Scene file format
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Introduction
In order to pass scene data for rendering, either the luxrender API or the .lxs file format can be used. While the API and the .lxs file format are closely related, this document only covers the description of the .lxs file format. This should aid both exporter writers and those wishing to gain more control over the rendering process.
Basics
An .lxs file is an ASCII text file with a full description of the scene to be rendered. As scene descriptions can get quite large, there is a mechanism to break the scene description down into more manageable pieces: the description can be spread over several text files. While the contents of .lxs files may vary considerably, even the simplest scenes will have the following: a camera specification, at least one light source, a film specification, transformations, primitives, materials, textures and so on...
The following example .lxs file will be the example used in all following explanation:
#This is an example of a comment! #Global Information LookAt 0 10 100 0 -1 0 0 1 0 Camera "perspective" "float fov" [30] Film "fleximage" "integer xresolution" [200] "integer yresolution" [200] PixelFilter "mitchell" "float xwidth" [2] "float ywidth" [2] Sampler "lowdiscrepancy" "string pixelsampler" ["lowdiscrepancy"] #Scene Specific Information WorldBegin AttributeBegin CoordSysTransform "camera" LightSource "distant" "point from" [0 0 0] "point to" [0 0 1] "color L" [3 3 3] AttributeEnd AttributeBegin Rotate 135 1 0 0 Texture "checks" "color" "checkerboard" "float uscale" [4] "float vscale" [4] "color tex1" [1 0 0] "color tex2" [0 0 1] Material "matte" "texture Kd" "checks" Shape "disk" "float radius" [20] "float height" [-1] AttributeEnd WorldEnd
Global vs Scene Specific Information
Notice that in the .lxs file structure, global information is given before scene specific information.
Global information
This is information that describes how the scene is going to be rendered; it includes types of and settings for the camera, sampler and film and so on. While the position and rotation of a camera may be considered part of the specific scene description, the camera defines the final render area and is therefore more important to the rendering process than say, geometry. This data is given at the top of the .lxs file.
Scene specific information
Geometry, materials, textures - these obviously affect the final image but have no bearing on how the scene is to be rendered. This data is given between the WorldBegin and WorldEnd statements after the global information. More on these statements and the 'Attribute' statements a little later.
The distinction between the global information and the scene specific information is not arbitrary. LuxRender processes and "locks" global information first before looking at scene specific information. This implementation would allow you to tessellate geometry based on what is viewed from the camera, for instance.
Components of a .lxs file
Notice these features occur frequently throughout the .lxs file:
- Comments
Any text on a line beginning with a # is ignored by the parser. Often these are useful to give readable descriptions of what you are doing!
- Statements
'WorldBegin' and 'AttributeEnd' are examples of statements. These are important in describing the properties of whole blocks of data.
- Identifiers
'Camera', 'Sampler', 'Texture' and 'Material' are some examples of identifiers. These indicate what aspect of the scene is being described.
- Types
These are given in quotes, often after an identifier to specify an implementation to use. For example, by giving the type "perspective" after the 'Camera' identifier, the renderer can use the intended camera model.
- Parameters
Parameters typically consist of two parts: the type of parameter followed by the parameter name in given in quotes, followed by the actual value of the parameter given. The type of a parameter can be an integer, a float, a point, a normal, a color, a bool or a string. Continuing our example, the field of view ('fov') needs to be passed to our camera and as this parameter is of type float, we type "float fov" [30]. Note that as 'Rotate' and 'LookAt' take a predetermined amount of numbers and types of arguments they do not need parameter types or quotes.
Importance of parameter types
It is important to explain why you need to specify whether you are giving an integer or float every single time you give a parameter. It may seem like that tedium should be taken care of automatically, but LuxRender would be far less flexible if that were the case. LuxRender is based on plugins, functional sections of code that the core renderer does not need to know anything about. By specifying the parameter type, LuxRender can handle new plugins in a uniform way, allowing developers to realise new features quicker. To reiterate, the parameter types are:
- integer: a whole number (eg. 1, 2, 3 ...)
- float: a number with a decimal point (eg. [1.67],[2.54] ...). float[4] = (0,1,1,1) float[4] = (0,1,0,1) Note the square brackets given round the values.
- point - eg (0 0 0, 1 1 1)
- vector - for example: [45.000000 0.000000 0.000000]
- normal - will give example
- color - for example: [0.890187 0.845693 0.664541]
- bool: only two possibilities - "true" and "false"
- string: a name given in quotes such as filenames (eg. "simple.exr", "pbrt.exr").
Transformations
- rotate
Rotate will rotate an entity a given number of degrees around a given vector. example: "rotate 180.1 0 1 0" will rotate around the y-axis 180.1°
- scale
Scale will adjust the size of an entity by a given factor. example: "scale .1 .2 .3" will scale in the x-direction to 10%, the y-direction to 20%, and the z-direction to 30%
- translate
Translate will move an entity in a given direction by a vector. example: "translate 10.1 20.2 30.3" will move the center 10.1 units in the x-direction, 20.2 in the y-direction, and 30.3 in the z-direction
Attributes
- WorldBegin
The WorldBegin attribute indicates the end of the global information and the beginning of the scene specific information.
- WorldEnd
The WorldEnd attribute indicates the end of the scene specific information and marks the end of the file (if no comments follow).
- AttributeBegin
The AttributeBegin attribute indicates the beginning of the description of an unnamed object. In case the object needs to be referenced (for example by instances), use ObjectBegin instead.
- AttributeEnd
AttributeEnd marks the end of the description of an unnamed object.
- ObjectBegin
The ObjectBegin attribute indicates the beginning of the description of a named object, which is useful for creating instances. Its only parameter is the object name:
| name | type | description | default value |
|---|---|---|---|
| name | string | the name of the object | none - must be specified |
- ObjectEnd
ObjectEnd marks the end of the description of a named object.
- ObjectInstance
If a named object is created, it can be referenced in multiple objects. These objects can be ordinary unnamed objects that use an ObjectInstance line instead of a shape definition:
| name | type | description | default value |
|---|---|---|---|
| ObjectInstance | string | the name of an object | none - a named object must be chosen |
Identifiers
The following identifiers can be included in the scene:
- Camera
- Sampler
- Film
- PixelFilter
- Shape
- Accelerator
- Material
- Texture
- Volume
- Light
- SurfaceIntegrator
- VolumeIntegrator
Each of these shall be covered in turn.
