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authorHugo Locurcio <hugo.locurcio@hugo.pro>2022-02-11 22:59:35 +0100
committerHugo Locurcio <hugo.locurcio@hugo.pro>2022-02-12 02:22:40 +0100
commitb7b18a494030ed5c92d2ac25b5d29f314a08d103 (patch)
tree0b6f66e96925eaae4b71941af55953ecaf10d076 /doc/classes
parentcf13f8af648c075282e596744e48d60c25fae283 (diff)
Tweak default ProceduralSkyMaterial and PhysicalSkyMaterial appearance
- Tweak colors to be less saturated and more balanced (in terms of hue). The cool blue sky is balanced by a warm brown ground, which makes reflections look closer to how they'd look like when using an HDRI panorama texture. - Make the ground color dark on both ProceduralSkyMaterial and PhysicalSkyMaterial to reduce indoor light leaking, especially when using GI. - Tweak the PhysicalSkyMaterial colors to be as close as possible to ProceduralSkyMaterial (with the default sun orientation). - Tweak editor environment defaults to be identical to the default ProceduralSkyMaterial colors. Previously, the default editor sky color was different from the colors of a newly created ProceduralSkyMaterial resource. Both new skies were tested without GI, with SDFGI and with VoxelGI. They were tuned to look best when using ACES tonemapping with a whitepoint set to 6, but they still look good with other tonemapping operators.
Diffstat (limited to 'doc/classes')
-rw-r--r--doc/classes/PhysicalSkyMaterial.xml12
-rw-r--r--doc/classes/ProceduralSkyMaterial.xml14
2 files changed, 13 insertions, 13 deletions
diff --git a/doc/classes/PhysicalSkyMaterial.xml b/doc/classes/PhysicalSkyMaterial.xml
index e1e50a2b51..5f10cb3c82 100644
--- a/doc/classes/PhysicalSkyMaterial.xml
+++ b/doc/classes/PhysicalSkyMaterial.xml
@@ -17,14 +17,14 @@
<member name="exposure" type="float" setter="set_exposure" getter="get_exposure" default="0.1">
Sets the exposure of the sky. Higher exposure values make the entire sky brighter.
</member>
- <member name="ground_color" type="Color" setter="set_ground_color" getter="get_ground_color" default="Color(1, 1, 1, 1)">
+ <member name="ground_color" type="Color" setter="set_ground_color" getter="get_ground_color" default="Color(0.1, 0.07, 0.034, 1)">
Modulates the [Color] on the bottom half of the sky to represent the ground.
</member>
<member name="mie_coefficient" type="float" setter="set_mie_coefficient" getter="get_mie_coefficient" default="0.005">
Controls the strength of mie scattering for the sky. Mie scattering results from light colliding with larger particles (like water). On earth, mie scattering results in a whitish color around the sun and horizon.
</member>
- <member name="mie_color" type="Color" setter="set_mie_color" getter="get_mie_color" default="Color(0.63, 0.77, 0.92, 1)">
- Controls the [Color] of the mie scattering effect. While not physically accurate, this allows for the creation of alien looking planets.
+ <member name="mie_color" type="Color" setter="set_mie_color" getter="get_mie_color" default="Color(0.69, 0.729, 0.812, 1)">
+ Controls the [Color] of the mie scattering effect. While not physically accurate, this allows for the creation of alien-looking planets.
</member>
<member name="mie_eccentricity" type="float" setter="set_mie_eccentricity" getter="get_mie_eccentricity" default="0.8">
Controls the direction of the mie scattering. A value of [code]1[/code] means that when light hits a particle it's passing through straight forward. A value of [code]-1[/code] means that all light is scatter backwards.
@@ -35,14 +35,14 @@
<member name="rayleigh_coefficient" type="float" setter="set_rayleigh_coefficient" getter="get_rayleigh_coefficient" default="2.0">
Controls the strength of the Rayleigh scattering. Rayleigh scattering results from light colliding with small particles. It is responsible for the blue color of the sky.
</member>
- <member name="rayleigh_color" type="Color" setter="set_rayleigh_color" getter="get_rayleigh_color" default="Color(0.26, 0.41, 0.58, 1)">
- Controls the [Color] of the Rayleigh scattering. While not physically accurate, this allows for the creation of alien looking planets. For example, setting this to a red [Color] results in a Mars looking atmosphere with a corresponding blue sunset.
