Rendering Settings
This panel allows adjusting the rendering settings of the world and can be invoked by pressing the R key (see Controls and Navigation). The panel has a set of tabs given below.
Common
This tab contains the basic settings.
Distance scale | Global distance scale for all distance parameters, such as the world rendering distance, shadow distance, LOD distances etc. This option allows a developer to easily increase or decrease rendering performance by changing the world extent.
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World distance | Distance after which all nodes are not rendered or simulated (infinite by default). The distance is measured from the camera to the node. If the camera is within node bounds, the node is rendered no matter the World distance set (as in case with a ground on the picture below).
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Light distance | Distance after which the dynamic lights are not be rendered.
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Object distance | Distance after which objects are not be rendered. | ||
Shadow distance | Distance after which the shadows from light sources are not be rendered.
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Physics distance | Distance after which physical interactions will not be calculated. All physics-based nodes freeze if the distance between them and the camera is bigger than the Physics distance.
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Decal distance | Distance after which decals will not be rendered. | ||
Clutter distance | Distance after which clutter objects will not be rendered. | ||
Reflection distance | Distance after which reflection will not be rendered. | ||
Field distance | Distance, at which (and farther) fields are not rendered. | ||
World budget | World generation time budget for the Grass and Clutter objects in frames per second. | ||
Physics budget | Physics simulation time budget in frames per second. | ||
Render budget | Render creation time budget in frames per second. The render budget limits the number of loaded / created graphics resources during frame according to the loading / creation time. | ||
Ambient color | The color used to color all objects during the ambient rendering passes.
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Reflection color | Color that allows to adjust reflections of all meshes with reflective materials, i.e.:
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Background color | Solid color rendered on the scene background. It For example, this option allows to create brighter, richer sky colors with light scattering.
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Environment | Environment cube map texture for image-based ambient lighting (light that is independent of direction). It realistically simulates light that comes from six main directions (per cube side). For example, objects are rendered bluish at the top (due to the sky color) and grayish or brownish at the bottom (due to the ground color).
Load, view or clear the environment cube-mapped texture. To grab an environment texture, use Tools -> Grabber -> Mode: Cube. A very small texture can be used, 32x32 pixels is enough.
Environment texture (can be smaller)
Here is how the environment texture can increase the quality of the rendered scene.
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Exposure | The brightness of ambient lighting according to the environment texture.
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Render | Render postprocess materials applied before all other Unigine postprocess (such as HDR, DOF, etc.) are rendered. Several materials are separated by a comma (without whitespace). Custom postprocesses can also be set. For example, post_filter_scattering is set here. This way, subsurface scattering will be rendered first, and then correctly blurred with DOF. |
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Composite | This field allows to set the name of a custom composite shader. It will be used for the final composition of the full-screen image instead of the default one. | ||
Post | Post postprocess materials applied at the end, after all other postprocess (such as HDR, DOF, etc.) are rendered. Such postprocesses, when applied to the screen image, affect HDR flares, glowing areas and so on. Several materials are separated by a comma (without whitespace). Custom postprocesses can also be set.
Here is an example with post_blur_radial material.
Radial blur post material
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Parameters
The tab contains different parameters that control some node or material settings across the whole world. That includes tessellation, vegetation animation and light probes.
Stereo distance | This option is only for custom stereo rendering (available stereo modes have their own viewing settings). The focal distance. It is the distance in the world space to the point where two views line up, i.e. distance to the zero parallax plane. |
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Stereo radius | This option is only for custom stereo rendering (available stereo modes have their own viewing settings). The radius of stereo (half of the separation distance between the cameras, i.e. between eyes). |
Stereo offset | A virtual camera offset (an offset after the perspective projection). |
Animation stem | Global scale for movement amplitude of vegetation stems. It scales Stem offset parameter for mesh_stem_base, mesh_leaf_base and grass_base materials. |
Animation leaf | Global scale for rotation angle of vegetation leaves. It scales the Leaf offset parameter for mesh_leaf_base material. |
Animation scale | Global scale for speed of vegetation swaying. It scales Stem scale and Leaf scale parameters for mesh_stem_base, grass_base and mesh_leaf_base materials. |
Animation wind | A multiplier for the stem offset under wind. It sets the direction of wind for all vegetation (grass and trees). |
Global mask | A mask that determines rendering of the LightProb-based global illumination. For the LightProb to light a scene around it, at least one bit of this mask should match the light mask.of the probe light. |
Global distance | A distance up to which the LightProb-based global illumination is rendered. |
Global attenuation | An attenuation factor for the LightProb-based global illumination. The larger this value is, the smoother and across the larger distance the global illumination fades out. |
Global bias | The Fresnel effect bias for specular highlights when rendering the LightProb-based global illumination. The higher the value, the brighter specular highlights are at all viewing angles. |
Global power | The Fresnel effect power for specular highlights when rendering the LightProb-based global illumination. It defines the amount of reflectance depending on the viewing angle:
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Global diffuse | A diffuse light multiplier for the LightProb-based global illumination. |
Global specular | A specular light multiplier for the LightProb-based global illumination. |
Occlusion
The tab contains settings related to both screen-space ambient occlusion mapping and indirect illumination.
