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A field height is an object, specifying global water areas where height should be changed (for wakefields, water disturbance, etc.).
Global water object has heightmap for waves and FieldHeight has its own heightmap. Inside the field, the heightmap of the global water is gradually changing from the center of the field height object.
- A FieldHeight class to create a FieldHeight object by using C++, C# or UnigineScript API.
Adding Field Height
To add a height field in the world via UnigineEditor, do the following:
- On the Menu bar, choose Create -> Effect -> Field Height.
- Place the height field in the world so that it intersects Global Water object.
Make sure that the FieldHeight interaction option is enabled for water_global_base material.
- Go to the FieldHeight node's Field tab and set up necessary parameters.
Setting Up Field Height
On the Field tab of the Nodes panel, the following parameters of the height field can be adjusted:
Setting Bit Masks
|Field||A field mask. A bit mask that specifies an area of the height field to be applied to water. The height field will be applied to water only if they have matching masks.|
|Viewport||A viewport mask. A bit mask for rendering the height field into the current viewport. For the height field to be rendered into the viewport, its mask should match the camera viewport mask.|
Setting Height Parameters
|Size||Size of the height field along the axes in units.|
|Atten||An attenuation factor indicating how much global water object's heights gradually changing from the center of the height field.
|Power||Power parameter is a multiplier for FieldHeight's heightmap texture values.
|Texture||Heightmap R16 or R32F (1-channeled) texture (controlled by the render_field_height_high_precision console command). Heightmap texture is used to create an additional height displacement for water surface.|