Screen
Last updated
Last updated
The Screen Object in Incari contains the technical specifications of the physical display that the Project will ultimately be displayed on. In addition, it also has Attributes relating to the virtual Camera and rendering.
A Screen's Attributes can be edited by selecting it in the Project Outliner and adjusting them in the Attribute Editor, like you would with Scene Objects.
Size
defines the size of the Simulation Window, in pixels.
Position
defines the offset position, in pixels, that the Simulation Window will be displayed on your monitor. This means that when you are working on a multi-display system, you can preview Screens on separate parts of your monitor.
By default, the Simulation will be shown in the left-hand corner of your monitor (0, 0), with x
representing the number of pixels between the left-hand side of the Simulation window and the left hand side of your monitor, and y
representing the number of pixels between the top of the window and top of your monitor.
Scale factor
: The factor by which the Simulation Window will be scaled.
Window Mode
: The mode in which the Simulation Window will be displayed. The available options are: Full screen
, Hidden
, Windowed
, Windowed full screen
.
Enable VSync
: Whether Vertical Synchronization will be enabled. Vertical Synchronization synchronizes frame rate of the Simulation with the refresh rate of the monitor that displays it.
Enable Decoration
: Whether the Simulation Window will have a title bar.
The Mode
Attribute defines the background of the Simulation and can be a Color
, Texture
, Scene Environment
, or Gradient
. It can also be completely transparent if Color
is selected and alpha channel (A:
) is set to 0.
An example of a Color Background
with one Sphere in the one Scene:
An example of a Texture Background
with one Sphere in the one Scene:
An example of a Scene Environment Background
with one Sphere in the one Scene:
An example of a Gradient Background
with one Sphere in the one Scene:
FXAA
Fast Approximate Anti-Aliasing (FXAA) is a post-processing effect, which detects edges in an image and smooths them. This may help improve how 2D and 3D Objects are displayed. After each frame has been rendered, the effect is applied per-pixel and doesn't consider 3D geometry or know what should be smoothed and what shouldn't. As a result, it may unintentionally smooth the wrong parts of the image and may not be the best option. It is often a trade-off between improved smoothness of jagged areas of geometry at the loss of some crispness of textures.
Mode
changes the way the effect is calculated, so you can choose between speed (fast
) and image crispness (accurate
), the latter of which may give better results at the expense of some calculation speed.
Enabled
enables/disables the effect entirely. Disabling the effect is the most performant option, and should be considered if it isn't necessary or you are having performance issues. The FXAA doesn't consider movement at all, and may produce undesirable results in cases where you have fast moving objects.
Screen Space Ambient Occlusion (SSAO) is a post-processing effect, which takes both the depth, and normal information of 3D geometry within a Scene, to approximate areas of occlusion and exposure to ambient light. What this means is that areas such as corners and cavities are darker, creating a more realistic representation of the way light behaves in the real world.
Like FXAA, the effect can be disabled/enabled by toggling the Enabled
option, but it also has a few extra Attributes to consider.
Radius
defines the spread of darkened areas, with a lower value resulting in smaller, crisper occluded areas, and bigger values producing a darker, but softer result.
Samples
defines the amount of samples to be used in the calculation, with lower values being cheaper in terms of processing time required, at the expense of quality. Higher samples invariably give a better result, but you also sacrifice performance. It often comes down to adjusting the Radius
and Samples
values to find the right balance between quality and performance.
Lens flares are an artifact in an image consisting of hazy rings or circles that occur when a bright light source shines directly into the Camera lens. Enabling this option will simulate this effect in the Screen.
Bloom creates the effect of light bleeding from bright areas onto their surroundings. Hence, when Bloom is enabled, fringes of light extend from the border of these bright areas, thus simulating the effect perceived in real-life camera lenses.
The way this effect is achieved is by blurring and brightening the areas with a luminosity over a certain threshold.
Furthermore, there are two customizable Attributes for this effect:
Blur Repeat
: Number of times that the blur effect is applied over the part of the image trespassing the Luminance Threshold
.
Luminance Threshold
: Threshold over which the effect is applied. The areas whose luminosity exceeds this value are blurred and brightened to achieve the desired effect.