The following settings are used for the screen-space ambient occlusion:
Ambient screen radius | Distance in the screen space, within which the geometry is sampled to compute self-shadowing. The number of sampled points is strictly defined and depends on shader quality.
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Ambient sample radius | Distance for each of the points in the world space, up to which they can shadow their neighbouring points:
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Ambient perspective | Perspective compensation for the ambient occlusion. When at the far distance, the sample radius will be automatically increased, if a value higher than 1 is set. |
Ambient attenuation | Coefficient that compensates for falloff of the ambient occlusion with a distance, making it more prominent. The lower the value, the less the ambient occlusion effect fades out with the distance. |
Ambient threshold | Depth threshold used to filter ambient occlusion. It specifies the maximum possible depth between sampled points in two pixels, to filter them together. This option allows you to have sharp edges, while having smooth ambient occlusion on flat surfaces. |
Ambient emitter normal | Coefficient indicating if the points can shadow their neighbouring points in all directions or only along their normal vectors.
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Ambient receiver normal | Coefficient indicating if the points can be shadowed by other points from all directions or only along their normal vectors.
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Ambient scale | Brightness of shadows:
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Ambient power | Power of the ambient occlusion. For this parameter the Ambient scale should not equal 0.
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The following settings are used for the screen-space indirect illumination:
Light screen radius | Distance in the screen space, within which the geometry and its color are sampled to compute indirect illumination. The number of sampled points is strictly defined and depends on shader quality.
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Light sample radius | Distance for each of the points in the world space, up to which they can illuminate their neighbouring points:
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Light perspective | Perspective compensation for the light (directional) occlusion. When at the far distance, the sample radius will be automatically increased, if a value higher than 1 is set. |
Light attenuation | Coefficient that compensates for falloff of the light (directional) occlusion with a distance, making it more prominent. The lower the value, the less the global illumination effect fades out with the distance. |
Light threshold | Depth threshold used to filter light (directional) occlusion. It specifies the maximum possible depth between sampled points in two pixels, to filter them together. This option allows you to have sharp edges, while having smooth global illumination on flat surfaces. |
Light emitter normal | Coefficient indicating if the points can illuminate their neighbouring points in all directions or only along their normal vectors.
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Light receiver normal | Coefficient indicating if the points can be illuminated by other points from all directions or only along their normal vectors.
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Light scale | Brightness scale for indirect illumination.
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Light power | Power of indirect illumination.
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Scattering
The tab contains settings of atmospheric light scattering.
In the editor and in the world camera clipping settings may differ, causing different colors.
Sun color | The color of the solar disk. |
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Ray color | The color used for the Rayleigh scattering (scattering of small molecules). |
Mie color | The color used for the Mie scattering (scattering of larger particles). |
Inner angle | The angle forming the inner circle of the solar disk, which has the defined brightness.
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Outer angle | The angle forming the fading outer circle of the solar disk.
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Refractive | Atmosphere refractive index (for Rayleigh scattering):
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Density | The number of molecules per unit volume (for Rayleigh scattering):
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Depolarization | The depolarization factor (for Rayleigh scattering):
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Turbidity | The atmosphere turbidity (for Mie scattering):
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Ground level | The ground zero level:
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Aerial | Aerial perspective scale:
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Ray height | The height in units up to which Rayleigh scattering is spread. |
Mie height | The height in units up to which Mie scattering is spread. |
Angularity | A coefficient that compensates for the angular distribution of Rayleigh light scattering. This compensation allows creating a uniformly lit sky instead of a physically-correct one that depends on the sun angle. |
Threshold | Distance threshold for Mie scattering:
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Direction | Direction of light scattering. |
Default | The default scattering settings. |
Greenstein | The directionality factor of light scattering by small particles (for Mie scattering):
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Energy | The intensity of the sunlight.