Camera
The following camera types are available. Each of them is a plugin. The default camera type is 'perspective'.
- perspective (default)
the most common camera, resemble most closely what is seen by the human eye
- environment
denotes a type of camera which maps the whole of the environment around the camera to an image
- orthographic
the standard orthographic camera: parallel lines stay parallel and a sense of depth is lost
- realistic
a physically-based camera model that loads lens descriptions files to realistically generate camera rays and weights
Common Camera Parameters
There are parameters specific to a particular camera implementation and general parameters for all cameras. Here are the common parameters:
| name | type | description | default value |
|---|---|---|---|
| hither | float | Geometry closer than this distance will not be rendered | 10 − 3 |
| yon | float | Geometry further than this distance will not be rendered | 1030 |
| shutteropen | float | The time in seconds at which the virtual shutter opens | 0.0 |
| shutterclose | float | The time in seconds at which the virtual shutter closes | 1.0 |
| lensradius | float | Default (0) for pinhole camera with whole scene in focus, increase for depth of field and focus effects. Ignored by environment and realistic cameras | 0.0 |
| focaldistance | float | Focal distance of the virtual lens. Use the control focus in depth of field effects. Ignored by environment and realistic cameras | 1030 |
| frameaspectratio | float | this is normally computed from resolution but can be overridden here. Ignored by realistic camera | computed from given resolution |
| screenwindow | float[4] | Specifies area in camera that the virtual film occupies - the bounds in screen space. Ignored by realistic camera | Normally covers whole of screenspace |
Specific Camera Parameters
'environment' cameras do *not* support depth of field parameters lensradius and focaldistance as indicated above. 'realistic' cameras don't support lensradius, focaldistance, frameaspectratio and screenwindow either. However, the 'perspective' and 'realistic' cameras do have some specific parameters:
perspective
| name | type | description | default value |
|---|---|---|---|
| perspective:fov | float | This is the field of view for the camera - this specifies the solid angle viewed. The fov value is the angle spanned by the smallest dimension of the image (width/height) | 90 |
| perspective:autofocus | bool | Enable/disable the autofocus feature. It is useful to automatically calculate the focal distance when lens radius > 0.0 (i.e. depth of field enabled). | false |
realistic
| name | type | description | default value |
|---|---|---|---|
| realistic:specfile | string | The .dat lens specification file which can be found in the cameras/realistic directory | "" |
| realistic:filmdistance | float | Distance from the film to the backmost lens component (milimeters) | 70.0 |
| realistic:aperture_diameter | float | The aperture diameter of the aperture stop | 1.0 |
| realistic:filmdiag | float | Film diagonal size | 35.0 |
Sampler
Here are the sampler types. Each one is a separate plugin.
- random (default)
Completely random sampler
- lowdiscrepancy
Generates a low discrepancy sequence that evenly samples values, given a target number of samples per pixel
- metropolis
Generates random values that are then slightly mutated, according to the Metropolis algorithm
- erpt
Similar to the Metropolis sampler but the Energy Redistribution Path Tracing algorithm is used
Samplers Parameters
These samplers accept the parameters below. Valid values for pixelsampler are hilbert (since v0.6), linear, vegas, lowdiscrepancy, tile (or alias grid), and random.
NOTE: grid pixel sampler is mainly intended for long run rendering with Multi-thread & Network rendering support. It is quite important to use this kind of pixel sampler in order to improve the cache coherency and to reduce the network bandwidth usage.
random
| name | type | description | default value |
|---|---|---|---|
| random::pixelsamples | integer | Number of samples per pixel / pass | 4 |
| random::pixelsampler | string | Pixel sampler algorithm to use | vegas |
lowdiscrepancy
| name | type | description | default value |
|---|---|---|---|
| lowdiscrepancy::pixelsamples | integer | Number of samples per pixel / pass | 4 |
| lowdiscrepancy::pixelsampler | string | Pixel sampler algorithm to use | vegas |
metropolis
| name | type | description | default value |
|---|---|---|---|
| metropolis::initsamples | integer | Number of warm-up samples | 100000 |
| metropolis::maxconsecrejects | integer | Number of consecutive rejects before a next mutation is forced. Low values can cause bias | 512 |
| metropolis::largemutationprob | float | Probability of generating a large sample mutation | 0.4f |
| metropolis::micromutationprob | float | Probability of generating mutations on a small subset of samples | 0.f |
| metropolis::mutationrange | float | Maximum distance in pixel for a small mutation |
|
| metropolis::usevariance | bool | Use the variance hint provided by some integrators to alter sample acceptance | false |
erpt
| name | type | description | default value |
|---|---|---|---|
| erpt::initsamples | integer | Number of warm-up samples | 100000 |
| erpt::chainlength | integer | Number of mutations from a given seed | 2000 |
| erpt::mutationrange | float | Maximum distance in pixel for a small mutation |
|
Film
There is currently only one film type:
- fleximage (default)
A flexible film, being able to output several buffers, with some image normalization options.
Specific Film Parameters
fleximage
| name | type | description | default value |
|---|---|---|---|
| xresolution | integer | The number of pixels in the xdirection | 800 |
| yresolution | integer | The number of pixels in the ydirection | 600 |
| cropwindow | float[4] | Values describing render region that range from min (0) to max (1) in order xmin, xmax, ymin,ymax. (0,0) is top left | (0,1,0,1) |
| gamma | float | Gamma correction value | 2.2 |
| premultiplyalpha | bool | Multiplies the pixel colours by the pixel's alpha value before writing the image. Used to encode alpha in images without an alpha channel | true |
| write_tonemapped_exr | bool | Toggles the .exr high dynamic range tonemapped output | true |
| write_untonemapped_exr | bool | Toggles the .exr high dynamic range raw output | false |
| write_tonemapped_igi | bool | Toggles the .igi high dynamic range tonemapped output | false |
| write_untonemapped_igi | bool | Toggles the .igi high dynamic range raw output | false |
| write_tonemapped_tga | bool | Toggles the .tga low dynamic range tonemapped output | false |
| write_resume_flm | bool | Toggles the rendering resume output. Luxrender will auto-resume a rendering if the resume file exists. (NOTE1: the resume feature doesn't include any sanity check, do not forget to erase the file if you are starting a new rendering or you have modified the scene description. NOTE2: the resume file is usually read between 10-30 secs after the start of the rendering. NOTE3: this feature works well only with progrsive pixel samplers.) | false |
| restart_resume_flm | bool | Disables starting from an existing flm file, whilst still writing a new one if above param is true. | false |
| filename | string | The suffix used for all file output | "luxout" |
| writeinterval | integer | The interval in seconds between all image writes | 60 |
| displayinterval | integer | The interval in seconds between display updates | 12 |
| reject_warmup | integer | The minimum number of samples per pixel before rejecting samples | 12 |
| haltspp | integer | It will stop the rendering when the average number of samples per pixel is higher than the chosen value. The rendering will stop at the next valid Sampler/PixelSampler state in order to not introduce bias (i.e. few more samples can be required to reach that state). A value equals or less than 0 disable this option. | 0 |
Tonemapper Parameters
Fleximage uses "reinhard" as the tonemapper. It accepts the following parameters:
reinhard
| name | type | description | default value |
|---|---|---|---|
| reinhard_prescale | float | Defines the amount of pre-scale | 1.0 |
| reinhard_postscale | float | Defines the amount of post-scale | 1.0 |
| reinhard_burn | float | Defines the amount of burn | 6.0 |
Filter
Here are the filter types. Each one is a separate plugin:
- box
- gaussian
- mitchell (default)
- sinc
- triangle
Common Filter Parameters
Here are the common parameters for filters.
