vsTASKER 7 User Manual
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Index

Effects

 
Effects
1

Specific

1. Specific
Select this option to change the values of the light.
Time can also be specified here.
 
2

Ambient

2. Ambient
Ambient illumination is light that's been scattered so much by the environment that its direction is impossible to determine - it seems to come from all directions. Backlighting in a room has a large ambient component, since most of the light that reaches your eye has first bounced off many surfaces. A spotlight outdoors has a tiny ambient component; most of the light travels in the same direction, and since you're outdoors, very little of the light reaches your eye after bouncing off other objects. When ambient light strikes a surface, it's scattered equally in all directions.
Value ranges from 0 to 1.
 
3

Diffuse

3. Diffuse
The diffuse component is the light that comes from one direction, so it's brighter if it comes squarely down on a surface than if it barely glances off the surface. Once it hits a surface, however, it's scattered equally in all directions, so it appears equally bright, no matter where the eye is located. Any light coming from a particular position or direction probably has a diffuse component.
Value ranges from 0 to 1.
 
4

Specular

4. Specular
Specular light is the white highlight reflection seen on smooth, shinny objects. Specular light is dependent on the direction of the light, the surface normal and the viewer location.
Value ranges from 0 to 1.
 
5

Attenuation

5. Attenuation
Set the linear attenuation of the light.
Value ranges from 0 to 1.
 
6

Time

6. Time
Time of the simulation, between 0h and 23h. This will simulate the obfuscation of the light according to the time of day.
Sunset and Sunrise are programmed to be at 6. Maximum daylight is at 12.
 
7

Fog

7. Fog
If checked, fog will be simulated.
For now, the only parameters that can be set are the minimum distance at which the fog starts and the maximum distance that can be seen into the fog.
i.e: above, the fog will start at 500 meters from the camera and nothing beyond 1000 meters will be visible.
 
8

Shadows

8. Shadows
Select the shadow Technique that must be used for the shadowing of the scene:
  • None: no shadow
  • Minimal: simple and fast shadow
  • Standard: normal shadowing with neat borders
  • Soft: normal shadowing with soft borders (blurred). More realistic but CPU intensive.
 
If Terrain is checked, the scene will cast shadows (any objects belonging to the terrain scene node). Use this option if you need hills and trees to cast shadows on the terrain.
If Models is checked, entity models will cast shadows on the terrain.