source
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
Written under
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.