| name | type | description | default value |
|---|---|---|---|
| xwidth | float | Width of the filter in the x direction | 2 |
| ywidth | float | Width of the filter in the y direction | 2 |
Specific Filter Parameters
These parameters are specific to individual filter plugins:
| name | type | description | default value |
|---|---|---|---|
| box::xwidth / box::ywidth | float | The size of the box filter. 0.5 is measured from the center, so the default is one pixel's worth of area. | 0.5 |
| gaussian::alpha | float | Gaussian rate of falloff. Lower values give blurrier images. | 2 |
| mitchell::B / mitchell::C | float | Specify the shape of the Mitchell filter. Often best result is when B + 2C = 1 | 1/3 |
| sinc::tau | float | Permitted number of cycles of the sinc function before it is clamped to zero. | 3 |
| sinc:xwidth / sinc:ywidth | float | The area over which the sinc function operates. Works well with large areas. | 4 |
Shape
Here are the shape types. Each one is a separate plugin.
- cone
- cylinder
- disk
- heightfield
- hyperboloid
- lenscomponent
- loopsubdiv
- nurbs
- paraboloid
- plymesh
- sphere
- trianglemesh
- mesh
Specific Shape Parameters
These parameters are specific to individual shape plugins. There are no common parameters.
Cone
| name | type | description | default value |
|---|---|---|---|
| cone::radius | float | The radius of the cone. | 1.0 |
| cone::height | float | The height of the cone - along the z axis | 1.0 |
| cone::phimax | float | The angle (degrees) swept out by the cone round its circular base | 360.0 |
Cylinder
| name | type | description | default value |
|---|---|---|---|
| cylinder::radius | float | The radius of the cylinder | 1.0 |
| cylinder::zmin | float | The position of the bottom of the cylinder along the z axis | -1.0 |
| cylinder::zmax | float | The position of the top of the cylinder along the z axis | 1.0 |
| cylinder::phimax | float | The angle (in degrees) swept out by the cylinder | 360.0 |
Disk
| name | type | description | default value |
|---|---|---|---|
| disk::height | float | The location of the disk (which is flat) along the z-axis | 0.0 |
| disk::radius | float | The radius to the outer rim of the disk | 1.0 |
| disk::innerradius | float | The radius to the inner rim of the disk - defines a "hole" in the disk | 0.0 |
| disk::phimax | float | The angle (degrees) swept out by the disk | 360.0 |
Height Field
| name | type | description | default value |
|---|---|---|---|
| heightfield::nu | integer | Number of points in the u axis | none - must be specified |
| heightfield::nv | integer | Number of points in the v axis | none - must be specified |
| heightfield::Pz | float[nu*nv] | The height of each point in the grid | none - must be specified |
Hyperboloid
| name | type | description | default value |
|---|---|---|---|
| hyperboloid::p1 | point | The hyperboloid lies between p1 and p2. Here p1 defines the start of the hyperboloid | 0 0 0 |
| hyperboloid::p2 | point | The hyperboloid lies between p1 and p2. Here p2 defines the end of the hyperboloid | 0 0 0 |
| hyperboloid::phi | float | The angle (in degrees) swept out by the hyperboloid | 360.0 |
Subdivision Surfaces
| name | type | description | default value |
|---|---|---|---|
| loopsubdiv::nlevels | integer | The level of subdivision applied to the base mesh | 3 |
| loopsubdiv::indices | integer[n] | Indices of the cage mesh - using the same format as used in the triangle primitive | none - must be specified |
| loopsubdiv::P | point[n] | Vertex positions of the cage mesh - using the same format as used in the triangle primitive | none - must be specified |
| loopsubdiv::uv | float[2*n] | Vertex texture coordinates of the cage mesh - using the same format as used in the triangle primitive | none - optional |
| loopsubdiv::displacementmap | string | The name of a float texture to use as displacement map | none - optional |
| loopsubdiv::dmscale | float | Scale the output of displacement map by the specified value (use negative value in order to invert the map) | 0.1 |
| loopsubdiv::dmoffset | float | Translate the output of displacement map by the specified value | 0.0 |
| loopsubdiv::dmnormalsmooth | bool | Interpolate normals in order to get a smooth output | true |
| loopsubdiv::dmsharpboundary | bool | The output mesh will have the same boundary of the cage mesh if this flag is true, otherwise the boundary will be interpolated as well | false |
Lens Component
This shape is primarily used by the realistic camera. Lens are approximated by a sphere section.
