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
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 This version of documentation is OUTDATED, as it describes an older SDK version!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.

Texture 3D Node


Description

This node represents the texture type that is used to store some spatial information (like clouds or fog density, or voxel lighting data), it is also called a Volume Texture or Voxel Texture. To sample data from such a texture connect it to the Sample Texture node and specify UVW coordinates.

You can create such texture from a 2D texture by selecting the Volume preset in the texture import parameters or add a _v postfix to the file name before importing it. In this case the Engine Importer shall "slice" this texture into horizontal layers as many times as many texture widths can fit into texture height. For example, if you want to get a 64 x 64 x 64 3D texture you'll have to import a texture having the resolution of 64 x 4096. Usually this texture is used to sample certain data from it for different positions in space (like volumetrics or voxel-based lighting). The main advantage of this texture is that you can get intermediate values not only horizontally within a layer, but along the third axis as well.

Last update: 2023-12-19
Build: ()