0 FPS
Loading...
Enhanced FXClassicExample
SHOWCASE
prnc.draco.glb
Scene
Exposure1.00
Tone Mapping
Env Intensity1.40
HDRI Background
BG Color
Bloom Strength0.04
Bloom Radius0.99
Bloom Threshold0.95
Bevel (Diamond)0.65
Diamond Shader
Classic: screen-space refraction · Refraction: BVH ray-traced (real geometry, default)
Refraction (V7) tuning
Bounces5.00
IOR2.40
Dispersion0.00
Fresnel0.30
Normal Smooth0.01
Squash0.98
Arrows (observer)dark observer → arrows
Arrow Width0.50
Arrow Darkness0.00
Env Yaw0.00
Env Pitch0.00
Arrows with full color: leave Arrows(observer) OFF and rotate Env Yaw/Pitch to aim the studio's dark zone — that forms the arrows from the real environment (the reference's method).
Gem Brightness1.00
Dark Lift0.00
Reference (WebGI) defaults: 5 bounces · 0.01 dispersion · 0.3 Fresnel · 0.5 Normal Smooth · 0.98 Squash. Normal Smooth tames the "shattered glass" facets; Fresnel adds bright facet highlights.
Enhanced FX
AO + ACES: GTAO ambient occlusion + ACES tone mapping + bloom. Reliable on any GPU.
AO Intensity3.00
AO Radius2.00
Bloom0.20
Lights
Key Intensity3.00
Key Color
Fill Intensity1.20
Fill Color
Rim Intensity0.80
Rim Color
Rotation
Speed0.00
Paused