| name | type | description | default value |
|---|---|---|---|
| lenscomponent::radius | float | The radius of the sphere | 1.0 |
| lenscomponent::zmin | float | The position of the bottom of the sphere along the z axis | -radius |
| lenscomponent::zmax | float | The position of the top of the sphere along the z axis | radius |
| lenscomponent::phimax | float | The angle (in degrees) swept out by the sphere | 360.0 |
| lenscomponent::aperture | float | The aperture of the lens | 1.0 |
NURBS
| name | type | description | default value |
|---|---|---|---|
| nurbs::nu | integer | Sets the number of control points in the u direction | none - must be specified |
| nurbs::nv | integer | Sets the number of control points in the v direction | none - must be specified |
| nurbs::uorder | integer | The order (surface degree + 1) in the u direction Defines how many nearby control points affect each control point | none - must be specified |
| nurbs::vorder | integer | The order (surface degree + 1) in the v direction. Defines how many nearby control points affect each control point | none - must be specified |
| nurbs::uknots | float[nu+uorder] (eg. if nu = 2 and uorder = 2 we have a float[4] such as (1,1,1,1)) | The knot vector in the u direction | none - must be specified |
| nurbs::vknots | float[nv+vorder] | The knot vector in the v direction | none - must be specified |
| nurbs::u0/nurbs::v0 | float | The u and v coordinates from which NURB surface evaluation starts | uknots[uorder-1]/vknots[vorder-1] |
| nurbs::u1/nurbs::v1 | float | The u and v coordinates from which NURB surface evaluation ends | uknots[nu]/vknots[nv] |
| nurbs::P | point[nu*nv] | P specifies regular control points on the NURBS surface | none - one of either P or Pw must be specified |
| nurbs::Pw | float[4*nu*nv] | Pw specifies rational control points on the surface which include a weight value for each control point | none - one of either P or Pw must be specified |
Paraboloid
| name | type | description | default value |
|---|---|---|---|
| paraboloid::radius | float | The radius of the paraboloid | 1.0 |
| paraboloid::zmin | float | The position of the bottom the paraboloid along the z axis | 0.0 |
| paraboloid::zmax | float | The position of the top the paraboloid along the z axis | 1.0 |
| paraboloid::phimax | float | The angle (in degrees) swept out by the paraboloid | 360.0 |
PLY Mesh Loader
| name | type | description | default value |
|---|---|---|---|
| plymesh::filename | string | The .ply filename to load | none |
| plymesh::smooth | bool | Toggles smoothing of the mesh faces | false |
Sphere
| name | type | description | default value |
|---|---|---|---|
| sphere::radius | float | The radius of the sphere | 1.0 |
| sphere::zmin | float | The position of the bottom of the sphere along the z axis | Set to - sphere::radius |
| sphere::zmax | float | The position of the top of the sphere along the z axis | Set to - sphere::radius |
| sphere::phimax | float | The angle (in degrees) swept out by the sphere | 360.0 |
Triangle Mesh
There are two types of triangle mesh: barytrianglemesh and waldtrianglemesh. Both have the same below parameters but waldtrianglemesh uses a better intersection algorithm. Using only trianglemesh defaults to the barytrianglemesh which is better tested.
| name | type | description | default value |
|---|---|---|---|
| trianglemesh::indices | integer[n] | An array indexing the triangles found in the P array. The three vertices of the ith triangle are given by 3i, 3(i+1), 3(i+2). This provides the ordering of the triangles | none - must be specified |
| trianglemesh::P | point[n] | An unordered list of vertex positions in the triangle mesh. Ordered with trianglemesh::indices | none - must be specified |
| trianglemesh::N | float | Per vertex normals over the triangle mesh | none - optional |
| trianglemesh::S | vector | Tangents given at each vertex. Tangents are perpendicular to normals | none - optional |
| trianglemesh::uv | float[2*n] | Texture coordinates (per vertex) | none - optional |
| trianglemesh::st | float[2*n] | Texture coordinates (per vertex) | none - optional |
Mesh
Available since v0.6.
| name | type | description | default value |
|---|---|---|---|
| mesh::P | point[n] | An unordered list of vertex positions in the mesh. | none - must be specified |
| mesh::N | float | Per vertex normals over the mesh | none - optional |
| mesh::UV | float[2*n] | Texture coordinates (per vertex) | none - optional |
| mesh::tritype | string | Select the intersection routine used for triangles: "wald" or "bary" | wald |
| mesh::triindices | integer[n] | An array indexing the triangles found in the P array. The three vertices of the ith triangle are given by 3i, 3(i+1), 3(i+2). This provides the ordering of the triangles | none - must be specified |
| mesh::quadtype | string | Select the intersection routine used for quadrilaterals: "quadrilateral" | quadrilateral |
| mesh::quadindices | integer[n] | An array indexing the quadrilaterals found in the P array. The three vertices of the ith quadrilateral are given by 4i, 4(i+1), 4(i+2), 4(i+3). This provides the ordering of the quadrilaterals | none - must be specified |
Accelerators
Here are the accelerator types. Each one is a separate plugin.
- grid
- tabreckdtree or kdtree (default)
- unsafekdtree
- none
Specific Accelerator Parameters
These parameters are specific to individual accelerator plugins. There are no common parameters:
Grid
| name | type | description | default value |
|---|---|---|---|
| grid::refineimmediately | bool | Makes the primitive intersectable as soon as it is added to the grid. Otherwise individual shapes aren't intersectable till rays are cast and there is a ray hit with the primitive. | false |
Kdtree
| name | type | description | default value |
|---|---|---|---|
| kdtree::intersectcost | integer | Parameter that specifies how computationally expensive ray-object intersections are expected to be. This is used to control the kdtree built. | 80 |
| kdtree::traversalcost | integer | Computational cost expected for traversing a ray through the kdtree | 1 |
| kdtree::emptybonus | float | Promotes kd-tree nodes that represent empty space. | 0.5 |
| kdtree::maxprims | integer | Maximum number of primitives in a kdtree volume before further splitting of the volume occurs. | 1 |
| kdtree::maxdepth | integer | If positive, the maximum depth of the tree. If negative this value is set automatically. | -1 |
Unsafe Kdtree
This accelerator is not thread-safe and so its use should be avoided.
| name | type | description | default value |
|---|---|---|---|
| unsafekdtree::intersectcost | integer | Parameter that specifies how computationally expensive ray-object intersections are expected to be. This is used to control the kdtree built. | 80 |
| unsafekdtree::traversalcost | integer | Computational cost expected for traversing a ray through the kdtree | 1 |
| unsafekdtree::emptybonus | float | Promotes kd-tree nodes that represent empty space. | 0.5 |
| unsafekdtree::maxprims | integer | Maximum number of primitives in a kdtree volume before further splitting of the volume occurs. | 1 |
| unsafekdtree::maxdepth | integer | If positive, the maximum depth of the tree. If negative this value is set automatically. | -1 |
Materials
Here are the material types. Each one is a separate plugin.
