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 This version of documentation is OUTDATED, as it describes an older SDK version!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

volume_cloud_base

A volume_cloud_base material is used to create clouds or shaped fog. It is applied to Volume Box objects.

Volume Cloud Material

volume_cloud_base Material

States

Material Settings, States Tab

Samples

Defines how many times a density texture is sampled to render a cloud. The higher the value, the smoother and less discrete the cloud is. To increase performance, use low Samples values.

Attenuation

Specifies if the attenuation texture will be used to override transparency values with the texture color for the cloud.

Options

Soft Interaction

Enables soft interaction for volume boxes and other objects, so the interactions would not be sharp and cause artifacts. A volume object fades out to the intersection plane: the color of the volume box and the object is smoothly interpolated in case they are approximately of the same depth value.

Textures

Availability of textures depends on the set States values.

Material Settings, Textures Tab

Base Textures

Density Texture

Specifies the shape of the cloud and its density. It is a 3D texture that represents a set of vertical cross-sections of the cloud.

The texture is 2-channelled (RG):

  • If Attenuation option is disabled in the States tab:
    • R value specifies the actual grayscale color.
    • G value is used for transparency (alpha) values:
      • 0 is full transparency.
      • 1 is full opacity.
  • If Attenuation option is enabled in the States tab:
    • R value specifies the U coordinate of the attenuation texture:
      • The minimum value of 0 means U coordinate value is 0.
      • The maximum value of 255 means U coordinate value is 1.

        U coordinate of the attenuation texture

        U coordinate of the attenuation texture.
    • G value is ignored. Alpha values are specified in the Attenuation texture instead.

Attenuation Texture

A texture that adds a color to the cloud and specify its transparency.

The texture is 4-channelled (RGBA):

  • RGB values store the color of the texture
  • A (alpha) value stores transparency values. G channel values of the density texture are ignored.

Parameters

In the Parameters tab you can set or modify base and additional parameters.

Material Settings, Parameters Tab

Base Parameters

Diffuse

A color picker to choose the diffuse color.

Density Parameters

Multiplier

A coefficient to scale the density of the cloud. The density value multiplies the value of the G channel of the density texture.

  • By the minimum value of 0, the cloud is not rendered at all.
  • The higher the value, the bigger and darker cloud is (if a default texture is used).

Transformation Parameters

Notice
For more details on setting texture coordinates, read the Texture Coordinates Transformation chapter.

Attenuation

V coordinate of the attenuation texture coordinates transformation.

Attenuation Coordinates

V coordinate of the attenuation texture.

Scale

Coordinate transformation of the density texture.

Offset

An offset of the density texture along X, Y and Z axes respectively. For example, this option can be used to animate the cloud.

Last update: 2018-06-04
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