<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01//EN"> <HTML ><HEAD ><TITLE >Background</TITLE ><META NAME="GENERATOR" CONTENT="Modular DocBook HTML Stylesheet Version 1.76b+ "><LINK REL="HOME" TITLE="Blender Documentation Volume I - User Guide" HREF="book1.html"><LINK REL="UP" TITLE="YafRay" HREF="c11488.html"><LINK REL="PREVIOUS" TITLE="Lights" HREF="x11820.html"><LINK REL="NEXT" TITLE="Camera" HREF="x12141.html"></HEAD ><BODY CLASS="section" BGCOLOR="#FFFFFF" TEXT="#000000" LINK="#0000FF" VLINK="#840084" ALINK="#0000FF" ><DIV CLASS="NAVHEADER" ><TABLE SUMMARY="Header navigation table" WIDTH="100%" BORDER="0" CELLPADDING="0" CELLSPACING="0" ><TR ><TH COLSPAN="3" ALIGN="center" >Blender Documentation Volume I - User Guide: Last modified April 29 2004 S68</TH ></TR ><TR ><TD WIDTH="10%" ALIGN="left" VALIGN="bottom" ><A HREF="x11820.html" ACCESSKEY="P" ><<< Previous</A ></TD ><TD WIDTH="80%" ALIGN="center" VALIGN="bottom" >YafRay</TD ><TD WIDTH="10%" ALIGN="right" VALIGN="bottom" ><A HREF="x12141.html" ACCESSKEY="N" >Next >>></A ></TD ></TR ></TABLE ><HR ALIGN="LEFT" WIDTH="100%"></DIV ><DIV CLASS="section" ><H1 CLASS="section" ><A NAME="section_yafray_background" ></A >Background</H1 ><P > Adds a background image (environment map), colour or sky to your render. </P ><P > Pathlight and Hemilight can sample the background colour and intensity to simulate real world lighting </P ><DIV CLASS="section" ><H2 CLASS="section" ><A NAME="section_yafray_background_normal" ></A >Normal Image Background</H2 ><TABLE BORDER="0" BGCOLOR="#E0E0E0" WIDTH="100%" ><TR ><TD ><PRE CLASS="programlisting" > <background type="image" name="envnorm" power="1.000000"> <filename value="C:\directory\image.jpg"/> </background> </PRE ></TD ></TR ></TABLE ><P ></P ><UL ><LI ><P > <TT CLASS="literal" >type - image</TT >: Allows you to use a bitmap image of one of the supported texture formats as a background. The image is mapped around the scene as a sphere, so the image should be in lattitude/longitude format (ratio 2:1) </P ></LI ><LI ><P > <TT CLASS="literal" >name</TT >: Background Name </P ></LI ><LI ><P > <TT CLASS="literal" >Power</TT >: Level of brightness of the bitmap. 1.0 is default, greater numbers will increase brightness, lower numbers will decrease brightness </P ></LI ><LI ><P > <TT CLASS="literal" >filename</TT >: full path & filename of the image, including the file extension </P ></LI ></UL ></DIV ><DIV CLASS="section" ><H2 CLASS="section" ><A NAME="section_yafray_background_hdri" ></A >HDRI Background</H2 ><TABLE BORDER="0" BGCOLOR="#E0E0E0" WIDTH="100%" ><TR ><TD ><PRE CLASS="programlisting" > <background type = "HDRI" name = "envhdri" exposure_adjust = "0"> <filename value = "C:\directory\image.hdr" /> </background> </PRE ></TD ></TR ></TABLE ><P ></P ><UL ><LI ><P > <TT CLASS="literal" >type - HDRI</TT >: allows you to use a HDR image as a background. The HDRI is mapped around the scene as an angular map, not latitude longitude like the normal image background </P ></LI ><LI ><P > <TT CLASS="literal" >name</TT >: Background Name </P ></LI ><LI ><P > <TT CLASS="literal" >exposure_adjust</TT >: Similar to 'power' for a normal image background. 0 is default, increasing this will brighten the HDR, decreasing will darken (equivilent to adjusting the f-stop on a physical camera) </P ></LI ><LI ><P > <TT CLASS="literal" >filename</TT >: full path & filename of the HDRI, including the file extension </P ></LI ></UL ></DIV ><DIV CLASS="section" ><H2 CLASS="section" ><A NAME="section_yafray_background_constant" ></A >Constant Background</H2 ><TABLE BORDER="0" BGCOLOR="#E0E0E0" WIDTH="100%" ><TR ><TD ><PRE CLASS="programlisting" > <background type="constant" name = "constbackg"> <color r="1.000000" g="1.000000" b="1.000000"/> </background> </PRE ></TD ></TR ></TABLE ><P ></P ><UL ><LI ><P > <TT CLASS="literal" >type - constant</TT >: lets you assign a single colour as the background </P ></LI ><LI ><P > <TT CLASS="literal" >name</TT >: Background Name </P ></LI ><LI ><P > <TT CLASS="literal" >color</TT >: r - red value of color (0.000000 - 1.000000) g - green value of color (0.000000 - 1.000000) g - green value of color (0.000000 - 1.000000). 1/1/1 is white, 0/0/0 is black </P ></LI ></UL ></DIV ><DIV CLASS="section" ><H2 CLASS="section" ><A NAME="section_yafray_background_sunsky" ></A >Sun/Sky Background</H2 ><TABLE BORDER="0" BGCOLOR="#E0E0E0" WIDTH="100%" ><TR ><TD ><PRE CLASS="programlisting" > <background type="sunsky" name ="Sun1" turbidity ="4.000000" add_sun="on" sun_power="1.000000" a_var="1.000000" b_var="1.000000" c_var="1.000000" d_var="1.000000" e_var="1.000000" > <from x="-0.007401" y="8.589217" z="3.737965"/> </background> </PRE ></TD ></TR ></TABLE ><P ></P ><UL ><LI ><P > <TT CLASS="literal" >type - sunsky</TT >: lets you assign a realistic sky background with optional sun </P ></LI ><LI ><P > <TT CLASS="literal" >turbidity</TT >: Atmosphere density (eg mist/fog) the lower the number, the less visible the sky is. A value of 4 is a clear sky. </P ></LI ></UL ></DIV ></DIV ><DIV CLASS="NAVFOOTER" ><HR ALIGN="LEFT" WIDTH="100%"><TABLE SUMMARY="Footer navigation table" WIDTH="100%" BORDER="0" CELLPADDING="0" CELLSPACING="0" ><TR ><TD WIDTH="33%" ALIGN="left" VALIGN="top" ><A HREF="x11820.html" ACCESSKEY="P" ><<< Previous</A ></TD ><TD WIDTH="34%" ALIGN="center" VALIGN="top" ><A HREF="book1.html" ACCESSKEY="H" >Home</A ></TD ><TD WIDTH="33%" ALIGN="right" VALIGN="top" ><A HREF="x12141.html" ACCESSKEY="N" >Next >>></A ></TD ></TR ><TR ><TD WIDTH="33%" ALIGN="left" VALIGN="top" >Lights</TD ><TD WIDTH="34%" ALIGN="center" VALIGN="top" ><A HREF="c11488.html" ACCESSKEY="U" >Up</A ></TD ><TD WIDTH="33%" ALIGN="right" VALIGN="top" >Camera</TD ></TR ></TABLE ></DIV ></BODY ></HTML >