- carpaint
- glass
- glossy
- matte (default)
- mattetranslucent
- metal
- mirror
- mix
- null
- roughglass
- shinymetal
Common Material Parameters
Here are the common parameters for materials. Note that float and color textures are described in the 'Texture' section.
| name | type | description | default value |
|---|---|---|---|
| bumpmap | float texture | The floating-point texture for use as a bump map | None |
Specific Material Parameters
These parameters are specific to individual material plugins.
Car Paint
The available names for the carpaint material are:
- "ford f8"
- "polaris silber"
- "opel titan"
- "bmw339"
- "2k acrylack"
- "white"
- "blue"
- "blue matte"
Other parameters are only necessary if no name given.
| name | type | description | default value |
|---|---|---|---|
| carpaint::name | string | The name of the car paint model to use | "ford f8" |
| carpaint::Kd | spectrum texture | Diffuse component | "ford f8" data |
| carpaint::Ks1 / carpaint::Ks2 / carpaint::Ks3 | spectrum texture | Specular component of layers | "ford f8" data |
| carpaint::R1 / carpaint::R2 / carpaint::R3 | float texture | Fresnel constants of layers | "ford f8" data |
| carpaint::M1 / carpaint::M2 / carpaint::M3 | float texture | Microfacet roughness of layers | "ford f8" data |
Glass
| name | type | description | default value |
|---|---|---|---|
| glass::Kr | color texture | The reflectivity of the surface | 1.0 |
| glass::Kt | color texture | Fraction of light transmitted through the surface | 1.0 |
| glass::index | float texture | The index of refraction for the glass surface | 1.5 |
| glass::cauchyb | float texture | Cauchy B coefficient | 0.0 |
| glass::film | float texture | The thickness in nanometers of the thin film coating (0.0 disables) on the surface | 0.0 |
| glass::filmindex | float texture | The index of refraction of the thin film coating on the surface | 1.5 |
Glossy
| name | type | description | default value |
|---|---|---|---|
| glossy::Kd | color texture | The coefficient of diffuse reflection | 0.5 |
| glossy::Ks | color texture | The coefficient of specular reflection | 0.5 |
| glossy::Ka | color texture | The coefficient of absorption of the coating layer | 0.0 |
| glossy::uroughness | float texture | The roughness of the surface in the u direction | 0.1 |
| glossy::vroughness | float texture | The roughness of the surface in the v direction | 0.1 |
| glossy::d | float texture | The depth (thickness) of the coating layer for absorption effects. (0 = disables) | 0.0 |
Matte
| name | type | description | default value |
|---|---|---|---|
| matte::Kd | color texture | The diffuse reflectivity of the surface | 1.0 |
| matte::sigma | float texture | The sigma parameter in the Oren-Nayer shader in degrees. Zero for pure Lambertian reflection | 0.0 |
MatteTranslucent
| name | type | description | default value |
|---|---|---|---|
| matte::Kr | color texture | The diffuse reflectivity of the surface | 1.0 |
| matte::Kt | color texture | The diffuse transmitivity of the surface | 1.0 |
| matte::sigma | float texture | The sigma parameter in the Oren-Nayer shader in degrees. Zero for pure Lambertian reflection | 0.0 |
Metal
These are the possible inbuilt metal names:
- "amorphous carbon"
- "silver"
- "gold"
- "copper"
- "aluminium"
| name | type | description | default value |
|---|---|---|---|
| metal::name | string | The name of the desired inbuilt metal or nkdata file. | 1.0 |
| metal::uroughness | float texture | Roughness of the surface in the u direction from 0 to 1. Rough surfaces have blurry highlights | 0.001 |
| metal::vroughness | float texture | Roughness of the surface in the v direction from 0 to 1. Rough surfaces have blurry highlights | 0.001 |
Mirror
| name | type | description | default value |
|---|---|---|---|
| mirror::Kr | color texture | The reflectivity of the mirror | 1.0 |
| glass::film | float texture | The thickness in nanometers of the thin film coating (0.0 disables) on the surface | 0.0 |
| glass::filmindex | float texture | The index of refraction of the thin film coating on the surface | 1.5 |
Mix
| name | type | description | default value |
|---|---|---|---|
| mix::namedmaterial1 | string | The name of the first material to mix | None |
| mix::namedmaterial1 | string | The name of the second material to mix | None |
| mix::amount | float texture | The value or texture to mix by | 0.5 |
Null
The Null material takes no options.
Rough Glass
| name | type | description | default value |
|---|---|---|---|
| roughglass::Kr | color texture | The reflectivity of the surface | 1.0 |
| roughglass::Kt | color texture | Fraction of light transmitted through the surface | 1.0 |
| roughglass::uroughness | float texture | Roughness of the surface in the u direction from 0 to 1. Rough surfaces have blurry highlights | 0.001 |
| roughglass::vroughness | float texture | Roughness of the surface in the v direction from 0 to 1. Rough surfaces have blurry highlights | 0.001 |
| roughglass::index | float texture | The index of refraction for the glass surface | 1.5 |
| roughglass::cauchyb | float texture | Cauchy B coefficient | 0.0 |
Shiny Metal
| name | type | description | default value |
|---|---|---|---|
| roughglass::uroughness | float texture | Roughness of the surface in the u direction from 0 to 1. Rough surfaces have blurry highlights | 0.001 |
| roughglass::vroughness | float texture | Roughness of the surface in the v direction from 0 to 1. Rough surfaces have blurry highlights | 0.001 |
| shinymetal::Ks | color texture | The coefficient of glossy reflection | 1.0 |
| shinymetal::Kr | color texture | The coefficient of specular reflection | 1.0 |
| glass::film | float texture | The thickness in nanometers of the thin film coating (0.0 disables) on the surface | 0.0 |
| glass::filmindex | float texture | The index of refraction of the thin film coating on the surface | 1.5 |
Texture
Textures are declared differently from what we have seen so far. An example of a texture declaration is:
Texture "checks" "color" "checkerboard"
'checks' is the name given by the user to the texture. This name is arbitrarily chosen by the user to refer to in the material declaration. In order to tell a "matte" material to use a checkerboard texture for diffuse reflectivity, in this example you would type:
Material "matte" "texture Kd" "checks"
Again, note that you refer to a texture, you type "texture param" "name" where param is the parameter you want the texture to modulate and name is the name you have assigned the texture. color refers to the texture type which can be "color" or "float". Note the US English spelling of the word.
