======Light====== The properties on the [[kclighting|Light Object]] control how the scene is lit. To open lighting properties, in the [[tooltree_window|Tree Window toolbar]], select **Light** > **Edit light properties**. =====Environment===== ====Preset==== Quickly set the other "Environment" properties to one of a variety of lighting situations: bright sun, overcast, moonlight, etc. ====Directional==== The properties in this group control the directional light hitting the tree (which can be considered the sun). ===Color=== The color of the directional light. ===Intensity=== How much directional light exists in the scene. ====Ambient==== The properties in this group control both the ambient light hitting the tree and the colors shown in the background of the [[tooltree_window|Tree Window]]. ===Type=== The style of ambient light to use - 3 color or [[kclighting#hdri|HDRI]] ===Sky=== The color used at the apex of the sky in 3 color lighting. ===Horizon=== The color used for the horizon of the sky in 3 color lighting. ===Ground=== The color of the ground plane in 3 color lighting. ===HDRI=== The filename of the spherically mapped texture to use for the environment. This can be a true high dynamic range image in the HDR format, or it can be EXR or even any of the other image formats the Modeler supports. ===Intensity=== How much ambient light exists in the scene. ===Directional tint=== When used on the tree, how much to interpolate from the actual ambient value to the directional color. This lets you decide to have a very colorful background without too much of that color affecting the tree lighting itself. ===Specular scale=== When using an HDRI, a scalar applied to the specular from the environment. ===Subsurface scale=== When using an HDRI, a scalar applied to the subsurface from the environment. =====Rendering===== These properties control general rendering of this tree. ====Window background==== This button lets you quickly set the actual background to the same settings used for the ambient environment. It is the same as setting them on the [[tooltree_window|Tree Window]]. ====Tonemapper==== The type of tonemapping to convert the high range lit image to one viewable on the screen. ====Flip backside normals==== By default this is enabled. It will cause the normals to be flipped on the back side of two-sided geometry. This, plus normals close to face normals, will provide the most accurate specular response. However, this doesn't always make the best looking leaves from a distance, especially on game trees. If you wish to really bend leaf normals, then disable this option as well. =====Ambient Occlusion (AO)===== These properties allow you to tweak the result when you render [[kclighting#ambient_occlusion|Ambient Occlusion]] on the tree. The new AO value follows the formula:\\ //AOnew = ((AO + Brightness - 0.5) x Contrast + 0.5) x (Max - Min) + Min// ====Brightness==== Makes the AO brighter/darker. ====Contrast==== Increases the difference between light and dark AO values. ====Min==== Sets the darkest value of AO. ====Max==== Sets the brightest value of AO. ====Quality==== The quality of the rendered AO. This will affect the amount of time it takes to compute it. ====Ground Effect==== These properties control an additional AO provided from the ground near the bottom of the tree. ===Value=== The AO value to use at the bottom of the tree. ===Distance=== How far to spread this AO effect up the tree. ===Blur=== How much to blend the AO values as they near the end of the effect. ====Computation==== ===Render=== Renders new ambient occlusion. ===Clear=== Clears ambient occlusion to white. =====Shadows===== ====Quality==== Sets the quality of shadows used. Higher quality equals sharper shadows, but also slower rendering in the Tree Window. ====Ground weight==== Brighten/darken the shadow cast onto the ground, if needed. You most likely won't need to change this from the default. ===== Global ===== Edit lighting for multiple generators at once. To opt in a generator for global lighting, set its **Lighting:Style** to **Global**. Leaf mesh, Batched leaf, and Frond generators accept global lighting. **Hint**: To change the **Lighting:Style** for multiple generators at once, hold Ctrl and select the generators in the [[toolgeneration_editor|Generation Editor]]. With multiple generators selected, edit the Lighting properties in the [[Property Bar]]. ====Puffs==== Adjust the vertex normals relative to the model’s anatomical structure. Edit multiple properties to get the most natural lighting effect. If any **Puffs** values reach 1.0, they override the original normals. Adjustments made with these properties adapt to procedural or manual changes to the model. ===Tiny=== Adjust the vertex normals within a very small scale. Results in the most localized changes on the model. ===Small=== Adjust the vertex normals within a small scale. ===Medium=== Adjust the vertex normals within a medium scale. ===Large=== Adjust the vertex normals within a large scale. ===Huge=== Adjust the vertex normals on a model-wide scale. Results in uniform changes to the model. ====World==== ===Up=== Angle the vertex normals up or down along the z-axis. Use this property for uniform lighting on grass models. ===Projectors=== Adjust the vertex normals relative to a mesh asset [[geometry_forces|geometry force]]. This property is only available if you enable **Normals projection** in the geometry force properties. ====Visualization==== Display the vertex normals for all generators with their **Lighting:Style** set to **Global**. ===Show=== Choose when to display the vertex normals. ^ **Property** ^ **Description** ^ | **Never** | Don’t display the normals. | | **When Light is selected** | Display the normals when the Light properties are open. | | **Always** | Display the normals at all times. | ===Style=== Choose to view all vertex normals or a reduced number. ^ **Property** ^ **Description** ^ | **All normals** | Display all normals. | | **Some normals** | Display a reduced number of normals. | === Scale === Increase the length of the vertex normals.