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Power | Scattering power that determines the distance to apply scattering attenuation (both Mie and Rayleigh):
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Sun | The brightness of the solar disk. |
Ray | Rayleigh scattering intensity. |
Mie | Mie scattering intensity. |
Earth | Sets all of the scattering parameters to the Earth's ones. |
Postprocess
The tab contains settings for rendering post-processes: motion blur, volumetric shadows and glow.
Refraction red | Refraction displacement for red channel (based on the refraction texture of refractive materials). It can be used to create light dispersion (chromatic aberrations).
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Refraction green | Refraction displacement for green channel (based on the refraction texture of refractive materials). It can be used to create light dispersion (chromatic aberrations).
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Refraction blue | Refraction displacement for blue channel (based on the refraction texture of refractive materials). It can be used to create light dispersion (chromatic aberrations).
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Motion blur linear | Amount of the motion blur when the player moves linearly.
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Motion blur angular | Amount of the motion blur when the player rotates.
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Motion blur velocity | Amount of the motion blur for the moving physical objects (with physical bodies assigned).
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Maximum velocity | The maximum possible amount of the motion blur for moving physical objects. When their body velocity exceeds the the set value, they still will not be blurred any further. | ||
Volumetric exposure | The exposure used for rendering volumetric shadows:
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Volumetric length | The length of volumetric shadows:
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Volumetric attenuation | How fast volumetric shadows fade out along their length:
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Glow threshold | The brightness threshold, which is used to detect, if an object is bright enough to produce glow:
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Glow small | Brightness of the small-radius glow. This glow effect is rendered most close to the glowing surface and creates object-shaped highlight.
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Glow medium | Brightness of the medium-radius glow. This glow effect creates a medium-sized halo close to the glowing surface.
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Glow large | Brightness of the large-radius glow. This glow effect creates a large-sized halo around the glowing surface.
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DOF
The tab contains settings used to create the depth of field effect.
Effect is represented as Gaussian blur DOF and set via render_dof 1 console command.
To create the DOF effect in your application, you need to do three basic things:
- Set the point of focus with the Focal distance.
- Set the length of in-focus area with non-zero Near blur range (before the point of focus) and Far blur range (after the point of focus).
- Set the Far blur radius and Near blur radius.
Focal distance | The focal distance of the camera. It sets a line where objects are in focus and can be seen clearly.
If the Focal distance is set to 0 (i.e. objects right in front of the camera are in focus), there is no near blurring distance. It means that all the other Near parameters are ignored.
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Far blur range | Far blur range is measured from the Focal distance point and away from the camera. It sets the length of the area (in units) within which objects are focused out, i.e. become blurred in the background.
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Far blur radius | Far blur radius is used for the out-of-focus objects that are outside Far blur range.
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Far blur power | Far blur power acts the same way as the Near blur power — it determines how fast the objects become blurred across the far blur range.
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Far focal range | Far focal range determines the area between the focal point and objects in crisp focus (not blurred). | ||
Far focal scale | Far focal csale is an interpolation coefficient between a non-blurred screen image and a blurred one. Shifts the Far blur range closer to the camera.
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Far focal power | Far focal power also acts the same way as the Near focal power. It allows to adjust the DOF across the far blur range. But unlike the Far blur power, it tweaks both the rate of blurring and intensity of bokeh at the same time.
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Near blur range | Near blur range is measured from the Focal distance point towards the camera. It sets the length of the area (in units) within which objects are focused on, i.e. become clearly seen.
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Near blur radius | Near blur radius is used for the out-of-focus objects that are outside Near blur range.
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Near blur power | Near blur power determines how fast the objects become blurred across the near blur range.
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Near focal range | Near focal range determines the area between the focal point and objects in crisp focus (not blurred). | ||
Near focal scale | Near focal csale is an interpolation coefficient between a non-blurred screen image and a blurred one. Shifts the Near blur range closer to the camera.
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Near focal power | Near focal power also allows to adjust the DOF across the near blur range. But unlike the Near blur power, it tweaks both the rate of blurring and intensity of bokeh at the same time.
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Color
The tab contains settings for color correction of the scene.
Brightness | Correction of the overall scene brightness:
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Contrast | Correction of the overall scene contrast:
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Saturation | Correction of the overall scene saturation:
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Gamma | Correction of the overall scene gamma. |
White | White balance of the scene. |
LUT texture | The loading, viewing or clearing of the Look-Up Table texture for color transformation. |