You can use the SceneEnvironment type to specify how the scene is rendered globally. You can specify settings for antialiasing, scene background, ambient occlusion, and image based lighting in the Properties view.
You can apply temporal, progressive, or multisample antialiasing to scenes. Temporal and progressive antialiasing jiggle the camera very slightly between frames and blend the result of each new frame with the previous frames, while multisample antialiasing super-samples the edges of geometry.
Temporal antialiasing finds real details that would otherwise be lost and has a low impact on performance, but fast-moving objects cause one-frame ghosting. To enable temporal antialiasing, select the Temporal AA check box.
Progressive antialiasing jiggles the camera after all the content of the scene has stopped moving. The more frames you accumulate, the better the result looks. This provides detailed static images with no performance cost, but does not take effect if any visual changes are occurring.
To apply progressive antialiasing, set the number of frames to use for the final image in the Progressive AA field. Note that at the value of 8x, progressive antialiasing takes one eighth of a second to finish rendering at 60 FTPS, which may be noticeable.
Multisample antialiasing results in smoother silhouettes, but has no effect on the materials inside geometry. It provides good results on geometry silhouettes, where aliasing is often most noticeable and works smoothly with fast animation. However, it can be expensive to use and does not help with texture or reflection issues.
To apply multisample antialiasing, set the number of samples to use per pixel in the Multisample AA field.
To clear the background of the scene to be transparent, select Transparent in the Background mode field. To clear the background using a color, select Color, and select the color in the Clear Color field.
To leave the scene uncleared, select Unspecified.
You can perform depth tests to optimize the scene environment. To skip depth tests, deselect the Enable depth test checkbox. Note that skipping the tests can cause rendering errors.
To have the renderer write to the depth buffer as part of the color pass, deselect the Enable depth prepass checkbox. Disable depth prepass on GPU's that use a tiled rendering architecture.
Ambient occlusion is a form of approximated global illumination that causes non-directional self-shadowing where objects are close together.
You can set the strength of the shadows in the AO strength field. A value of 100 causes full darkness shadows, while lower values cause the shadowing to appear lighter. A value of 0 disables ambient occlusion entirely, improving performance at a cost to the visual realism of 3D objects rendered in the scene. All values other than 0 have the same impact on performance.
To specify roughly how far ambient occlusion shadows spread away from objects, select the distance in AO distance field. Greater distances cause increasing impact to performance.
To prevent components from exhibiting ambient occlusion at close distances, set the cutoff distance in the AO bias field. The higher the value, the greater the distance that is required between objects before ambient occlusion occurs.
Note: If you see ambient occlusion shadowing on objects where there should be no shadowing, increase the value slightly to clip away close results.
To specify how smooth the edges of the ambient occlusion shading are, set the softness in the AO softness field. To improve smoothness at the risk of sometimes producing obvious patterned artifacts, you can scatter the edges of the ambient occlusion shadow bands by selecting the AO dither check box.
To specify the ambient occlusion quality, at the expense of performance, select the number of shades of gray to use in the AO sample rate field.
Note: Large distances between the clipping planes of your camera may cause problems with ambient occlusion. If you are seeing odd banding in ambient occlusion, try adjusting the value in the Clip far field in the scene camera properties.
In the material properties, you can specify an image (preferably a high-dynamic range image) to use to light the scene, either instead of or in addition to scene lights. In the Probe brightness field, you can modify the amount of light emitted by the light probe.
To take shortcuts to approximate the light contributes of the light probe at the expense of quality, select the Fast IBL check box.
To add darkness (black) to the bottom half of the environment, force the lighting to come predominantly from the top of the image, and remove specific reflections from the lower half, increase the value of the Probe horizon field.
To specify the image source field of view when using a camera source as the light probe, set the angle in the Probe FOV field.
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