Doc: Update the Scene Environment Topic

Task-number: QDS-4888
Change-Id: I63d17e02054a2a475e43f1e0ac9c5691422cf703
Reviewed-by: Miikka Heikkinen <miikka.heikkinen@qt.io>
Reviewed-by: Leena Miettinen <riitta-leena.miettinen@qt.io>
This commit is contained in:
Johanna Vanhatapio
2021-10-18 10:35:54 +03:00
parent a99bd10860
commit f40aa23d93
6 changed files with 251 additions and 92 deletions

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\title Lights
Light components are the primary source of lighting in a \QDS scene.
As a secondary light source, you can use \l{Using Image-based Lighting}
As a secondary light source, you can use \l{Setting the Light Probe}
{image-based lighting}.
To add light components to your UI, drag-and-drop them from \l Library

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\title Scene Environment
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 \uicontrol Properties
view.
You can use the \uicontrol {Scene Environment} component to specify
how a scene is rendered globally. You can specify settings for antialiasing,
scene background, ambient occlusion, and image-based lighting in the
\l Properties view. The \uicontrol {Scene Environment} component is available
in \l Library > \uicontrol Components > \uicontrol {Qt Quick 3D}. It is
automatically included under the 3D view component in \l{Creating Projects}
{projects created} using the \uicontrol {Qt Quick 3D Application} wizard
template.
\section1 Antialiasing
\note If you select \uicontrol {Qt 5} as the \uicontrol {Target Qt Version}
when \l {Creating Projects}{creating your project}, the available properties
for this component will be slightly different. The properties may also be
situated differently in the \uicontrol 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.
\section1 Setting the Scene Environment
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
\uicontrol {Temporal AA} check box.
In the \uicontrol {Scene Environment} section of the \uicontrol Properties
view, you can specify whether and how the background of the scene should be
cleared, specify whether you wish to perform depth-tests on the scene,
apply post-processing effects to the scene, and define how colors are
tonemapped before the scene is rendered.
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.
\image studio-3d-scene-environment-properties.png "The Scene Environment properties"
To apply progressive antialiasing, set the number of frames to use for the
final image in the \uicontrol {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.
The \uicontrol {Clear color} property specifies which color will be used to
clear the background of the scene if \uicontrol {Background mode} is defined
as \uicontrol Color. Use the \l{Picking Colors}{color picker} to select the
color of your choice.
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.
The \uicontrol {Background mode} property defines whether the background
of the scene should be cleared as well as the manner of clearing it.
Use the dropdown menu to select one of the available modes:
\table
\header
\li Background Mode
\li Description
\row
\li Transparent
\li The scene is cleared to be transparent, which is useful
for rendering 3D content on top of another item. This mode
has no effect when the \uicontrol View3D component is using
\uicontrol Underlay or \uicontrol Overlay as the render mode.
\row
\li Color
\li The scene is cleared with the color specified by the
\uicontrol {Clear color} property. This mode has no effect
when the \uicontrol View3D component is using the
\uicontrol Underlay or \uicontrol Overlay as the render
mode.
\row
\li SkyBox
\li The scene will not be cleared, but instead a
\uicontrol SkyBox or Skydome will be rendered. Define an
image as a \uicontrol SkyBox using the
\uicontrol Image property in the \uicontrol {Light probe}
section (In Qt 5, the \uicontrol {Light Probe} property in
the \uicontrol {Image-Based Lighting} group.
\endtable
To apply multisample antialiasing, set the number of samples to use per
pixel in the \uicontrol {Multisample AA} field.
To leave the scene uncleared, select \uicontrol {Unspecified} as the
\uicontrol {Background mode}.
\section1 Clearing the Scene Background
To clear the background of the scene to be transparent, select
\uicontrol Transparent in the \uicontrol {Background mode} field.
To clear the background using a color, select \uicontrol Color,
and select the color in the \uicontrol {Clear Color} field.
To render a Skybox or Skydome instead of clearing the scene,
select \uicontrol SkyBox. You can specify the image to use as
a value of the \l{SceneEnvironment::lightProbe}{lightProbe}
property in \l{Text Editor}.
To leave the scene uncleared, select \uicontrol {Unspecified}.
\section1 Performing Depth Tests
You can perform depth tests to optimize the scene environment. To skip depth
tests, deselect the \uicontrol {Enable depth test} checkbox. Note that
You can perform depth tests to optimize the scene environment. To skip the
depth tests, deselect the \uicontrol {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 \uicontrol {Enable depth prepass} checkbox. Disable depth
prepass on GPU's that use a tiled rendering architecture.
deselect the \uicontrol {Enable depth prepass} checkbox. Deselecting the
checkbox disables the depth prepass on any GPU that uses tiled rendering
architecture.
