Clouds
This section contains settings for clouds.
Clouds Settings
Common#
Enable Clouds | Toggles rendering of clouds on and off. |
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Ground Shadows | Toggles rendering of clouds shadows on the ground on and off. |
Fix Coverage Tiling | Toggles tiling reduction for the clouds coverage texture on and off. Such tiling becomes noticeable in large-scale worlds when observing clouds at significant distances. This option controls tiling reduction enabled per-material. When enabled, additional texture fetching is performed, which affects performance, so use it wisely. |
Render After Transparent | This parameter enables rendering of clouds after all transparent objects (except water). |
Accurate Layers Sorting | Toggles correct sorting of intersecting cloud layers.
Enabling this feature may reduce ray marching quality as samples shall be distributed among all layers. |
Detail Distortion | Texture type to be used for clouds distortion. The following types are available:
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Soft Intersection | Soft intersection distance for clouds, in meters. |
Quality#
Optimization#
Downsampling Rendering | This parameter determines the clouds resolution based on a current screen resolution. The following values are available:
This parameter has a significant impact on performance. |
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Interleaved Rendering | Interleaved rendering mode for clouds. The following values are available:
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. |
Depth Based Reconstruction | Toggles using the clouds ray-marched depth for upsampling the downsampled clouds without obscuring the geometry and reprojection depending on the cloud depth. Recommended for flying through clouds.
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Interleaved Rendering Temporal | Temporal accumulation of noises for the interleaved sampling.
Works only with Interleaved Rendering value set to 2x2. |
Depth Based Reconstruction Threshold | Depth threshold value for Depth Based Reconstruction. This value defines the depth difference starting from which the pixels are considered to be related to the different surfaces. |
Noise#
Lighting#
Rounded#
Dynamic Coverage#
Dynamic Coverage Resolution | The quality of dynamic coverage texture for FieldWeather objects. The following values are available:
Increased resolution significantly affects performance. |
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Dynamic Coverage Area | Visibility distance for coverage of FieldWeather objects, in units.
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. |
Last update:
2020-11-24
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