Sample Sidebar Module

This is a sample module published to the sidebar_top position, using the -sidebar module class suffix. There is also a sidebar_bottom position below the menu.
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Sample Sidebar Module

This is a sample module published to the sidebar_bottom position, using the -sidebar module class suffix. There is also a sidebar_top position below the search.
Render Panel

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The Render Panel contains all the viewport render settings.

Resources
Enable HDR Tells Bright Engine whether a 32-bit float textures are being used for the skybox. Disable this features if using 8-bit skybox textures.
Use Raw HDR Data Some HDR textures are already Gamma Corrected. By enabling this feature it ensures that this Gamma Correction process does not happen again during the render pass. If this is disabled and the skybox appears to be “washed out” then you may want to turn this feature on to see whether it solves this problem.
Texture Quality Sets the quality of the textures rendered In the viewport, this can help improve the editor performance for users with weaker PC’s.

Grid
Distance Set the snapping distance when performing object moving with the grid enabled.

Shadows
Enable Point Light Shadows Enables Omni light shadows
Enable Spot Light Shadows Enables Spot light shadows
Directional Resolution Resolution of the Directional Shadow Map
Point Resolultion Resolution of the Point Light Shadow Cubemaps
Maximum Point Lights Sets the total number of point lights Bright Engine will calculate in each frame. The lights being used will be automatically selected based on distance to camera. Minimum value is 4 and maximum is 16. By increasing the maximum number of lights to be calculated per frame, increases accuracy at the cost of performance.
Spot Resolution Resolution of the Spot Light Shadow Maps
Maximum Spot Lights Sets the total number of spot lights Bright Engine will calculate in each frame. The lights being used will be automatically selected based on distance to camera. Minimum value is 4 and maximum is 16. By increasing the maximum number of lights to be calculated per frame, increases accuracy at the cost of performance.
Area Resolution Resolution of the Area Light Shadow Maps
Maximum Area Lights Sets the total number of point lights Bright Engine will calculate in each frame. The lights being used will be automatically selected based on distance to camera. Minimum value is 4 and maximum is 16. By increasing the maximum number of lights to be calculated per frame, increases accuracy at the cost of performance.
Debug Point Light Shadows Visually displays the Omni light shadow maps applied to the skybox.

Camera
Speed The cameras movement speed when moving around in the World Editor
Range The cameras Maximum Render Range
Field of View The camera Field of View angle
OQ Polygon Threshold Sets the minimum polygon threshold requirement of a model to be included in the Occlusion Query Pass. Occlusion Query is an optimization technique that determines whether an object is hidden behind another object. If it is, then there is no point wasting processing power to render it since the camera can’t see it. With modern GPU’s rendering lots of Polygon’s is not a difficult task. However Low poly models can hurt performance due to OQ because the process of checking whether it is hidden is costlier than simply rendering the object anyway. Any object with less than 1000 polygons is worth excluding from the OQ pass however you can adjust this to a lower or greater value if you so wish.
OQ Radius Threshold Sets the minimum distance threshold to the camera of a model to be included in the Occlusion Query Pass. Models that are near the camera are most likely going to be visible to the camera and so performing an Occlusion Query check on these models is more a less a waste of resources. By increasing this value, models within this range will not be included in the Occlusion Query Pass. This is particularly useful for scenes with a high concentration of assets within a small space such as a bedroom.

Debug
Wireframe Renders the scene in wireframe mode
Mesh Bounding Boxes Renders the Bounding Boxes of all Models in the scene
Mesh Normals Renders the Scene with Normal visualization
Irradiance Map Renders the skybox with Irradiance Visualization
Prefilter Map Renders the skybox with Prefilter Visualization
Render Albedo Only Visualizes the Albedo texture
Render Normal Only Visualizes the Normal texture
Render Roughness Only Visualizes the Roughness texture
Preview Chunks Visualizes the terrain chunks of all terrain objects as a checkboard pattern
Show Vertex Normal Visualizes the direction of the normals at each vertices of the terrain
Show Vertex Tangent Visualizes the direction of the Tangent at each vertices of the terrain
Show Vertex Bi-Tangent Visualizes the direction of the Bi-Tangent at each vertices of the terrain
Wireframe Overlay Visualizes the topology of the terrain