IndirectIlluminationOcclusionFraction

How much of the AO to apply to indirect lighting.

◆ IndirectLightingQuality

float32 IndirectLightingQuality

Warning: Setting this higher than 1 will greatly increase build times! Can be used to increase the GI solver sample counts in order to get higher quality for levels that need it. It can be useful to reduce IndirectLightingSmoothness somewhat (~.75) when increasing quality to get defined indirect shadows. Note that this can't affect compression artifacts, UV seams or other texture based artifacts.

◆ IndirectLightingSmoothness

float32 IndirectLightingSmoothness

Smoothness factor to apply to indirect lighting. This is useful in some lighting conditions when Lightmass cannot resolve accurate indirect lighting. 1 is default smoothness tweaked for a variety of lighting situations. Higher values like 3 smooth out the indirect lighting more, but at the cost of indirect shadows losing detail.

◆ MaxOcclusionDistance

float32 MaxOcclusionDistance

Maximum distance for an object to cause occlusion on another object.

◆ NumIndirectLightingBounces

int NumIndirectLightingBounces

Number of light bounces to simulate for point / spot / directional lights, starting from the light source. 0 is direct lighting only, 1 is one bounce, etc. Bounce 1 takes the most time to calculate and contributes the most to visual quality, followed by bounce 2. Successive bounces don't really affect build times, but have a much lower visual impact, unless the material diffuse colors are close to 1.

◆ NumSkyLightingBounces

int NumSkyLightingBounces

Number of skylight and emissive bounces to simulate. Lightmass uses a non-distributable radiosity method for skylight bounces whose cost is proportional to the number of bounces.

◆ OcclusionExponent

float32 OcclusionExponent

Higher exponents increase contrast.

◆ StaticLightingLevelScale

float32 StaticLightingLevelScale

Warning: Setting this to less than 1 will greatly increase build times! Scale of the level relative to real world scale (1 Unreal Unit = 1 cm). All scale-dependent Lightmass setting defaults have been tweaked to work well with real world scale, Any levels with a different scale should use this scale to compensate. For large levels it can drastically reduce build times to set this to 2 or 4.

◆ VolumeLightingMethod

EVolumeLightingMethod VolumeLightingMethod

Technique to use for providing precomputed lighting at all positions inside the Lightmass Importance Volume.

◆ VolumeLightSamplePlacementScale

float32 VolumeLightSamplePlacementScale

Scales the distances at which volume lighting samples are placed. Volume lighting samples are computed by Lightmass and are used for GI on movable components. Using larger scales results in less sample memory usage and reduces Indirect Lighting Cache update times, but less accurate transitions between lighting areas.

◆ VolumetricLightmapDetailCellSize

float32 VolumetricLightmapDetailCellSize

Size of an Volumetric Lightmap voxel at the highest density (used around geometry), in world space units. This setting has a large impact on build times and memory, use with caution. Halving the DetailCellSize can increase memory by up to a factor of 8x.

◆ VolumetricLightmapMaximumBrickMemoryMb

float32 VolumetricLightmapMaximumBrickMemoryMb

Maximum amount of memory to spend on Volumetric Lightmap Brick data. High density bricks will be discarded until this limit is met, with bricks furthest from geometry discarded first.

◆ VolumetricLightmapSphericalHarmonicSmoothing

float32 VolumetricLightmapSphericalHarmonicSmoothing

Controls how much smoothing should be done to Volumetric Lightmap samples during Spherical Harmonic de-ringing. Whenever highly directional lighting is stored in a Spherical Harmonic, a ringing artifact occurs which manifests as unexpected black areas on the opposite side. Smoothing can reduce this artifact. Smoothing is only applied when the ringing artifact is present. 0 = no smoothing, 1 = strong smooth (little directionality in lighting).