Texture Types
There is no default texture type. The texture types are:
- bilerp
- checkerboard
- constant
- dots
- fbm
- imagemap
- marble
- mix
- scale
- uv
- windy
- wrinkled
- blender_clouds
- blender_musgrave
- blender_marble
- blender_wood
Common Texture Parameters (2D)
Only 2D textures share any parameters: these are 'bilerp','imagemap','uv','checkerboard' and 'dots'. Note that checkerboard can also be a 3D texture and that u,v coordinates are used.
| name | type | description | default value |
|---|---|---|---|
| mapping | string | Texture mapping to use. Can be "uv", "spherical","cylindrical" or "planar". | "uv" |
| uscale/vscale | float | The scaling of the u/v texture coordinates. Only applies to "uv" mapping. | 1 |
| udelta/vdelta | float | u/v offset for "planar" or "uv" texture mappings. | 1 |
| v1/v2 | vector | The two vectors that define the plane for "planar" mapping | (1,0,0) and (0,1,0) respectively |
Common Texture Paramaters (3D)
| name | type | description | default value |
|---|---|---|---|
| translate | vector | Translate transformation for 3D texture space | 0 0 0 |
| rotate | vector | Rotate transformation for 3D texture space | 0 0 0 |
| scale | vector | Scale transformation for 3D texture space | 1 1 1 |
Specific Texture Parameters
These parameters are specific to individual texture plugins:
| name | type | description | default value |
|---|---|---|---|
| constant::value | color/float texture | The constant value of this texture. | 1 |
| scale::tex1/tex2 | color/float texture | The textures to multiply by the "scale" texture | 1 |
| mix::tex1/tex2 | colour/float texture | The two textures (of the same type) to mix with the "mix" texture. | 0 and 1 respectively |
| mix::amount | float texture | The degree of mix between the two textures while linearly interpolating between them. | 0.5 |
| bilerp::v00/v01/v10/v11 | colour/float | Four values to bilinearly interpolate between. | 0,1,0 and 1 respectively |
| imagemap::filename | string | Path to the OpenEXR image to use. | Required. No default. |
| imagemap::wrap | string | How to wrap the texture using "repeat", "black" (black beyond texture) or "clamp" (clamps to border colour) | Required. No default. |
| imagemap::maxanisotropy | float | The eccentricity of the ellipse used in the EWA algorithm | 8 |
| imagemap::trilinear | bool | Toggle trilinear filtering on from the default (better but slower) EWA algorithm. | false |
| checkerboard::dimension | integer | Specifies whether a 2D or 3D checkerboard texture is being used. | Values can be either 2 or 3. Defaults to 2. |
| checkerboard::tex1/tex2 | colour/float texture | The texture to use for even/odd squares of the checkerboard. | 1 and 0 respectively |
| checkerboard::aamode | colour/float texture | For 2D checkerboard only - the antialiasing mode to use: "closedform","supersample" or "none". | "closedform" |
| dots::inside/outside | colour/float texture | The colour or the dots/their background. | 1 and 0 respectively |
| fbm::octaves | integer | The number of octaves to use in the spectrum. | 8 |
| fbm::roughness | float | The "bumpiness" of the texture. | 0.5 |
| wrinkled::octaves | integer | The number of octaves of to use in the spectrum. | 8 |
| wrinkled::roughness | float | The "bumpiness" of the texture. | 0.5 |
| marble::octaves | integer | The number of octaves to use in the spectrum. | 8 |
| marble::roughness | float | The "bumpiness" of the texture. | 0.5 |
| marble::scale | float | Scaling factor for the noise input. | 1 |
| marble::variation | float | moderates perturbation magnitude | 0.2 |
Blender procedural textures emulation
LuxRender includes some code imported (indeed with author's permission) form the Blender sources in order to emulate Blender procedural textures. The list is of supported textures is:
- blender_clouds
- blender_musgrave
- blender_marble
- blender_wood
A usage example:
Texture "mat_proc::col1" "color" "constant" "color value" [1.0 1.0 1.0] Texture "mat_proc::col2" "color" "constant" "color value" [1.0 0.0 0.0] Texture "mat_proc::blender_musgrave" "float" "blender_musgrave" Texture "mat_proc::mix" "color" "mix" "texture tex1" ["mat_proc::col1"] "texture tex2" ["mat_proc::col2"] "texture amount ["mat_proc::blender_musgrave"] Texture "mat_proc::Kd.scale" "color" "scale" "texture tex1" ["mat_proc::mix"] "color tex2" [0.900000 0.900000 0.900000] MakeNamedMaterial "mat_proc" "string type" ["matte"] "texture Kd" ["mat_proc::Kd.scale"] "float sigma" [0.000000] "float bumpmap" [0.000000]
Texture: blender_clouds
| name | type | description | default value |
|---|---|---|---|
| type | string | Color type. One of: 'default', 'color' | default |
| noisetype | string | Noise type. One of: 'soft_noise', 'hard_noise' | soft_noise |
| noisebasis | string | Noise basis type. One of: 'blender_original', 'original_perlin', 'improved_perlin', 'voronoi_f1', 'voronoi_f2', 'voronoi_f3', 'voronoi_f4', 'voronoi_f2f1', 'voronoi_crackle', 'cell_noise' | blender_original |
| noisesize | float | 0.25 | |
| noisedepth | integer | 2 | |
| bright | float | Brightness | 1.0 |
| contrast | float | 1.0 |
Texuture: blender_musgrave
In order to select this kind of texture in Blender use Blender Texture Button(F6) -> Texture -> Texture Type = Musgrave
| name | type | description | default value |
|---|---|---|---|
| blender_musgrave::h | float | Blender Texture Button(F6) -> Musgrave -> H | 1.0 |
| blender_musgrave::lacu | float | Blender Texture Button(F6) -> Musgrave -> Lacu | 2.0 |
| blender_musgrave::octs | float | Blender Texture Button(F6) -> Musgrave -> Octs | 2.0 |
| blender_musgrave::gain | float | Blender Texture Button(F6) -> Musgrave -> (Ridget Multifractal, Hybrid Multifractal) Gain | 1.0 |
| blender_musgrave::offset | float | Blender Texture Button(F6) -> Musgrave -> (Ridget Multifractal, Hybrid Multifractal, Hetero Terrain) Ofst | 1.0 |
| blender_musgrave::noisesize | float | Blender Texture Button(F6) -> Musgrave -> NoiseSize | 0.25 |
| blender_musgrave::outscale | float | Blender Texture Button(F6) -> Musgrave -> iScale | 1.0 |
| blender_musgrave::type | string | Blender Texture Button(F6) -> Musgrave -> Type (valid values: multifractal, ridged_multifractal, hybrid_multifractal, hetero_terrain, fbm) | multifractal |
| blender_musgrave::noisebasis | string | Blender Texture Button(F6) -> Musgrave -> Type (valid values: blender_original, original_perlin, improved_perlin, voronoi_f1, voronoi_f2, voronoi_f3, voronoi_f4, voronoi_f2f1, voronoi_crackle, cell_noise) | blender_original |
| blender_musgrave::bright | float | Blender Texture Button(F6) -> Colors -> Bright | 1.0 |
