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 This version of documentation is OUTDATED, as it describes an older SDK version!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

Rendering Settings

This panel allows adjusting the rendering settings of the world and can be invoked by pressing Alt+R (see Controls and Navigation). The panel has a set of tabs given below.

Rendering settings

Rendering Settings

Common

This tab contains the basic settings.

Distance scaleGlobal distance scale for all distance parameters, such as the world rendering distance, shadow distance, LOD distances etc. This option allows a developer to easily increase or decrease rendering performance by changing the world extent.
Distance scale
Distance scale = 1
Distance scale
Distance scale = 0.3
World distanceDistance after which all nodes are not rendered or simulated (infinite by default).
The distance is measured from the camera to the node. If the camera is within node bounds, the node is rendered no matter the World distance set (as in case with a ground on the picture below).
Infinite World distance
World distance = inf
Limited World distance
World distance = 10 units
Physics distanceDistance after which physical interactions will not be calculated. All physics-based nodes freeze if the distance between them and the camera is bigger than the Physics distance.
Limited Physics distance
Physics distance = 40 units
Infinite Physics distance
Physics distance = inf
Field distanceDistance, at which (and farther) fields are not rendered.
Decal distanceDistance after which decals will not be rendered.
Clutter distanceDistance after which clutter objects will not be rendered.
Reflection distanceDistance after which reflection will not be rendered.
World budgetWorld generation time budget for the Grass and Clutter objects in frames per second.
Physics budgetPhysics simulation time budget in frames per second.
Render budgetRender creation time budget in frames per second. The render budget limits the number of loaded / created graphics resources during frame according to the loading / creation time.
Light distanceDistance after which the dynamic lights are not be rendered.
Infinite Light distance
Light distance = inf
Limited Light distance
Light distance = 20 units
Object distanceDistance after which objects are not be rendered.
Shadow distanceDistance after which the shadows from light sources are not be rendered.
Distance scale
Shadow distance = 1200 units
Distance scale
Shadow distance = 80 units
Reflection colorSet reflection color for all meshes with reflective materials.
Wireframe colorSet color for meshes wireframe.
Background colorSolid color rendered on the scene background. It For example, this option allows to create brighter, richer sky colors with light scattering.
Black background color
Default background color
Blue background color
Blue background
RenderRender postprocess materials applied before all other Unigine postprocess (such as HDR, DOF, etc.) are rendered. Several materials are separated by a comma (without whitespace). Custom postprocesses can also be set.
For example, post_filter_scattering is set here. This way, subsurface scattering will be rendered first, and then correctly blurred with DOF.
CompositeThis field allows to set the name of a custom composite shader. It will be used for the final composition of the full-screen image instead of the default one.
Post Post postprocess materials applied at the end, after all other postprocess (such as HDR, DOF, etc.) are rendered. Such postprocesses, when applied to the screen image, affect HDR flares, glowing areas and so on. Several materials are separated by a comma (without whitespace). Custom postprocesses can also be set.

Here is an example with post_blur_radial material.

Radial blur post material

Parameters

The tab contains different parameters that control some node or material settings across the whole world. That includes vegetation animation.

Animation stemGlobal scale for movement amplitude of vegetation stems.
Animation leafGlobal scale for rotation angle of vegetation leaves.
Animation scaleGlobal scale for speed of vegetation swaying.
Animation windA multiplier for the stem offset under wind (for all 3 axes). It sets the direction of wind for all vegetation (grass and trees).

SSAO

The tab contains settings related to screen-space ambient occlusion.

Ambient Occlusion Settings

Notice
The settings of the screen-space ambient occlusion can be adjusted if the Occlusion is enabled on the System menu -> Render panel.
QualityQuality (number of the used samples) of the screen-space ambient occlusion:
  • Low — 4 samples
  • Medium — 8 samples
  • High — 16 samples
  • Ultra — 32 samples
ResolutionResolution used for the screen-space ambient occlusion:
  • Half — half resolution
  • Full — full resolution
RadiusDistance for each of the points in the world space, up to which they can shadow their neighbouring points:
  • By low values, each point can shadow only the points in the close range.
  • By high values, each point shadows farther positioned points.
IntensityBrightness of shadows:
  • By the minimum value of 0, the ambient occlusion shadowing is the lightest.
  • By the maximum value of 1, the ambient occlusion shadowing is the darkest.
Intensity lighted sideIntensity of the lighted side.
Noise

SSS

The tab contains settings related to the subsurface scattering.

