The Chrome texture creates a simple but effective environment to emit convincing reflections. The basic environment map consists of a ground plane and a sky plane. To add visual complexity to the scene, a series of rectangular lights are included in the sky. These lights are for visual effect only and do not act as light sources.
There is no blurring capability for the Chrome procedure, so aliasing artifacts may appear on reflective surfaces. These may be greatly reduced by having an aalevel of 4 and an aathreshold of 0 when rendering. An alternative is to use Chrome to create the faces for the Cube procedure.
Argument Name | Absolute Range | Useful Range | Default | Description |
floor_color (triple) | 0, infinity | 0, 255 | 150,150,200 | Color straight down as seen from front window |
horizon_color (triple) | 0, infinity | 0, 255 | 0, 0, 0 | Color just below the horizon |
sky_color (triple) | 0, infinity | 0, 255 | 200,200,250 | Color just above horizon |
zenith_color (triple) | 0, infinity | 0, 255 | 100,100,250 | Color straight up along +y |
light_color (triple) | 0, infinity | 0, 255 | 250, 250, 250 | Color of lights in the sky |
light_width | 0, infinity | 0, 10 | 1.0 | Number of lights per unit length along width |
light_width_mult | 0, 1.0 | 0, 1.0 | 1.0 | Multiplier for light width |
light_width_offset | 0, 1.0 | 0, 1.0 | 1.0 | Offset for light width |
light_depth | 0, infinity | 0, 1.0 | 1.0 | Number of lights per unit length along z |
light_depth_mult | 0, 1.0 | 0, 1.0 | 1.0 | Multiplier for light depth |
light_depth_offset | 0, 1.0 | 0, 1.0 | 0.0 | Offset for light depth |
grid_color (triple) | 0, infinity | 0, 255 | 0, 0, 0 | Grid line color |
grid_width | 0, infinity | 0, 10 | 1.0 | Number of grid cells per unit length along x |
grid_width_mult | 0, 1.0 | 0, 1.0 | 1.0 | Multiplier for grid width |
grid_width_offset | 0, 1.0 | 0, 1.0 | 0.0 | Offset for grid width |
grid_depth | 0, infinity | 0, 10 | 1.0 | Number of grid cells per unit length along z |
grid_depth_mult | 0, 1.0 | 0, 1.0 | 1.0 | Multiplier for grid depth |
grid_depth_offset | 0, 1.0 | 0, 1.0 | 0.0 | Offset for grid depth |
real_floor | TRUE FALSE | 0, 1 | 0 | Flag for presence of real vs angular floor |
floor_altitude | -infinity, infinity | -100, 100 | -1.0 | Elevation of floor along the y-axis |
“Chrome” is an environment texture.