| blender_musgrave::contrast | float | Blender Texture Button(F6) -> Colors -> Contrast | 1.0 |
Texuture: blender_marble
In order to select this kind of texture in Blender use Blender Texture Button(F6) -> Texture -> Texture Type = Marble
| name | type | description | default value |
|---|---|---|---|
| blender_marble::noisesize | float | Blender Texture Button(F6) -> Marble -> NoiseSize | 0.25 |
| blender_marble::noisedepth | integer | Blender Texture Button(F6) -> Marble -> NoiseDepth | 2 |
| blender_marble::turbulance | float | Blender Texture Button(F6) -> Marble -> Turbulence | 5.0 |
| blender_marble::type | string | Blender Texture Button(F6) -> Marble -> Soft/Sharp/Sharper (valid values: soft, sharp, sharper) | soft |
| blender_marble::noisetype | string | Blender Texture Button(F6) -> Marble -> Soft Noise/Hard Noise (valid values: soft_noise, hard_noise) | hard_noise |
| blender_marble::noisebasis | string | Blender Texture Button(F6) -> Marble -> Sin/Saw/Tri (valid values: sin, saw, tri) | sin |
| blender_marble::noisebasis2 | string | Blender Texture Button(F6) -> Marble -> Type (valid values: blender_original, original_perlin, improved_perlin, voronoi_f1, voronoi_f2, voronoi_f3, voronoi_f4, voronoi_f2f1, voronoi_crackle, cell_noise) | blender_original |
| blender_marble::bright | float | Blender Texture Button(F6) -> Colors -> Bright | 1.0 |
| blender_marble::contrast | float | Blender Texture Button(F6) -> Colors -> Contrast | 1.0 |
Texture: blender_wood
| name | type | description | default value |
|---|---|---|---|
| type | string | Color type. One of: 'bands', 'rings', 'bandnoise', 'ringnoise' | bands |
| noisetype | string | Noise type. One of: 'soft_noise', 'hard_noise' | soft_noise |
| noisebasis | string | Noise basis type. One of: 'blender_original', 'original_perlin', 'improved_perlin', 'voronoi_f1', 'voronoi_f2', 'voronoi_f3', 'voronoi_f4', 'voronoi_f2f1', 'voronoi_crackle', 'cell_noise' | blender_original |
| noisebasis2 | string | One of: 'sin', 'saw', 'tri' | sin |
| noisesize | float | 0.25 | |
| turbulence | float | 5.0 | |
| bright | float | Brightness | 1.0 |
| contrast | float | 1.0 |
Volume
Here are the volume types. Each one is a separate plugin. There is not default type.
- exponential
- homogenous
- volumegrid
Common Volume Parameters
Here are the common parameters for volumes.
| name | type | description | default value |
|---|---|---|---|
| sigma_a | colour | The absorption cross section. | 0 |
| sigma_s | colour | The scattering cross section. | 0 |
| g | float | The phase function asymmetry parameter. | 0 |
| Le | colour | The volume's emission spectrum. | 0 |
| p0 | point | One corner of the bounding box defining the volume calculations. | 0 0 0 |
| p1 | point | The second corner of the bounding box defining the volume calculations. | 1 1 1 |
Specific Volume Parameters
These parameters are specific to individual volume plugins:
| name | type | description | default value |
|---|---|---|---|
| exponential::a/b | float | exponential::a and exponential::b are the parameters in the ae^{-bh} formula | 1 |
| exponential::updir | vector | The "up" direction along which to compute height. | (0,1,0) |
| volumegrid::nx/ny/nz | integer | Each of these parameters denote the number of voxels in the x,y and z directions respectively. | 1 |
| volumegrid::density | float[nx*ny*nz] | The array of density values. | 0 |
Light
Here are the light types. Each one is a separate plugin. There is no default type.
- area
- distant
- goniometric
- infinite
- point
- projection
- sky
- spot
- sun
For convenience, it's possible to specify the sunsky light which automatically creates a sun and sky light with the same parameters.
Specific Light Parameters
These parameters are specific to individual light plugins. There are no common parameters:
| name | type | description | default value |
|---|---|---|---|
| area::L | colour | The colour of the light. | 1 1 1 |
| area::nsamples | integer | The suggested number of shadow samples when computing illumination from the given light. | 1 |
| distant::L | colour | The colour of the light. | 1 1 1 |
| distant::from/to | point | The two points defining the light direction. Default is down the z axis. | 0 0 0 and 0 0 1 |
| goniometric::I | colour | The colour of the light | 1 1 1 |
| goniometric::mapname | string | The filename of the goniometric file (goniometric diagram of light distribution) | no default |
| infinite::L | colour | The colour of the light. | 1 1 1 |
| infinite::nsamples | integer | The suggested number of shadow samples when computing illumination from the given light. | 1 |
| infinite::mapname | string | The filename of the environment map for an infinite area light. If not provided, a solid colour is used. | no default |
| point::I | colour | The colour of the light. | 1 1 1 |
| point::from | point | The location of the point light. | 0 0 0 |
| projection::I | colour | The colour of the light. | 1 1 1 |
| projection::fov | float | The field of view in terms of angular spread along the shorter image axis. | 45 |
| projection::mapname | string | The filename of the image to project. | required - no default |
| sky::gain | float | Gain (aka scale) factor to apply to sun/skylight. | 0.005 |
| sky::nsamples | integer | The suggested number of shadow samples when computing illumination from the given light. | 1 |
| sky::sundir | vector | Direction vector of the sun. | 0 0 1 |
| sky::turbidity | float | Turbidity can go from 1.0 to 30+. 2-6 are most useful for clear days. | 2.0 |
| sky::aconst/bconst/cconst/dconst/econst | float | Perez function multiplicative constants. | 1.0 |
| spot::I | colour | The colour of the light. | 1 1 1 |
| spot::from/to | point | Points defining the axis of the spot light. Default is down the z-axis. | 0 0 0 and 0 0 1 respectively. |
| spot::coneangle | float | The angle in degrees of the spotlight cone. | 30 |
| spot::conedeltaangle | float | The angle at which the spotlight intensity starts to fade from the edge. | 5 |
| sun::gain | float | Gain (aka scale) factor to apply to sun/skylight. | 0.005 |
| sun::nsamples | integer | The suggested number of shadow samples when computing illumination from the given light. | 1 |
| sun::sundir | vector | Direction vector of the sun. | 0 0 -1 |
| sun::turbidity | float | Turbidity can go from 1.0 to 30+. 2-6 are most useful for clear days. | 2.0 |
| sun::relsize | float | Relative size to the sun. | 1.0 |
Surface Integrator
Here are the surface integrator types. Each one is a separate plugin.