\section1 Ambient Occlusion
The \uicontrol Effect property defines a post-processing effect to the
scene. Use the dropdown menu to select one of the effects that will be
applied to the entire scene. The order of the effects is significant since
the result of each effect is fed to the next.
The \uicontrol {Tonemap mode} property defines how colors are tonemapped
before rendering. Select \uicontrol ToneMapModeLinear to apply linear
tonemapping, which gamma corrects colors and returns them in sRGB color
space. You can also select \uicontrol ToneMapModeAces to apply Academy Color
Encoding System, \uicontrol ToneMapModeHejlDawson to apply the Hejl-Dawson
tonemapping, or \uicontrol ToneMapModeFilmic to apply filmic tonemapping.
\note The \uicontrol {Tonemap mode} property is not available in Qt 5.
\section1 Applying Antialiasing
Antialiasing is used to make curved lines smoother on the screen. In the
\uicontrol Antialiasing section of the \uicontrol Properties view, you can
specify the mode and quality of antialiasing and also enable temporal
antialiasing and define its strength.
\image studio-3d-scene-environment-antialiasing.png "The Antialiasing properties"
The \uicontrol {Antialiasing mode} property specifies the mode of
antialiasing applied when the scene is rendered. Select one of the following
modes using the dropdown menu:
\table
\header
\li Mode of Antialiasing
\li Description
\row
\li MSAA
\li Applies multisample antialiasing. The scene is rendered in a
higher resolution and then scaled down to actual resolution.
\row
\li NoAA
\li No antialiasing is applied.
\row
\li SSAA
\li Supersample antialiasing is applied. The edges of geometry
are supersampled, resulting in smoother silhouettes. This
technique has no effect on the materials inside geometry.
\row
\li ProgressiveAA
\li Progressive antialiasing is applied. When the content of the
scene has stopped moving, the camera is jiggled very slightly
between frames, and the result of each new frame is blended
with the previous frames. The more frames you accumulate,
the better looking the result.
\endtable
The \uicontrol {Antialiasing quality} property sets the level of antialiasing
applied to the scene. Define the quality of antialiasing as \uicontrol Medium,
\uicontrol High, or \uicontrol {Very High}. The effect of the selected
\uicontrol {Antialiasing quality} depends on the selected
\uicontrol {Antialiasing mode}, as you can see from the table below.
In the \uicontrol SSAA mode the selected quality affects the supersampling
resolution, in \uicontrol MSAA it determines the number or samples per
pixel, and in \uicontrol ProgressiveAA it defines the number of frames for
final image.
\table
\header
\li Level of Antialiasing
\li Supersampling Resolution used in SSAA
\li Number of samples per pixel in MSAA
\li Number of frames for final image in ProgressiveAA
\row
\li Medium
\li 1.2x
\li 2
\li 2
\row
\li High
\li 1.5x
\li 4
\li 4
\row
\li Very High
\li 2.0x
\li 8
\li 8
\endtable
\note With \uicontrol {Antialiasing mode} set to \uicontrol NoAA,
\uicontrol {Antialiasing quality} does not affect antialiasing.
The \uicontrol {Temporal AA} property enables temporal antialiasing.
This means that the camera is jiggled very slightly between frames, and the
result of each new frame is blended with the previous frame.
\note Temporal antialiasing does not have an effect when the \uicontrol MSAA
mode is used.
\note When combined with \uicontrol ProgressiveAA mode, temporal antialising
is used for animations, and \uicontrol ProgressiveAA is used once
animations stop.
The \uicontrol {Temporal AA strength} property modifies the amount of
temporal movement in antialiasing. This property only has an effect when
the \uicontrol {Temporal AA} property is set to true.
\note In Qt 5, the antialiasing properties are located in
\uicontrol Properties > \uicontrol {Scene Environment}.
\section1 Applying Ambient Occlusion
Ambient occlusion is a form of approximated global illumination that causes
non-directional self-shadowing where objects are close together.
non-directional self-shadowing where objects are close together. You can
define the \uicontrol Strength, \uicontrol Distance, \uicontrol Softness,
\uicontrol {Sample rate}, and \uicontrol Bias properties in the
\uicontrol {Ambient Occlusion} section of the \uicontrol Properties view.
You can set the strength of the shadows in the \uicontrol {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.
\image studio-3d-scene-environment-ambient-occlusion.png "The Ambient Occlusion properties"
To specify roughly how far ambient occlusion shadows spread away from
objects, select the distance in \uicontrol {AO distance} field. Greater
distances cause increasing impact to performance.
