This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
UnigineEditor
Interface Overview
Assets Workflow
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Lighting
Landscape Tool
Sandworm
Using Editor Tools for Specific Tasks
Extending Editor Functionality
Built-in Node Types
Nodes
Objects
Effects
Decals
Light Sources
Geodetics
World Nodes
Sound Objects
Pathfinding Objects
Players
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
C++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
Rebuilding the Engine Tools
GUI
Double Precision Coordinates
API
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
Content Creation
Content Optimization
Materials
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials
Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

post_filter_wet

This postprocess material allows you to create an effect of a reflective wet surface, with water flowing down it. (See how to apply a postprocess material to the selected surface).

Notice
The material is mapped only along the X and Y axes. If a surface is not slanted to any side and completely flat, there will be no water flow on it (only reflection).

post_filter_wet postprocess material

Wet material postprocess

Textures#

GUI name XML name Description Channels
Normal normal A normal map that controls the flow of the water stream down the surface. RG with two components of a normal. The third component is calculated from the stored components.
Reflection reflection Static reflection cube map used for wet surfaces. RGBA

Parameters#

Base Parameters#

GUI name XML name Description
Normal transform normal_transform Coordinate transformation for the normal texture.
  • The 1-st and the 2-nd vector components scale texture coordinates by the X and Y axis respectively.
  • The 3-rd and the 4-th vector components specify an offset by X and Y respectively.
    • To increase/decrease the speed of water flowing down, increase/decrease the multiplier for time in the 4th vector component.
    • To add slant movement (i.e. to offset along X axis as well), specify time in the 3rd vector component.
Normal threshold normal_threshold Threshold for interacting with normals of the mesh surface. It controls if the water does not flow over bottom surfaces (with negative normals along the Z axis).
  • By the minimum value of 0, water flows down all surfaces, no matter what normals they have.
  • By the higher value, the wet postprocess material is not applied for bottom surfaces that face down.
Normal threshold = 0 (all surfaces are wet)
Normal threshold = 2 (surfaces that face down are not wet)
Reflection distance reflection_distance Distance in units up to which no wet process is rendered on surfaces. This option allows to optimize the performance when using the wet postprocess.

Reflection Parameters#

GUI name XML name Description
Normal reflection_normal Multiplier for wet texture normals. It controls the intensity of water flow according to the wet material normal map.
  • By the minimum value of 0, no water flow is rendered (wet normals have no influence on the final image).
  • The higher value, the higher the wet normal map influence and the more visible the water flow is.
Normal = 0 (no water flow)
Normal = 4
Color reflection_color Color multiplier for wet surfaces.
  • White color means no color transformation for wet surfaces.
Scale reflection_scale Multiplier for wet Color.
  • The higher the value, the brighter the color is.

Shading Parameters#

GUI name XML name Description
Fresnel bias fresnel_bias Coefficient that allows to compensate for the Fresnel effect. It sets the minimum necessary reflectance level (i.e. restores reflections to be seen at all viewing angles).
  • By the minimum value of 0, there is no compensation for Fresnel power.
  • Increasing the value leads to more prominent reflections.
  • By the maximum value of 1, reflections are at their maximum and the Fresnel power parameter does not influence the rendered image.
Fresnel power fresnel_power Factor to scale Fresnel effect that defines the amount of reflectance depending on the viewing angle:
  • Low values provide good reflectance even at a large viewing angles.
  • High values provide the reflectance only at a small viewing angle. When looking at a large viewing angle, from above, there are no reflections rendered.
Notice
If the Fresnel bias equals 1, Fresnel power does not apply.

States#

GUI name XML name Description
Mask mask Color mask for the material's auxiliary color. Use this mask to apply a postprocess only to materials with a certain auxiliary color value set.
Last update: 2021-12-13
Build: ()