+ <member name="rayleigh_color" type="Color" setter="set_rayleigh_color" getter="get_rayleigh_color" default="Color(0.3, 0.405, 0.6, 1)">
+ Controls the [Color] of the Rayleigh scattering. While not physically accurate, this allows for the creation of alien-looking planets. For example, setting this to a red [Color] results in a Mars-looking atmosphere with a corresponding blue sunset.
</member>
<member name="sun_disk_scale" type="float" setter="set_sun_disk_scale" getter="get_sun_disk_scale" default="1.0">
Sets the size of the sun disk. Default value is based on Sol's perceived size from Earth.
</member>
<member name="turbidity" type="float" setter="set_turbidity" getter="get_turbidity" default="10.0">
- Sets the thickness of the atmosphere. High turbidity creates a foggy looking atmosphere, while a low turbidity results in a clearer atmosphere.
+ Sets the thickness of the atmosphere. High turbidity creates a foggy-looking atmosphere, while a low turbidity results in a clearer atmosphere.
</member>
</members>
</class>
diff --git a/doc/classes/ProceduralSkyMaterial.xml b/doc/classes/ProceduralSkyMaterial.xml
index e3db74894b..dc6ead1b01 100644
--- a/doc/classes/ProceduralSkyMaterial.xml
+++ b/doc/classes/ProceduralSkyMaterial.xml
@@ -11,7 +11,7 @@
<tutorials>
</tutorials>
<members>
- <member name="ground_bottom_color" type="Color" setter="set_ground_bottom_color" getter="get_ground_bottom_color" default="Color(0.12, 0.12, 0.13, 1)">
+ <member name="ground_bottom_color" type="Color" setter="set_ground_bottom_color" getter="get_ground_bottom_color" default="Color(0.2, 0.169, 0.133, 1)">
Color of the ground at the bottom. Blends with [member ground_horizon_color].
</member>
<member name="ground_curve" type="float" setter="set_ground_curve" getter="get_ground_curve" default="0.02">
@@ -20,25 +20,25 @@
<member name="ground_energy" type="float" setter="set_ground_energy" getter="get_ground_energy" default="1.0">
Amount of energy contribution from the ground.
</member>
- <member name="ground_horizon_color" type="Color" setter="set_ground_horizon_color" getter="get_ground_horizon_color" default="Color(0.37, 0.33, 0.31, 1)">
+ <member name="ground_horizon_color" type="Color" setter="set_ground_horizon_color" getter="get_ground_horizon_color" default="Color(0.6463, 0.6558, 0.6708, 1)">
Color of the ground at the horizon. Blends with [member ground_bottom_color].
</member>
- <member name="sky_curve" type="float" setter="set_sky_curve" getter="get_sky_curve" default="0.09">
+ <member name="sky_curve" type="float" setter="set_sky_curve" getter="get_sky_curve" default="0.15">
How quickly the [member sky_horizon_color] fades into the [member sky_top_color].
</member>
<member name="sky_energy" type="float" setter="set_sky_energy" getter="get_sky_energy" default="1.0">
Amount of energy contribution from the sky.
</member>
- <member name="sky_horizon_color" type="Color" setter="set_sky_horizon_color" getter="get_sky_horizon_color" default="Color(0.55, 0.69, 0.81, 1)">
+ <member name="sky_horizon_color" type="Color" setter="set_sky_horizon_color" getter="get_sky_horizon_color" default="Color(0.6463, 0.6558, 0.6708, 1)">
Color of the sky at the horizon. Blends with [member sky_top_color].
</member>
- <member name="sky_top_color" type="Color" setter="set_sky_top_color" getter="get_sky_top_color" default="Color(0.35, 0.46, 0.71, 1)">
+ <member name="sky_top_color" type="Color" setter="set_sky_top_color" getter="get_sky_top_color" default="Color(0.385, 0.454, 0.55, 1)">
Color of the sky at the top. Blends with [member sky_horizon_color].
</member>
- <member name="sun_angle_max" type="float" setter="set_sun_angle_max" getter="get_sun_angle_max" default="100.0">
+ <member name="sun_angle_max" type="float" setter="set_sun_angle_max" getter="get_sun_angle_max" default="30.0">
Distance from center of sun where it fades out completely.
</member>
- <member name="sun_curve" type="float" setter="set_sun_curve" getter="get_sun_curve" default="0.05">
+ <member name="sun_curve" type="float" setter="set_sun_curve" getter="get_sun_curve" default="0.15">
How quickly the sun fades away between the edge of the sun disk and [member sun_angle_max].
</member>
</members>