This page has been translated automatically.
UnigineEditor
Interface Overview
Assets Workflow
Settings and Preferences
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Landscape Tool
Using Editor Tools for Specific Tasks
FAQ
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
UnigineScript
C++
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine and Tools
GUI
Double Precision Coordinates
API
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
CIGI Client Plugin
Rendering-Related Classes
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 This version of documentation is OUTDATED, as it describes an older SDK version!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.

Volumetric Objects

Volumetric objects are used to simulate different kinds of volumes depending on their materials:

  • Visible light volumes (they are not light sources, they does not illuminate the scene):
    • Spheres of light around omnidirectional light sources
    • Beams from directional light sources
    • Light volumes around flat light emitters
    • Sun beams falling into a room through openings
  • Fog that obscures objects inside its volume
  • Clouds or shaped fog

Types of Volumetric Objects

There are four possible shapes for volumetric objects:

To create various effects described above, you need to assign them different materials. Some materials can be assigned only to one type of volumetric objects.

Volumetric objects

Volumetric lights, fog and shafts

See also

Last update: 2018-04-26
Build: ()