This page has been translated automatically.
Programming
Fundamentials
Setting Up Development Environment
UnigineScript
High-Level Systems
C++
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine and Tools
GUI
Double Precision Coordinates
API
Bounds-Related Classes
Containers
Controls-Related Classes
Core Library
Engine-Related Classes
GUI-Related Classes
Node-Related Classes
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
Rendering-Related Classes
Utility 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。

Volume Omni

Volume omni is used to create a visible volume of light emitted from a flat surface, for example, embedded wall lights, flat ceiling lights or fluorescent lamps. Only a volume omni material can be assigned to it.

Volume omni objects

Volume omni objects

Volume omni is rendered in the following way: in the center there is a flat rectangle. It simulates a surface that emits light. Around its edges, there are billboards that always face the camera. They create a light volume around the surface even when you look on the omni from the side, and make the volume fade out smoothly. When you look at the object at 90 degrees, it is not visible at all.

Fading out of a volume omni

Fading out of a volume omni at different angles

See also

Omni Options

Width Width of the central rectangle in units (along the X axis).
Height Height of the central rectangle in units (along the Y axis).
Radius Size of billboards around the edges in units.
Attenuation Specifies how fast object fades out when viewed from the side.
  • By the minimum value of 0, the omni doesn't fade out. It abruptly disappears when you look at the omni at 90 degrees.
  • The higher the value is, the more faded out the omni is at a small viewing angle. High values also decrease overall intensity.
Last update: 2017-07-03
Build: ()