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uisset 1001× in templates and rigs

A procedural scene object made by a `factory`: an extruded SVG path, a reflective ground, a pool of light on the floor, …

source#b01-circle-ground(match=ground layer=world position="0 0 -1400" rotation="-90 0 0" receive_shadow=true cast_shadow=false)

Attributes

factorytexte.g. reflector-groundui/scenepath3d503×
position"x y z"476×
layertexte.g. world448×
heightnumber424×
widthnumber424×
colorcolour #rrggbb395×
rotation"x y z"354×
roughnessnumber268×
metalnessnumber261×
resolutionnumber255×
mirrornumber247×
mixStrengthnumber247×
blurnumber"x y"243×
mixBlurnumber243×
mixContrastnumber230×
matchtexte.g. glass-groundglass-ground-lightglass-ui129×
envmap-intensitynumber119×
unlittrue / falseOn a `reflector-ground`, how the reflection is drawn. Off (the default): the reflection is multiplied by the floor's `color` and by the scene's lights, so a near-black floor reflects almost nothing, whatever its `mirror` or `mixStrength`. `true`: the reflection is added as emitted light, at `mixStrength` and independent of `color` and the lights, so a dark floor shows a clear mirror image. Neither is physically accurate: the strength does not change with the viewing angle, and `mixStrength` above 1 makes reflections brighter than the objects, so a floor tuned without `unlit` usually needs a lower `mixStrength` with it.117×
opacitynumber82×
causticsnumber71×
dtexte.g. M -395 268 C -395 268 -395 268 -395 268M -395 230 C -395 230 -395 230 -395 230M -395 40 C -395 40 -395 40 -395 4071×
intensitynumber71×
materialtexte.g. basicstandardphysical71×
path-heightnumber71×
path-widthnumber71×
render-ordernumber71×
speednumber71×
cast_shadowtrue / false64×
receive_shadowtrue / false63×
captexte.g. round44×
jointexte.g. round37×
texture_scalenumber26×
emissivecolour #rrggbb9×
emissive-intensitynumber9×
radiusnumber8×
refreshtexte.g. alwaysonce8×
scale"x y z"8×
farnumber6×
nearnumber6×
parenttexte.g. s4-rigroom6×
segmentsnumber6×
dimsnumber5×
transparenttrue / false1×
blendingtext0×
blur_methodtext0×
contactnumber0×
fade_farnumber0×
fade_nearnumber0×
groutnumber0×
grout_dimnumber0×
noisenumber0×
noise_sizenumber0×
noise_speednumber0×
reflection_colorcolour #rrggbb0×
repeatsnumber0×
resolution_scalenumber0×
ripplenumber0×
ripple_sizenumber0×
ripple_speednumber0×
tile_variationnumber0×
tilesnumber0×

Where it goes

Examples

source#b01-circle-groundin actions/actionsOpen and play →
source#b01-circle-ground(match=ground layer=world position="0 0 -1400" rotation="-90 0 0" receive_shadow=true cast_shadow=false)
  source(factory=reflector-ground width=6000 height=8200 resolution=1024 blur=130 mirror=0.3 mixBlur=1 mixStrength=0.8 mixContrast=1.12 roughness=0.45 metalness=0.25 envmap-intensity=0 unlit=true color=#020608)
source#b01-circle-poolin actions/actionsOpen and play →
source#b01-circle-pool(match=pool layer=world position="0 3 -1000" rotation="-90 0 0" cast_shadow=false receive_shadow=false)
  source(factory=ground-light-pool width=2200 height=1100 color=#00b6de opacity=0.2 intensity=1 caustics=0.1 speed=0.05 render-order=5)
source#b02-aura-item-groundin actions/actionsOpen and play →
source#b02-aura-item-ground(match=ground layer=world position="0 0 -1400" rotation="-90 0 0" receive_shadow=true cast_shadow=false)
  source(factory=reflector-ground width=6000 height=8200 resolution=1024 blur=130 mirror=0.3 mixBlur=1 mixStrength=0.8 mixContrast=1.12 roughness=0.45 metalness=0.25 envmap-intensity=0 unlit=true color=#020608)

Used in

Templates that write source; each opens at its first use.