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
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
CIGI Client Plugin
Rendering-Related Classes

volume_cloud_base

The 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 combined with a higher Jitter value.

Attenuation#

If enabled, the attenuation texture is used to define the cloud color.

Use Sky Color#

If enabled, the sky color is used as a multiplier for the cloud's diffuse color.

Options#

Soft Interaction#

Enables soft interaction for volume boxes and other objects, so that 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#

Material Settings, Textures tab

Use of the texture depends on the Attenuation state: if disabled, the density texture is used, if enabled—the attenuation texture is used for the cloud.

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 4-channelled (RGBA):

  • RGB values store the color of the texture.
  • A value stores transparency values.

Attenuation Texture#

The R value of the Density texture is used to identify the U coordinate of the attenuation texture, which sets a color:

  • 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.

All other values of the texture are ignored.

Parameters#

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

Material Settings, Parameters Tab

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. UnigineScript expressions can be used in this field.

Offset#

An offset of the density texture along X, Y, and Z axes respectively. UnigineScript expressions can be used in this field.

Base Parameters#

Diffuse#

A color picker to choose the diffuse color.

Density Parameters#

Multiplier#

A coefficient to scale the density of the cloud.

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

Jitter#

This parameter determines smoothness of the cloud with a small number of samples. The higher the value, the smoother the cloud is.

Volume Power#

Specifies if the cloud density reduces from the edges of the volume box to its center. The higher the value, the more the cloud reduces.

Last update: 2018-12-27