This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
Professional (SIM)
UnigineEditor
Interface Overview
Assets Workflow
Version Control
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Lighting
Sandworm
Using Editor Tools for Specific Tasks
Extending Editor Functionality
Built-in Node Types
Nodes
Objects
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
Materials and Shaders
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 This version of documentation is OUTDATED, as it describes an older SDK version!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.

Field Weather

A Field Weather is an object that specifies location of local cloud coverage areas within cloud layers. The FieldWeather object allows creating local storms or clouds that have their own coverage texture as well as to control their movement. The number of FieldWeather objects in the scene is not limited as their impact on performance is not significant.

Notice
A Field Weather coverage is visible only when the camera is within the dynamic coverage area, which can be set up via the Settings window.
A FieldWeather object will affect clouds only if the Field mask matches the Field Weather mask of the clouds_base material.

Local stormcloud created by using a Field Weather object

See also#

  • The FieldWeather class to manage FieldWeather objects via API

Adding a Field Weather#

To add a Field Weather object in the world via UnigineEditor, do the following:

  1. On the Menu bar, choose Create -> Sky -> Field Weather.

  2. Place the Field Weather object in the world. It doesn't matter if it intersects a CloudLayer object or not, only X and Y coordinates are used.
  3. Go to the Node tab of the Parameters window, and set up necessary parameters.

Setting Up Field Weather#

In the Field Weather section (Parameters window -> Node tab), the following parameters of the Field Weather object can be adjusted:

Setting Bit Masks and Size#

Field Mask A field mask. The Field Weather object is applied to a cloud layer only if they have matching masks.
Viewport Mask A Viewport mask. A bit mask for rendering the Field Weather object into the current viewport. For the Field Weather object to be rendered into the viewport, its mask should match the camera Viewport mask.
Size Size of the Field Weather object along the axes in units.

Setting Clouds Parameters#

Attenuation Type Type of attenuation shape. This parameters determines the way the local clouds of the Field Weather object are mixed with the surrounding clouds. Can be one of the following:
  • Sphere
  • Box
Attenuation type = Sphere
Attenuation type = Box
Attenuation Attenuation factor indicating how much the coverage texture attenuates starting from the center of the Field Weather object to its edges.
  • By the minimum value of 0, only local coverage texture of the Field Weather object is visible (the coverage texture of the CloudLayer is totally cut out from the Field Weather area).
  • The higher the value, the less surrounding clouds (CloudLayer coverage) are cut out from the Field Weather area.
Attenuation = 0.5
Attenuation = 1.5
Power Determines the contrast of the coverage texture. Makes it possible to gradually increase cloudiness without changing the coverage texture. This parameter is analogous to Coverage Contrast parameter of the clouds_base material.
Notice
For this parameter to work properly, the coverage texture must not contain absolutely black pixels.
Intensity Determines the degree of impact of the coverage texture of the Field Weather object on the clouds.
Coverage texture An RGB8 coverage texture for the Field Weather object. This texture is similar to the coverage texture of the clouds_base material.
Wind Enabled Indicates whether the local wind inside the Field Weather object is enabled.
Wind Wind speed in each direction inside the Field Weather object. The wind along X and Y axes shifts local coverage texture at the specified rates in the corresponding directions. This parameter can be used to animate clouds inside the Field Weather object. The texture shifting is looped inside the object, as the wind affects only its offset.
No wind
Wind X = 100
Notice
Setting wind speed values to zero does not return the texture to its initial state. In order to return the initial state disable local wind by unchecking the Wind enabled option.
Last update: 2023-06-23
Build: ()