Subsurface scattering settings

QualityQuality of the subsurface scattering:
  • Low — low quality.
  • Medium — medium quality.
  • High — high quality.
  • Ultra — ultra quality.
Quality = Low
Quality = Low
Quality = Ultra
Quality = Ultra
ResolutionResolution used for the subsurface scattering:
  • Half — half resolution.
  • Full — full resolution.
RadiusThe subsurface scattering multiplier: the bigger the value, the deeper the light goes through the mesh.
Radius = 1
Radius = 1
Radius = 0.2
Radius = 0.2
ColorThe subsurface scattering color.

Water SSR

The tab contains settings related to the water screen-space reflections.

Water screen-space reflections settings

QualityQuality of the water screen-space reflections:
  • Low — low quality.
  • Medium — medium quality.
  • High — high quality.
  • Ultra — ultra quality.
Increased accuracyEnables the increased accuracy.

Postprocess

The tab contains settings for rendering post-processes: motion blur, volumetric shadows and glow.

Refraction redRefraction displacement for red channel (based on the refraction texture of refractive materials). It can be used to create light dispersion (chromatic aberrations).
  • By the default value of 0, there is no dispersion for refracted light in red channel.
No refraction dispersion
No refraction dispersion
Refraction Red and Green
Dispersion per channel: Red = 0.8, Green = 0.9, Blue = 1
Refraction greenRefraction displacement for green channel (based on the refraction texture of refractive materials). It can be used to create light dispersion (chromatic aberrations).
  • By the default value of 0, there is no dispersion for refracted light in green channel.
Refraction blueRefraction displacement for blue channel (based on the refraction texture of refractive materials). It can be used to create light dispersion (chromatic aberrations).
  • By the default value of 0, there is no dispersion for refracted light in blue channel.
Motion blur linearAmount of the motion blur when the player moves linearly.
  • The higher the value, the more blurred the screen image will be when the camera moves in any direction.
Motion blur angularAmount of the motion blur when the player rotates.
  • The higher the value, the more blurred the screen image will be when the camera turns in any direction.
Motion blur velocityAmount of the motion blur for the moving physical objects (with physical bodies assigned).
  • The higher the value, the more blurred the objects will appear when moving.
Maximum velocityThe maximum possible amount of the motion blur for moving physical objects. When their body velocity exceeds the the set value, they still will not be blurred any further.
Volumetric exposureThe exposure used for rendering volumetric shadows:
  • By the minimum value of 0, there are no volumetric shadows visible.
  • By the maximum value of 1, there volumetric shadows are the most dark and distinct.
Volumetric lengthThe length of volumetric shadows:
  • By the minimum value of 0, there are no volumetric shadows visible.
  • By the maximum value of 1, the volumetric shadows spread along the furthest distance, but are light in color.
Volumetric attenuationHow fast volumetric shadows fade out along their length:
  • By the value of 1 there is no additional attenuation.
  • The lower the value, the smaller the shadow is.
Glow thresholdThe brightness threshold, which is used to detect, if an object is bright enough to produce glow:
  • By the minimum value of 0, all bright objects are rendered glowing.
  • The higher the value, the more bright the object should be to produce glow.
Glow smallBrightness of the small-radius glow. This glow effect is rendered most close to the glowing surface and creates object-shaped highlight.
Small-radius glow
Small-radius glow
Glow mediumBrightness of the medium-radius glow. This glow effect creates a medium-sized halo close to the glowing surface.
Medium-radius glow
Medium-radius glow
Glow largeBrightness of the large-radius glow. This glow effect creates a large-sized halo around the glowing surface.
Large-radius glow
Large-radius glow

DOF

The tab contains settings used to create the depth of field effect.

Effect is represented as Gaussian blur DOF and set via render_dof 1 console command.

