The Scene Settings panel allows you edit certain properties of an entire scene, such as the skybox, global illumination, background sound, and media surface settings.
Select Tools > Scene Settings to open the Scene Settings Properties panel.
They settings allow you to define the laws of physics in the scene. Currently, there is only one physics setting:
- Avatars Can Collide - Choose whether or not avatars are allowed to collide with each other in this experience. If set to No, avatars cannot collide and pass harmlessly through each other instead.
Note: Setting Avatars Can Collide to No can help with performance and navigation in spaces where you expect large crowds of people.
- Gravity - Move the slider or enter a value between 0.0G (no gravity) and 5.0 G (5 times Earth gravity). You may also use the dropdown to change the units to meters per second squared (m/s^2). By default, this setting is 1.0 G or 9.81 m/s^2, normal Earth gravity.
These settings define the scene's skybox, the texture that is used to represent the sky in your scene. You can adjust the following settings:
- Skybox - Choose from one of the predefined skybox textures, or pick one that you have uploaded in .exr format.
- Sky Brightness - Move this slider to increase or decrease the brightness of the entire sky.
- Sky Rotation - Enter X, Y, and Z values in degrees (from 0.0 to 360.0) to rotate the skybox texture along X, Y, and Z axes.
|Atmospherics settings and the Color panel.|
These settings define the look of the atmosphere in a scene:
- Fog color - Defines the color of atmospheric fog in the scene. Provide values from 0-255 for Red, Green, and Blue or click the dropper icon to open the Color panel and choose a color from the palette.
- Fog Scattering - Affects the direction that light is scattered when looking at a light. At low values, an "aura" can be seen around light sources and fog farther away seems darker. At high values there is no halo around light sources and the fog seems more uniformly lit.
- Ground Fog Falloff - Adjusts the rate at which the fog density decreases with altitude.
- Ground Fog Density - Adjusts the overall density of fog in the scene. Set this to zero in order to disable fog in the scene.
- Sky Distance - Set the simulated height of the skybox for atmospheric scattering purposes; lower values cause atmospheric scattering to show more of the sky's color.
Exposure settings allow you to adjust how bright or dark your scene appears:
- Exposure Bias - Adjust between -2.0 and 2.0 (corresponding to photographic f-number) to darken or brighten your scene, respectively.
- Underexposure Adapt - Affects how much the scene is allowed to compensate when looking at an area that is too dark. Higher values allow for increased brightness in dark areas.
- Overexposure Adapt - Affects how much the scene can compensate for overly bright areas. Higher values increase the amount the scene dims when viewing something brightly lit.
|Shading posterization effect.|
Allows you to create a cartoon-like effect for the scene.
Effect Strength - Controls the overall strength of the effect.
Strata Frequency - Controls the number of shading bands.
Phase Shift - Fine tuning for the placement of shading bands.
Various post-processing effects.
Outline Weight - Adjust the heaviness of the outline around objects.
Outline Inset - Control how far to inset the outline into the object.
Saturation Boost - Increase the saturation of colors in the scene.
Bloom settings allow you to adjust how blown-out or "glowy" bright lights in your scene appear:
- Bloom Strength - Adjusts the bloom effect of lights in a scene. Move the slider to control the balance between the blurred and the original version of the scene.
- Bloom Width - Affects how wide the blurry fringe gets around light sources.
|Global illumination quality settings.|
There is currently only one property under Light settings: Global Illum Quality. For more information, see Global illumination.
Background Sound let you set and adjust a background sound for the whole scene and choose whether or not to compute reverb on sounds in the scene.
- Sound Source - Switch between using inventory audio or a web stream. For more information on using a web stream, see Streaming web audio.
- Background Sound - When you choose Inventory as a sound source, choose a sound you have uploaded to Sansar. The sound is played in a loop while visiting the scene. You can preview the looping sound while editing the scene by clicking Options and enabling Audio/Video Preview.
Note: If the Sound Source is set to Stream, one of the options you may choose as the Background Stream is Voice Broadcast, which broadcasts the voice chat of designated avatars as the background audio stream. At this time, avatars may only be designated for broadcasting by using a script that uses the ScenePrivate class of the Sansar Script API.
- Loudness - Increase or decrease the volume of the looping background sound, measured in decibels (dB) or level.
- Compute Reverb - Enable to allow the scene to simulate realistic reverb based on objects and materials in the scene. For full information, see Compute Reverb.
- Audio streams - Allows you to add up to four Audio stream URLs, and name them respectively. See Streaming web audio for more information.
|Media surface settings.|