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 This version of documentation is OUTDATED, as it describes an older SDK version!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.
No language code for this page. You can select other language.
No language code for this page,
shown in other instead.
shown in other instead.
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 field height object will affect water only if the FieldHeight interaction option is enabled on the States tab of the water_global_base material.
FieldHeight objects work fine with particle systems and decal objects.
Water disturbance near the buoy is made by using FieldHeight object.
The maximum amount of the rendered field heights per frame/bit mask — 8.
- A FieldHeight class to create a FieldHeight object by using C++, C# or UnigineScript API.
- A render_field_height_resolution and render_field_precision console commands.
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.
After adding a FieldHeight object to the scene, you can't see any changes of the global water object because FieldHeight object doesn't have any default heightmap texture.
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_precision console command). Heightmap texture is used to create an additional height displacement for water surface.|
Last update: 2017-10-20
Help improve this article
Was this article helpful?
(or select a word/phrase and press Ctrl+Enter)