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volume_cloud_base

The volume_cloud_base material is used to create clouds or shaped fog. It is applied to Volume Box objects.

Volume Cloud Material

volume_cloud_base material

States#

Material Settings, States tab

Samples#

Defines how many times a density texture is sampled to render a cloud. The higher the value, the smoother and less discrete the cloud is. To increase performance, use low Samples values combined with a higher Jitter value.

Attenuation#

If enabled, the attenuation texture is used to define the cloud color.

Use Sky Color#

If enabled, the sky color is used as a multiplier for the cloud's diffuse color.

Options#

Soft Interaction#

Enables soft interaction for volume boxes and other objects, so that the interactions would not be sharp and cause artifacts. A volume object fades out to the intersection plane: the color of the volume box and the object is smoothly interpolated in case they are approximately of the same depth value.

Textures#

Material Settings, Textures tab

Use of the texture depends on the Attenuation state: if disabled, the density texture is used, if enabled—the attenuation texture is used for the cloud.

Base Textures#

Density Texture#

Specifies the shape of the cloud and its density. It is a 3D texture that represents a set of vertical cross-sections of the cloud.

The texture is 4-channelled (RGBA):

  • RGB values store the color of the texture.
  • A value stores transparency values.

Attenuation Texture#

The R value of the Density texture is used to identify the U coordinate of the attenuation texture, which sets a color:

  • The minimum value of 0 means U coordinate value is 0.
  • The maximum value of 255 means U coordinate value is 1.

    U coordinate of the attenuation texture

    U coordinate of the attenuation texture.

All other values of the texture are ignored.

Parameters#

In the Parameters tab, you can set or modify base and additional parameters.

Material Settings, Parameters Tab

Transformation Parameters#

Notice
For more details on setting texture coordinates, read the Texture Coordinates Transformation chapter.

Attenuation#

V coordinate of the attenuation texture coordinates transformation.

Attenuation Coordinates

V coordinate of the attenuation texture.

Scale#

Coordinate transformation of the density texture. UnigineScript expressions can be used in this field.

Offset#

An offset of the density texture along X, Y, and Z axes respectively. UnigineScript expressions can be used in this field.

Base Parameters#

Diffuse#

A color picker to choose the diffuse color.

Density Parameters#

Multiplier#

A coefficient to scale the density of the cloud.

  • By the minimum value of 0, the cloud is not rendered at all.
  • The higher the value, the thicker the cloud is (if a default texture is used).

Jitter#

This parameter determines smoothness of the cloud with a small number of samples. The higher the value, the smoother the cloud is.

Volume Power#

Specifies if the cloud density reduces from the edges of the volume box to its center. The higher the value, the more the cloud reduces.

Last update: 2018-12-27
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