Environment Probe
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Use the Environment Probe component to achieve the right visual quality for a space. Environment probes help to determine proper reflections, ambient diffuse values, particle diffuse values, and shadow colors.
For information about how to blend environment probes to create a smooth transition, for example, from day to night, see Blending Environment Probes.
The Environment Probe component has the following settings:
- Visible
-
Shows the light.
- On initially
-
Specify if the light is on when created.
General Settings
See the following general settings:
- Color
-
The color of the light.
- Diffuse multiplier
-
Sets the strength of the diffuse color.
- Specular multiplier
-
Sets the strength of the specular brightness.
Environment Probe Settings
See the following environment probe settings:
- Area dimensions
-
The width, height, and depth in meters of the environment probe's effective area.
- Sort priority
-
Priority number for probe rendering. Lower priority numbers (for example,
0
or1
) are rendered on top of the higher priority numbers (for example,100
). - Resolution
-
Cubemap resolution in pixels that is generated by this probe.
- Box projected
-
Enables box projection. Does not require regeneration of the cubemap.
- Box height
-
Height of the box projection.
- Box length
-
Length of the box projection.
- Box width
-
Width of the box projection.
- Attenuation falloff
-
The value that the light begins to falloff. For example, a value or 1.0 means the light starts to fall off at 1.0 meter.
Options
See the following options:
- View distance multiplier
-
Adjusts the maximum view distance. For example,
1.0
uses the default and1.1
is 10% farther than the default. - Minimum spec
-
Minimum specification value at which the light is enabled.
- Voxel GI mode
-
Mode for light interaction with voxel global illumination (GI).
- Use VisArea
-
Light is affected by visible areas.
- Indoor only
-
Light is only rendered indoors.
- Affects this area only
-
Light affects only the immediate area.
- Volumetric fog only
-
Light affects only volumetric fog.
- Volumetric fog
-
Light affects volumetric fog and surrounding area.
Animation
See the following animation settings:
- Style
-
Enter a number to specify a preset light animation curve to play as defined in the
Light.cfx
file. Valid values are0
to48
. You can also use values40
to48
for testing and debugging. - Speed
-
Multiple of the base animation rate. For example, a value of
2.0
makes an animation play twice as fast. - Phase
-
Animation start offset from
0
to1
. A value of0.1
is 10% into the animation. For example, you can use this setting to prevent lights in the same scene, with the same animation, from being animated in unison.
Cubemap Generation
See the following cubemap generation settings:
- Cubemap
-
Click Generate to generate or regenerate a cubemap for this probe. The button is enabled only when Use customized cubemap is deselected.
Click Reset to reset a cubemap for this probe.
- View cubemap
-
Displays a preview of the cubemap in the viewport. You can only select this option when a cubemap exists.
- Use customized cubemap
-
If selected, you can specify a custom cubemap for Cubemap asset. If deselected, a cubemap is generated.
- Cubemap asset
-
File path for the cubemap asset.
Additional Resources
For more information about the Environment Probe component, see the following:
EBus Request Bus Interface
Use the following request functions with the EBus interface to communicate with other components of your game.
For more information about using the event bus (EBus) interface, see Working with the Event Bus (EBus) system.
All light components share common EBus functions. For more information, see Light Components EBus Request Bus Interface.