IrradianceCacheSmoothFactor
IrradianceCacheSmoothFactor
#Overview
name: IrradianceCacheSmoothFactor
The value of this variable can be defined or overridden in .ini config files. 3
.ini config files referencing this setting variable.
It is referenced in 1
C++ source file.
#Summary
#Setting Variables
#References In INI files
Location: <Workspace>/Engine/Config/BaseLightmass.ini:238, section: [DevOptions.StaticLightingMediumQuality]
- INI Section:
DevOptions.StaticLightingMediumQuality
- Raw value:
.75
- Is Array:
False
Location: <Workspace>/Engine/Config/BaseLightmass.ini:258, section: [DevOptions.StaticLightingHighQuality]
- INI Section:
DevOptions.StaticLightingHighQuality
- Raw value:
.75
- Is Array:
False
Location: <Workspace>/Engine/Config/BaseLightmass.ini:281, section: [DevOptions.StaticLightingProductionQuality]
- INI Section:
DevOptions.StaticLightingProductionQuality
- Raw value:
.75
- Is Array:
False
#References in C++ code
#Callsites
This variable is referenced in the following C++ source code:
#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/Lightmass/Lightmass.cpp:2477
Scope (from outer to inner):
file
function void FLightmassExporter::WriteSceneSettings
Source code excerpt:
Scene.IrradianceCachingSettings.InterpolationMaxAngle = Scene.IrradianceCachingSettings.InterpolationMaxAngle * InterpolationMaxAngleScale;
float IrradianceCacheSmoothFactor;
VERIFYLIGHTMASSINI(GConfig->GetFloat(QualitySectionNames[QualityLevel], TEXT("IrradianceCacheSmoothFactor"), IrradianceCacheSmoothFactor, GLightmassIni));
Scene.IrradianceCachingSettings.DistanceSmoothFactor *= IrradianceCacheSmoothFactor;
Scene.IrradianceCachingSettings.AngleSmoothFactor *= IrradianceCacheSmoothFactor;
VERIFYLIGHTMASSINI(GConfig->GetInt(QualitySectionNames[QualityLevel], TEXT("NumAdaptiveRefinementLevels"), Scene.ImportanceTracingSettings.NumAdaptiveRefinementLevels, GLightmassIni));
float AdaptiveBrightnessThresholdScale;
VERIFYLIGHTMASSINI(GConfig->GetFloat(QualitySectionNames[QualityLevel], TEXT("AdaptiveBrightnessThresholdScale"), AdaptiveBrightnessThresholdScale, GLightmassIni));
Scene.ImportanceTracingSettings.AdaptiveBrightnessThreshold = Scene.ImportanceTracingSettings.AdaptiveBrightnessThreshold * AdaptiveBrightnessThresholdScale;