ReflectionProbe QML Type
Defines a reflection probe in the scene. More...
Import Statement: | import QtQuick3D |
Inherits: |
Properties
- boxSize : vector3d
(preliminary)
- clearColor : Color
(preliminary)
- parallaxCorrection : bool
(preliminary)
- quality : ReflectionQuality
(preliminary)
- refreshMode : ReflectionRefreshMode
(preliminary)
- timeSlicing : ReflectionTimeSlicing
(preliminary)
Detailed Description
Note: This type is in tech preview in 6.3. The API is under development and subject to change.
A reflection probe is used to provide reflections of the current scene to the objects. The probe provides properties to the runtime which are then used to render the scene to a cube map. The cube map is then used as the reflection information for the reflecting objects.
See also Qt Quick 3D - Reflection Probes Example.
Property Documentation
boxSize : vector3d |
This property is under development and is subject to change.
Box size is used to determine which objects get their reflections from this ReflectionProbe. Objects that are inside the box are under the influence of this ReflectionProbe. If an object lies inside more than one reflection probe at the same time, the object is considered to be inside the nearest reflection probe. With ReflectionProbe::parallaxCorrection turned on the size is also used to calculate the distance of the reflections in the cube map.
See also parallaxCorrection.
clearColor : Color |
This property is under development and is subject to change.
Clear color is the color used to clear the cube map prior rendering the scene.
parallaxCorrection : bool |
This property is under development and is subject to change.
By default the reflections provided by the reflection probe are assumed to be from an infinite distance similar to the skybox. This works fine for environmental reflections but for tight spaces this causes perspective errors in the reflections. To fix this parallax correction can be turned on. The distance of the reflection is then determined by the ReflectionProbe::boxSize property.
See also boxSize.
quality : ReflectionQuality |
This property is under development and is subject to change.
Quality determines the resolution of the cube map. The qualities are ReflectionQuality.VeryLow
, ReflectionQuality.Low
, ReflectionQuality.Medium
, ReflectionQuality.High
and ReflectionQuality.VeryHigh
corresponding to 128x128, 256x256, 512x512, 1024x1024 and 2048x2048 resolutions.
refreshMode : ReflectionRefreshMode |
This property is under development and is subject to change.
Refresh mode tells the runtime how many times the cube map is rendered. The settings are ReflectionRefreshMode.FirstFrame
and ReflectionRefreshMode.EveryFrame
. With ReflectionRefreshMode.FirstFrame
the scene is rendered once and with ReflectionRefreshMode.EveryFrame
the scene is rendered every frame.
Note: Use ReflectionRefreshMode.FirstFrame
for improved performance.
timeSlicing : ReflectionTimeSlicing |
This property is under development and is subject to change.
Time slicing determines how the cube map render is timed. Options are ReflectionTimeSlicing.None
, ReflectionTimeSlicing.AllFacesAtOnce
and ReflectionTimeSlicing.IndividualFaces
.
Constant | Description |
---|---|
ReflectionTimeSlicing.None | All faces of the cube map are rendered and prefiltered during one frame. |
ReflectionTimeSlicing.AllFacesAtOnce | All faces are rendered during one frame but the prefiltering is divided to subsquent frames with each mip level handled on their own frame. Rough surface reflections are thus refreshed every sixth frame while smooth surfaces have reflections that refresh every frame. |
ReflectionTimeSlicing.IndividualFaces | Each face is rendered and prefiltered in a separate frame. Thus all reflections are refreshed every sixth frame. |
Note: Use ReflectionTimeSlicing.AllFacesAtOnce
or ReflectionTimeSlicing.IndividualFaces
to increase performance.
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