Bitbybit Docs
    Preparing search index...

    Class SkyboxCustomTextureDto (Inputs.BabylonScene)

    Feeds babylon.scene.enableSkyboxCustomTexture: your own sky texture by URL, its size, and the same size, blur, intensity and visibility options as the built-in skies.

    Index

    Constructors

    • Parameters

      • OptionaltextureUrl: string
      • OptionaltextureSize: number
      • Optionalsize: number
      • Optionalblur: number
      • OptionalenvironmentIntensity: number
      • OptionalhideSkybox: boolean
      • OptionalenableGroundProjection: boolean
      • OptionalprojectedGroundRadius: number
      • OptionalprojectedGroundHeight: number

      Returns SkyboxCustomTextureDto

    Properties

    textureUrl?: string

    Address of an .hdr file, an .env file or the root of six cube face images; nothing happens without it

    undefined
    

    true

    textureSize?: number

    Resolution the sky texture is loaded at, in pixels per face; used for .hdr files

    512
    

    true

    size: number

    Edge length of the sky cube, in scene units; make it larger than the scene so nothing pokes through

    1000
    

    0

    Infinity

    10

    blur: number

    How much the visible sky is blurred, from 0 for sharp to 1 for fully soft; the lighting is unaffected

    0.1
    

    0

    Infinity

    0.1

    environmentIntensity: number

    How strongly the sky lights the scene through reflections and ambient light; 1 is full strength

    0.7
    

    0

    Infinity

    0.1

    hideSkybox?: boolean

    When true, the sky is not drawn but still lights the scene

    false
    
    enableGroundProjection?: boolean

    When true, the lower sky is projected onto a flat ground at height 0, so the model seems to stand on the environment and casts shadows onto it

    false
    
    projectedGroundRadius?: number

    Radius of the projected ground and of the sky dome around it, in scene units; keep the camera inside it

    20
    

    0

    Infinity

    1

    projectedGroundHeight?: number

    Height the environment was captured at, above the floor, in scene units; the floor itself is always at height 0

    3
    

    0

    Infinity

    0.1