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            SceneForge Concepts --> Scene Visuals and Lighting

            Modified on Fri, May 10, 2024 at 3:58 PM

            Scene Visuals and Lighting

            Judah Mantell

            Last Update 2 years ago

            SceneForge uses standard rasterization for scene lighting, with added simplified versions of ray tracing that increase photorealism and accurate lighting while being able to run on most hardware. 

            We are exploring proper RTX/DXR Support for future releases.

            Please note that as with any real-time rendering engine, all lights are approximations of physical lights, and 100% 1:1 accuracy is not present in current releases. -- That being said, we're working on constantly improving the quality and accuracy of SceneForge's lights.

            Lighting Optimization

            Because SceneForge is not meant to be a full world-creation engine, it is assumed that your scenes will remain around the size of a real-life soundstage (though you are free and encouraged to push these limits!). 


            Because of this, the lighting is optimized for close range, meaning if you start to move cameras (editor or virtual cameras) further away, shadows will begin to fade. When being used properly, this shouldn't pose an issue but should be noted nonetheless.

            Ambient Scene Lighting

            The entire scene receives ambient lighting from the skybox--essentially the time of day and weather preset. 

            The time of day and weather can be changed in the Visuals Tab of Stage Mode This affects the global directional light and shadows across the entire scene (aside from unlit materials) as well as fog and reflections. Reflections get updated when the visuals have been changed and when an object has been moved.

            The following options are available to change the look of your scene, separated into various categories.


            Scene Settings

            Tables can't be imported directly. Please insert an image of your table which can be found here.

            Ground Settings

            Tables can't be imported directly. Please insert an image of your table which can be found here.

            Sky Settings

            Tables can't be imported directly. Please insert an image of your table which can be found here.

            Post Processing

            Tables can't be imported directly. Please insert an image of your table which can be found here.

            Ambient Occlusion is the effect that simulates the soft shadows that should naturally occur when indirect or ambient lighting is cast out onto your scene. (Pluralsight.com)

            Tables can't be imported directly. Please insert an image of your table which can be found here.

            Global Reflections

            The entire scene will have accurate reflections from the sky and environment, and using the option mentioned above, you can set the frequency with which it updates.


            This is not meant to be a 100% real-time solution simply because that is very taxing on the computer.  But, if you set the update frequency to the lowest option of 0.1 seconds, it will essentially act fully real-time.

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