This page has been translated automatically.
UnigineEditor
Interface Overview
Assets Workflow
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Landscape Tool
Using Editor Tools for Specific Tasks
Extending Editor Functionality
编程
Fundamentals
Setting Up Development Environment
Usage Examples
UnigineScript
C++
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine Tools
GUI
Double Precision Coordinates
应用程序接口
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
注意! 这个版本的文档是过时的,因为它描述了一个较老的SDK版本!请切换到最新SDK版本的文档。
注意! 这个版本的文档描述了一个不再受支持的旧SDK版本!请升级到最新的SDK版本。

Clouds

This section contains settings for clouds.

Clouds Settings
Enabled Toggles rendering of clouds on and off.
Sampling Quality The number of noise samples used. This parameter affects cloud density. The following values are available:
  • Low — 1 sample, low quality (higher density)
  • Medium — 3 samples, medium quality (by default)
  • High — 5 samples, high quality
  • Ultra — 6 samples, ultra quality (lower density, the clouds are softer)
Notice
Visual difference between low and ultra quality is not significant. Therefore, it is recommended to use low settings, when possible, to gain performance.
Lighting Quality The number of samples used to calculate lighting for clouds. The following values are available:
  • Low — 1 sample, low quality
  • Medium — 3 samples, medium quality (by default)
  • High — 5 samples, high quality
  • Ultra — 6 samples, ultra quality
Notice
This parameter has a significant impact on performance. Therefore, it is recommended to use low settings, when possible.
Samples Count The number of samples used for clouds rendering. The following values are available:
  • Low — 1 sample, low quality
  • Medium — 3 samples, medium quality (by default)
  • High — 5 samples, high quality
  • Ultra — 6 samples, ultra quality
Lighting Trace Length The maximum length of a sun ray traced inside a cloud, in units.
Lighting Cone Radius Lighting cone sampling radius for clouds lighting.
Notice
Low values may result in unnatural behavior as the position of the sun changes.
Dynamic Coverage Area Visibility distance for coverage of FieldWeather objects, in units.
Notice

In UnigineEditor this area is marked with a bounding box. When the camera is outside this box, the FieldWeather coverage is not visible.

Increasing dynamic coverage area leads to reduction of quality of FieldWeather coverage texture and loss of details. This effect can be mitigated by increasing dynamic coverage resolution.

Dynamic Coverage Resolution The quality of dynamic coverage texture for FieldWeather objects. The following values are available:
  • 128 x 128
  • 256 x 256 (by default)
  • 512 x 512
  • 1024 x 1024
  • 2048 x 2048
Higher values make it possible to preserve texture details at high distances.
Notice
Increased resolution significantly affects performance.
Interleaved Rendering Interleaved rendering mode for clouds. The following values are available:
  • disabled (by default)
  • 2 x 2
  • 4 x 4
Notice
When clouds are viewed from the ground or from above (at significant distance) and the viewer's velocity is less than 200 units per second, enabling this parameter can provide a significant gain in performance.
Downsampling Rendering This parameter determines the clouds resolution based on a current screen resolution. The following values are available:
  • Full — full resolution
  • Half — half resolution (by default)
  • Quarter — quarter resolution
Notice
This parameter has a significant impact on performance.
Detail Distortion Texture type to be used for clouds distortion. The following types are available:
  • 2D Texture — more performance-friendly, but may cause an excessive vertical extrusion of clouds.
  • 3D Texture — ensures homogeneous detail distortion and better image quality, but at a higher performance cost.
Soft Intersection Soft intersection distance for clouds, in meters.
Ground Shadows Toggles rendering of clouds shadows on the ground on and off.
Shadow Shafts Toggles rendering of shadow shafts for clouds on and off.
Render After Transparent This parameter enables rendering of clouds after all transparent objects (except water).
Simplified Depth Test Toggles simplified depth test for clouds on and off.
Noise Step The amount of jitter in areas within clouds that is used to reduce banding effect due to an insufficient number of steps.
Noise Iterations The amount of jitter used to reduce banding effect due to insufficient number of steps.
Noise Lighting The amount of jitter for tracing steps of lighting calculation, which is used to reduce banding effect due to insufficient number of steps.
Noise Step Skip The amount of jitter in areas between clouds, which is used to reduce banding effect due to insufficient number of steps.
Last update: 2020-04-10
Build: ()