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Rendering Specifications

Note: R, G, B values should be in the range 0.0 to 1.0

Camera (Status: Up-to-date)

camera id
projection [PERSPECTIVE] or [PARALLEL]
frustum [({left} {right} {bottom} {top} {nearPlane} {farPlane}) for PARALLEL; ({fieldOfView} {aspectRatio} {nearPlane} {farPlane} 0 0) for PERSPECTIVE]
endcamera
  • {fieldOfView}: extent of the observable world that is seen, defined by an angle (0° ~ 360°).
  • {aspectRatio}: ratio of the width and height of the viewport.
  • {left}: Defines the left X axis of the Nearplane and Farplane.
  • {right}: Defines the Right X axis of the Nearplane and Farplane.
  • {bottom}: Defines the Bottom Y axis of the Nearplane and Farplane.
  • {top}: Defines the Top Y axis of the Nearplane and Farplane.
  • {nearPlane}: Defines the Z axis of the Nearplane.
  • {farPlane}: Defines the Z axis of the Farplane.

The default Camera is: PERSPECTIVE, with 45° FOV, 1280x720 Aspect Ratio, 0.1 nearPlane, and 1000 farPlane.

Lights (Status: Up-to-date)

light id
type [DIRECTIONAL] or [AMBIENT]
color (R G B)
direction (X Y Z) FOR DIRECTIONAL
endlight

Creates a light that can optionally be colored and a directed or ambient beam. For Directional lighting, you can specify the vector direction the light is pointing to.

Viewports

Viewport id
cameraID [camid]
(left top width height)
endviewport

Single or multiple viewport setting.

Background Color

backgroundcolor (R G B) endbackground
Sets background color of scene.

Global Frontface Color

frontcolor (R G B) endfrontcolor

Set global frontface color, can't use slider to interactively change this.

Local Frontface Color

surface id (R G B) endsurface

Defines a surface color by its RGB values in the range [0, 1].

Global Backface Color

backcolor (R G B) endbackcolor

Set global backface color, can't use slider to interactively change this.

Local Backface Color

backface id color (R G B) endbackface

Set the backface color for each individual backface.

Color Hierarchy

When multiple color definitions could apply to the same geometry, JIPCAD resolves them in the following order of precedence (highest to lowest):

  1. Instance surface — A surface specified on an instance (e.g., instance name obj surface MyColor endinstance) overrides all other color settings for that instance.
  2. Local frontface/backface — Surface definitions and backface colors defined in the scene apply when no instance-level surface is specified.
  3. Global frontface/backfacefrontcolor and backcolor set the default for all geometry that does not have a more specific color assignment.
  4. Background color — Applies only to the scene background and does not affect geometry.

In practice: define surfaces at the start of your scene, then assign them to instances. Any instance without a surface will fall back to the global frontface and backface colors.