To create the DOF effect in your application, you need to do three basic things:

  1. Set the point of focus with the Focal distance.
  2. Set the length of in-focus area with non-zero Near blur range (before the point of focus) and Far blur range (after the point of focus).
  3. Set the Far blur radius and Near blur radius.
Focal distanceThe focal distance of the camera. It sets a line where objects are in focus and can be seen clearly.
  • The higher the value, the further from the camera the in-focus area will be.
  • Focal distance is only a reference point. The width of the in-focus area is defined by Near blur range and Far blur range parameters.
Notice
If the Focal distance is set to 0 (i.e. objects right in front of the camera are in focus), there is no near blurring distance. It means that all the other Near parameters are ignored.
Small Focal distance
Focal distance = 10 units
Large Focal distance
Focal distance = 30 units
Far blur rangeFar blur range is measured from the Focal distance point and away from the camera. It sets the length of the area (in units) within which objects are focused out, i.e. become blurred in the background.
  • The higher the value, the farther from the camera spreads the transition area between non-blurred area to the blurred one. As a result, you can see more objects in focus.
  • By the minimum value of 0, there is no smooth transition. Everything that is farther than the Focal distance point, is abruptly blurred.
    Notice
    If the Near blur range is also equal to 0, there will be no in-focus area at all.
Small Far blur range
Far blur range = 4 units
Large Far blur range
Far blur range = 13 units
Far blur radiusFar blur radius is used for the out-of-focus objects that are outside Far blur range.
  • The higher the value, the more blurred the out-of-focus areas are.
Small Blur radius
Blur radius = 0.5
Large Blur radius
Blur radius = 2
Far blur powerFar blur power acts the same way as the Near blur power — it determines how fast the objects become blurred across the far blur range.
  • By low value, objects become blurred right after the Focal distance point.
  • By high the value, it takes long distance for objects to become blurred.
Far focal rangeFar focal range determines the area between the focal point and objects in crisp focus (not blurred).
Far focal scaleFar focal csale is an interpolation coefficient between a non-blurred screen image and a blurred one. Shifts the Far blur range closer to the camera.
  • The higher the value, the less is the Far blur range and the closer the blurring starts to the camera.
Far focal powerFar focal power also acts the same way as the Near focal power. It allows to adjust the DOF across the far blur range. But unlike the Far blur power, it tweaks both the rate of blurring and intensity of bokeh at the same time.
  • By low value, objects become out-of-focus right after the Focal distance point.
  • By high the value, they stay in-focus up to the very end of the far blur range.
Near blur rangeNear blur range is measured from the Focal distance point towards the camera. It sets the length of the area (in units) within which objects are focused on, i.e. become clearly seen.
  • The higher the value, the closer to the camera spreads the transition area between blurred area to non-blurred one. As a result, you can see more objects in focus.
  • By the minimum value of 0, there is no smooth transition. Everything that is closer than the Focal distance point, is abruptly blurred.
    Notice
    If the Far blur range is also equal to 0, there will be no in-focus area at all.
  • If the Focal distance is set to 0, Near blur range parameter is ignored.
Small Near blur range
Near blur range = 4 units
Large Near blur range
Near blur range = 13 units
Near blur radiusNear blur radius is used for the out-of-focus objects that are outside Near blur range.
  • The higher the value, the more blurred the out-of-focus areas are.
Near blur powerNear blur power determines how fast the objects become blurred across the near blur range.
  • By low value, objects become blurred very close to the Focal distance point.
  • By high the value, it takes long distance for objects to become blurred.
Small Near blur power
Near blur power = 0.2
Large Near blur power
Near blur power = 1.5
Near focal rangeNear focal range determines the area between the focal point and objects in crisp focus (not blurred).
Near focal scaleNear focal csale is an interpolation coefficient between a non-blurred screen image and a blurred one. Shifts the Near blur range closer to the camera.
  • The higher the value, the less is the Near blur range and the closer the blurring starts to the camera.
Near focal powerNear focal power also allows to adjust the DOF across the near blur range. But unlike the Near blur power, it tweaks both the rate of blurring and intensity of bokeh at the same time.
  • By low value, objects become out-of-focus very close to the Focal distance point (right before it).
  • By high the value, they stay in-focus up to the very end of the near blur range.
Small Near focal power
Near focal power = 0.2
Large Near focal power
Near focal power = 1.5

Color

The tab contains settings for color correction of the scene.

BrightnessCorrection of the overall scene brightness:
  • Positive values lighten the colors up to white.
  • Negative values darken the colors up to black.
ContrastCorrection of the overall scene contrast:
  • Positive values increases the contrast.
  • Negative values decreases the contrast.
SaturationCorrection of the overall scene saturation:
  • The higher the value, the more saturated and vibrant the colors are.
  • The lower the value, the duller and more colorless the colors are.
GammaCorrection of the overall scene gamma.
WhiteWhite balance of the scene.
LUT textureThe loading, viewing or clearing of the Look-Up Table texture for color transformation.
Last update: 2017-07-03
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