- bidirectional
- directlighting
- exphotonmap
- particletracing
- path (default)
- distributedpath
Specific Surface Integrator Parameters
These parameters are specific to surface integrator plugins. There are no common parameters.
Bidirectional
| name | version | type | description | default value |
|---|---|---|---|---|
| bidirectional::eyedepth | 0.5 | integer | The maximum length of an eye subpath | 8 |
| bidirectional::lightdepth | 0.5 | integer | The maximum length of a light subpath | 8 |
Directlighting
| name | version | type | description | default value |
|---|---|---|---|---|
| directlighting::maxdepth | 0.5 | float | The maximum recursion depth for ray casting. | 5 |
| directlighting::strategy | 0.5 | string | Strategy to use: "all" samples all lights and averages, "one" which randomly picks a light at each step, "auto" which choose to use "one" if there are more than 5 light sources in the scene and "all" otherwise. | "auto" |
Exphotonmap
| name | version | rendering mode | type | description | default value |
|---|---|---|---|---|---|
| exphotonmap::renderingmode | 0.6 | directlighting/path | string | Select the rendering strategy between "directlighting" (v0.5 rendering mode) and a new mode "path" (available since v0.6). | "directlighting" |
| exphotonmap::strategy | 0.5 | directlighting/path | string | Strategy to use: "all" samples all lights and averages, "one" which randomly picks a light at each step, "auto" which choose to use "one" if there are more than 5 light sources in the scene and "all" otherwise. | "auto" |
| exphotonmap::causticphotons | 0.5 | directlighting/path | integer | Set the size of the caustic photonmap. | 20000 |
| exphotonmap::indirectphotons | 0.5 | directlighting/path | integer | Set the size of the indirect photonmap. | 200000 |
| exphotonmap::maxdirectphotons | 0.5 (removed in 0.6) | directlighting/path | integer | Set the maximum number of the direct photon traced. | 1000000 |
| exphotonmap::directphotons | 0.6 | directlighting/path | integer | Set the size of the direct photonmap. | 200000 |
| exphotonmap::radiancephotons | 0.6 | directlighting/path | integer | Set the size of the radiance photonmap. | 200000 |
| exphotonmap::nused | 0.5 | directlighting/path | integer | Set the number of photon used in irradiance computation. | 50 |
| exphotonmap::maxdepth | 0.5 | directlighting/path | integer | Set the maximum number of specular bounces. | 5 |
| exphotonmap::finalgather | 0.5 | directlighting | bool | Enables/disable final gather step. | true |
| exphotonmap::finalgathersamples | 0.5 | directlighting | integer | Set the number of samples used in the final gather step. | 32 |
| exphotonmap::maxdist | 0.5 | directlighting/path | float | Set the maximum distance of photon included in irradiance computation. | 0.5 |
| exphotonmap::gatherangle | 0.5 | directlighting | float | Set photon gathering angle. | 10.0 |
| exphotonmap::strategy | 0.6 | directlighting/path | string | Strategy to use: "all" samples all lights and averages, "one" which randomly picks a light at each step, "auto" which choose to use "one" if there are more than 5 light sources in the scene and "all" otherwise. | "auto" |
| exphotonmap::gatherrrstrategy | 0.6 | directlighting | string | Russian roulette strategy to use: "efficiency", "probability", "none" . | efficiency |
| exphotonmap::gatherrrcontinueprob | 0.6 | directlighting | string | Russian roulette continue probability. Used when strategy "probability". | 0.65 |
| exphotonmap::mapsfile | 0.6 | directlighting/path | string | If the file exists load the photon maps from the file otherwise save maps to it. | None |
| exphotonmap::distancethreshold | 0.6 | path | string | Fallbacks to path tracing when rendering corners in order to avoid photon leaks. Enabled by default. | Same value of maxdist |
Particletracing
| name | version | type | description | default value |
|---|---|---|---|---|
| particletracing::maxdepth | 0.5 | integer | The maximum length of a path. | 5 |
| particletracing::rrcontinueprob | 0.5 | float | Russian roulette probability of not terminating a path. | 0.65 |
Path
| name | version | type | description | default value |
|---|---|---|---|---|
| path::maxdepth | 0.5 | integer | The maximum length of a path. | 16 |
| path::strategy | 0.5 | string | Strategy to use: "all" samples all lights and averages, "one" which randomly picks a light at each step, "auto" which choose to use "one" if there are more than 5 light sources in the scene and "all" otherwise. | "auto" |
DistributedPath
| name | version | type | description | default value |
|---|---|---|---|---|
| path::diffusedepth | 0.5 | integer | The maximum length of a diffuse path. | 3 |
| path::glossydepth | 0.5 | integer | The maximum length of a glossy path. | 2 |
| path::speculardepth | 0.5 | integer | The maximum length of a specular path. | 5 |
| path::strategy | 0.5 | string | Strategy to use: "all" samples all lights and averages, "one" which randomly picks a light at each step, "auto" which choose to use "one" if there are more than 5 light sources in the scene and "all" otherwise. | "auto" |
Volume Integrator
Here are the volume integrator types. Each one is a separate plugin.
- emission (default)
- single
Common Volume Parameters
Here are the common parameters for volume integrators. There are no plugin specific parameters:
| name | type | description | default value |
|---|---|---|---|
| stepsize | float | The stepping distance to use along a ray while performing the ray marching algorithm | 1 |