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 This version of documentation is OUTDATED, as it describes an older SDK version!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

Visibility

This section contains settings related to visibility distances for shadows, reflections, and various types of objects.

Visibility settings

Visibility Settings

Distance Scale Global distance scale for all distance parameters, such as the world rendering distance, decal distance, field distance, light distance, object distance, clutter distance, reflection distance, LODs and surfaces visibility distances. This option allows a developer to easily increase or decrease rendering performance by changing the world extent.
Notice
Distances are measured from the camera to the nodes's (surface's) bound.
For example, if the maximum visibility distance of a LOD is 10 meters, and you set Distance Scale = 2, the LOD will disappear at the distance of 20 meters, not 10.
Notice
Increasing the value leads decreasing performance. The maximum recommended value is 4.

Shadows Distance from the camera, from which the shadows from light sources are not rendered. The Distance Scale parameter doesn't affect this value, so you need to adjust the shadow distance in parallel with the distance scale. Increasing the value produces blurred shadows.
Shadow distance
Shadow Distance = 1200 units
Shadow distance
Shadow Distance = 80 units
Dynamic Reflections Distance from the camera, from which reflections from environment probes are not rendered.
Decals Distance from the camera, from which (and farther) decals are not rendered. The distance is measured from the camera to the decal's bound. If the value is greater than the World Distance value, the latter will be used instead.
Clutters Distance from the camera, from which clutter objects are not rendered. The distance is measured from the camera to the clutter's bound.
Notice
This setting works only for Mesh Clutter objects when their culled by clutter tree flag is set. This setting does not work when the collider object flag of the node is set.

If the value is greater than the Object Distance value, the latter will be used instead.

Lights Distance from the camera, from which the dynamic lights are not rendered. The distance is measured from the camera to the light's bound. If the value is greater than the World Distance value, the latter will be used instead.
Infinite Light distance
Light Distance = inf
Limited Light distance
Light Distance = 20 units
Objects Distance from the camera, from which objects are not rendered. The distance is measured from the camera to the light's bound. If the value is greater than the World Distance value, the latter will be used instead.
Fields Distance from the camera, from which (and farther) fields are not rendered. The distance is measured from the camera to the field's bound. If the value is greater than the World Distance value, the latter will be used instead.
Last update: 2018-12-27
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