You can set the strength of the shadows using the \uicontrol Strength
property, which defines the amount of ambient occlusion applied. 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, thus
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 prevent components from exhibiting ambient occlusion at close distances,
set the cutoff distance in the \uicontrol {AO bias} field. The higher the
value, the greater the distance that is required between objects before
ambient occlusion occurs.
The \uicontrol Distance property defines roughly how far the ambient occlusion
shadows spread away from objects. Greater distances cause increasing impact
to performance.
\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 \uicontrol {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
\uicontrol {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
\uicontrol {AO sample rate} field.
The \uicontrol Softness property specifies how smooth the edges of the
ambient occlusion shading are. The value set for the property must be
between 0.0 and 50.0. 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 \uicontrol {Dither} check
box.
\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 \uicontrol {Clip far} field in
the \l{Cameras}{scene camera} properties.
\section1 Using Image-based Lighting
The \uicontrol {Sample rate} property specifies the number of shades of gray,
thus defining the quality of ambient occlusion at the expense of performance.
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 \l{Lights}{scene lights}. In the
\uicontrol {Probe brightness} field, you can modify the amount of
light emitted by the light probe.
The \uicontrol Bias property defines a cutoff distance preventing objects
from exhibiting ambient occlusion at close distances. The higher the
value, the greater the distance 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 take shortcuts to approximate the light contributes of the light
probe at the expense of quality, select the \uicontrol {Fast IBL}
check box.
\note In Qt 5, some the ambient occlusion properties are named slightly
differently: \uicontrol {AO strength}, \uicontrol {AO distance},
\uicontrol {AO softness}, \uicontrol {AO dither}, and \uicontrol {AO bias}.
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 \uicontrol {Probe horizon} field.
\section1 Setting the Light Probe
To specify the image source field of view when using a camera source as
the light probe, set the angle in the \uicontrol {Probe FOV} field.
In the \uicontrol {Light Probe} section of the \uicontrol Properties view,
you can set the \uicontrol Image, \uicontrol Exposure, \uicontrol Horizon,
and \uicontrol Orientation properties for image-based lighting.
\image studio-3d-scene-environment-light-probe.png "The Light Probe properties"
The \uicontrol Image property defines an image used to light the scene
instead of or in addition to standard lights. The image is preferably a
high-dynamic range image or a pre-generated cubemap. Pre-baking provides
significant performance improvements at run time because no time is spent on
filtering and mipmap generation. If the source is a .hdr or other image,
the GPU-based pre-processing happens at run time after loading the image
file, which can be potentially time consuming, in particular on embedded and
mobile hardware. Therefore, it is strongly recommended that applications
pre-process .hdr images at latest at build time, as described here.
\note In Qt 6, using a \uicontrol Texture component with \uicontrol Image >
\uicontrol Source is not supported in combination with this property.
Pre-filtering of all mip levels for dynamic Qt Quick content is typically not
reasonable in practice due to performance implications. In Qt 5, the
\uicontrol Image property is referred to as \uicontrol {Light probe}, which
defines a texture for overriding or setting an image based lighting texture
for use with the skybox of the scene.
The \uicontrol Exposure property modifies the amount of light emitted by the
light probe.
When defined with increasing values, the \uicontrol Horizon property adds
darkness (black) to the bottom half of the environment, thus forcing the
lighting to come predominantly from the top of the image (and removing
specific reflections from the lower half). This property is useful for
accounting for a ground plane that would have the effect of obscuring the
reflection of the light probe from the ground. This is necessary because
light probe contributions come directily from the image without consideration
for the content of the scene. You can set the value of the
\uicontrol Horizon property between 0.0 and 1.0. Using the default value of
the property applies the entire light probe without adjustment.
\note The \uicontrol Horizon property only affects materials lighting and
has no effect on the rendering of the sky box.
\note In Qt 5, the \uicontrol Horizon property is referred to as
\uicontrol {Probe horizon}.
The \uicontrol Orientation property defines the orientation of the light
probe. Orientation is defined in terms of euler angles in degrees over the
x, y, and z axes.
\section2 Additional Light Probe Properties in Qt 5
The \uicontrol {Probe Brightness} property modifies the amount of light
emitted by the light probe.
When the \uicontrol {Fast IBL} (Fast image-based lighting) property is
enabled, more shortcuts are taken to approximate the light contribution of
the light probe at the expense of quality.
The value of the \uicontrol {Probe FOV} property sets the angle of the
image source field of view when using a camera source as the IBL probe.
*/