This page has been translated automatically.
UnigineEditor
Interface Overview
Assets Workflow
Settings and Preferences
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Landscape Tool
Using Editor Tools for Specific Tasks
FAQ
编程
Fundamentals
Setting Up Development Environment
Usage Examples
UnigineScript
C++
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine and 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
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
CIGI Client 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。

Volume Projected

Volume projected object is used to create light beams from directional light sources, such as car headlights, searchlights or beacon light. It can also be animated to simulate a flow of particles that moves from the light source or even swirls. Only a volume proj material can be assigned to it.

Volume projected objects

Volume projected objects

Projected volume is rendered as a simple particle system. It is a number of billboards, where each following billboard is bigger than the previous one.

Billboards of a volume projected object

Billboards of a volume projected object

See also

Projected Options

Options

Options

On the Volume Projected tab of the Parameters window, you can adjust the following parameters of the volume projected object:

Size Size of the smallest billboard in units. By the minimum value of 0, the volume projected is not rendered at all.
Radius Length of the light beam along the Z axis in units.
FOV Width of the light beam. It is specified as the angle of the beam cone (in degrees).
  • By the minimum value of 10, the beam is most narrow.
  • By the maximum value of 90, the beam is most wide.
Step Distance between neighboring billboards.
  • The lower the step is, the smoother the beam since more billboards are rendered.
  • The higher the step, the more discrete the beam, but the higher the performance is.
Velocity Velocity with which billboards move to the end of the beam (along the Z axis).
Rotation Angle of billboards rotation (in degrees). This angle is set for the billboard at the end of the beam.
  • If positive, all billboards rotate clockwise.
  • If negative, all billboards rotate counterclockwise.

Positive rotation angle
Positive rotation angle
Last update: 2018-08-10
Build: ()