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 Sphere

Volume sphere has adjustable radii along three axes, so it can take a shape of an ellipsoid. Spheres are used to create:

  • Fog haze or mist that hides objects behind it. If spheres with fog intersect, denser fog is created.
  • Spheres of light around point light sources, for example, a bulb or a candle. These spheres are visible when the light illuminates dust and other particles floating in the air. A light material is always rendered as a regular sphere.

Volume sphere with a light material

Volume sphere with a light material around light sources

Volume sphere with a light material

Volume sphere with a fog material

See also

Sphere Options

Radius Scale of the sphere along X, Y and Z axes respectively.
Notice
If a volume light material is assigned to a sphere, it cannot be of an ellipsoid shape. A sphere is rendered based only on the X-axis Radius value. If its radii along Y or Z axes are smaller, then the object is cut along them.
Last update: 2017-07-03
Build: ()