Interface HemisphereAmbientParams

interface HemisphereAmbientParams {
    groundColor?: Vec3;
    intensity?: number;
    renderModes?: number[];
    skyColor?: Vec3;
    worldUp?: Vec3;
}

Properties

groundColor?: Vec3

Linear-space RGB colour returned for normals that face the world's down direction. Stored as [r, g, b] in [0, 1].

Default value is a warm tan [0.42, 0.36, 0.30], picked to approximate the soft uplight you get on the underside of objects standing on a wood / concrete floor.

intensity?: number

Multiplier on the hemisphere ambient contribution. Range [0, ∞). At 0 the hemisphere term contributes nothing (and the renderer falls back to flat ambient only). At 1 it contributes at full strength.

Default value is 1.0.

renderModes?: number[]

Which rendering modes in which to apply the hemisphere ambient term.

The View will apply the hemisphere ambient whenever View.renderMode is set to one of these values.

Default value is [NavigationRender, DetailedRender, RealisticRender] — the hemisphere term is cheap and applies in every mode by default, so non-IBL modes don't drop back to flat ambient.

skyColor?: Vec3

Linear-space RGB colour returned for normals that face the world's up direction. Stored as [r, g, b] in [0, 1].

Default value is a temperate-overcast pale blue [0.62, 0.72, 0.86]. Tonemap and exposure operate on the result downstream.

worldUp?: Vec3

World-space "up" axis used to weight the sky / ground sample. Default [0, 0, 1] for the SDK's standard Z-up convention. Override (e.g. [0, 1, 0]) when the scene authored axis runs differently.