Scene Description Format

Most of the settings in Chunky scenes are stored in Scene Description files using a JSON-based file format. This page documents the SDF file format. The documentation is currently incomplete, and may lag behind the current Chunky version as new versions are released. Check the version history at the end of this page to see the latest updates made to the SDF documentation.

SDF JSON files are stored in the scene directory and the filename is based on the scene name with .json appended. For example, the JSON file for a scene named MyScene would be MyScene.json.

Structure

Click here to view an example scene description file.

The JSON file contains one JSON object with these named elements:

Key Value range Default value Description
sdfVersion Integer 6 Scene Description Format (SDF) version
name String Scene name
width Integer 400 Canvas width
height Integer 400 Canvas height
exposure Number 1.0 Camera exposure
postprocess {"NONE", "GAMMA", "TONEMAP1"} "GAMMA" Tonemapping operator
outputMode {"PNG", "TIFF_32"} "PNG" Image output mode
renderTime Number Current cumulative rendering time
spp Integer Current samples per pixel (SPP)
sppTarget Integer 1000 Render SPP target
rayDepth Integer 5 Ray recursion depth
pathTrace Boolean false Rendering mode (true = path tracing, false = preview)
dumpFrequency Integer 500 How often the current render state is saved (samples per state save)
saveSnapshots Boolean false Whether a snapshot image is saved for each render dump
emittersEnabled Boolean false
emitterIntensity Number 13.0
sunEnabled Boolean true
stillWater Boolean false
waterOpacity Number (0-1) 0.42
waterVisibility Number 9.0
useCustomWaterColor Boolean false
fogColor RGB Object See below
fastFog Boolean
biomeColorsEnabled Boolean true Color grass and trees differently per biome
transparentSky Boolean false Renders the sky transparent in the output image so a custom sky background can be easily used
fogDensity Number 0.0 Zero fog density disables fog
waterHeight Number 0 Zero water height disables water world mode, non-zero height enables water world mode
world World Object See below
camera Camera Object See below
sun Sun Object See below
sky Sky Object See below
cameraPresets Camera Preset Object See below
chunkList Array of integer arrays Chunks in the scene
actors Array of Entity Objects Posable entities such as players.
entities Array of Entity Objects Static entities in the scene, e.g. paintings

RGB Object

Key Value range
red Number (0-1)
green Number (0-1)
blue Number (0-1)

XYZ Object

Key Value range
x Number
y Number
z Number

Direction Object

Key Value range
roll Number
pitch Number
yaw Number

World Object

Key Value range
path String
dimension Integer (0-2)

Camera Object

Key Value range Default value Description
position XYZ Object
orientation Direction Object
projectionMode {"PINHOLE", "PARALLEL", "FISHEYE", "STEREOGRAPHIC", "PANORAMIC", "PANORAMIC_SLOT"} "PINHOLE" Camera projection mode
fov Number 70.0 Field of view
dof Number "Infinity" Depth of field
focalOffset Number Distance to target

Sun Object

Key Value range Default value Description
altitude Number (0-PI/2) The direction to the sun above the horizon
azimuth Number (0-2PI) The direction to the sun measured from north
intensity Number 1.25 Sunlight scaling factor
color RGB Object

Sky Object

Key Value range Default value Description
skyYaw Number (0-2PI) Offset angle for the sky map
skyMirrored Boolean true Enables mirroring of the skymap at the horizon (use when the vertical skymap angle is 90 degrees)
skyLight Number 1.0 Sky light scaling factor
mode {"SIMULATED", "GRADIENT", "SKYMAP_PANORAMIC", "SKYMAP_SPHERICAL", "SKYBOX", "BLACK"} "SIMULATED" Sky rendering mode
horizonOffset Number (0-PI/2) Offset the horizon to simulate a curved earth. This helps hiding the horizon below distant objects.
cloudsEnabled Boolean false
cloudSize Number 64.0
cloudOffset XYZ Object
gradient Gradient Object

Camera Preset Object

TBD

Gradient Object

TBD

Scripting

A simple way to process scene files is by using a scripting language like Python. For example, here is a Python script that generates individual scenes for each chunk in a square grid of chunks. The script uses an original scene as template for the new scenes.

import json
import os.path

original_scene = 'D:\Users\Jesper\.chunky\scenes\shore-sun.json'
scene_dir = os.path.abspath(os.path.join(original_scene, os.pardir))

with open(original_scene, 'r') as f:
    scene = json.load(f)

for x in range(-10, 1):
    for z in range(110, 119):
        scene_name = 'chunk_%dx_%dz' % (x, z)
        scene['name'] = scene_name
        scene['chunkList'] = [ [ x, z ] ]
        scene['spp'] = 0
        scene['renderTime'] = 0
        new_scene = os.path.join(scene_dir, scene_name + '.json')
        print('Writing scene file %s' % new_scene)
        with open(new_scene, 'w') as f:
            json.dump(scene, f)

Version History

  • Version 2 (Chunky 1.2.0 to 1.2.3)
  • Version 3 (Chunky 1.3-alpha1 to 1.3.3)
  • Version 4 (Chunky 1.3.4)
    • removed clearWater (Boolean)
    • added waterOpacity (Number)
    • added waterVisibility (Number)
    • added waterColor (RGB Object)
    • added useCustomWaterColor (Boolean)
  • Version 5 (Chunky 1.3.5-alpha5)
    • removed atmosphereEnabled (Boolean)
    • removed volumetricFogEnabled (Boolean)
    • added fogDensity (Number)
    • added fogColor (RGB Object)
    • added fastFog (Boolean)
  • Version 6 (Chunky 1.3.5-alpha5)
    • Changed postprocess from Integer to Enum
    • Added outputMode (Enum)
  • Version 7 (Chunky 1.3.8)
    • Added renderActors (Boolean)
    • Added actors (Array of Entity Objects)