This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
Rendering
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
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
Materials and Shaders
Rebuilding the Engine Tools
GUI
VR Development
Double Precision Coordinates
API
Animations-Related Classes
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
VR-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 This version of documentation is OUTDATED, as it describes an older SDK version!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.

Unigine.Plugins.IG.WeatherLayerPrecipitation Class

Warning
The functionality described in this article is not available in the Community SDK edition.
You should upgrade to Sim SDK edition to use it.
Inherits from: WeatherLayer

This class is used to represent a precipitation layer within a weather region. It enables you to define the type of precipitation (rain, snow, etc.), a node (ObjectParticles) to be used to visualize the precipitation effect, and manage the size of particles representing snowflakes or droplets.

WeatherLayerPrecipitation Class

Properties

float ParticlesSize#

The size of particles used to visualize the precipitation effect (snowflakes, droplets, etc.).

int PrecipitationType#

The a value defining the type of the weather precipitation layer.

Node EffectNode#

The node used to visualize the precipitation effect.

Members


void SetParticlesSizeSmoothBySpeed ( float unit_per_sec ) #

Sets the mode of smooth gradual change of the particles size by the specified rate (in units per second). The particles size changes gradually from the current to target value by the specified value during each second, such smoothing is performed to make changes more realistic. Moreover, each value can be changed with its own rate (the rain starting fast with a slowly changing cloud coverage). This method fits best when the difference between the target and current value is either too big (e.g. visibility distance change from 10m to 1km) or too small (e.g. from 1m to 1.05m), avoiding too fast or too slow changes. For other cases you can also choose another mode "by time" to change the value from the current to target during the specified time interval via the setParticlesSizeSmoothByTime().

Arguments

  • float unit_per_sec - Constant rate (in units per second) with which the value gradually changes from the current to target.

void SetParticlesSizeSmoothByTime ( float sec ) #

Sets the mode of smooth gradual change of the particles size by the specified time interval. The particles size changes gradually from the current to target value during this interval, such smoothing is performed to make changes more realistic. Moreover, each value can be changed with its own rate (the rain starting fast with a slowly changing cloud coverage). When the value of 0 is set, the value changes instantly. If the difference between the target and current value is too big (e.g. visibility distance change from 10m to 1km), the changes in this mode may be too fast and too noticeable, or on the contrary they might be too slow if the difference is too small (e.g. from 1m to 1.05m). In this case you can choose another mode to change the value with a specified rate via the setParticlesSizeSmoothBySpeed().

Arguments

  • float sec - Time interval (in seconds) during which the value changes from the current to target.
Last update: 2023-12-19
Build: ()