This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
Basics
Rendering
Professional (SIM)
UnigineEditor
Interface Overview
Assets Workflow
Version Control
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Lighting
Sandworm
Using Editor Tools for Specific Tasks
Extending Editor Functionality
Built-in Node Types
Nodes
Objects
Effects
Decals
Light Sources
Geodetics
World Nodes
Sound Objects
Pathfinding Objects
Players
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
C++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
Materials and Shaders
Rebuilding the Engine Tools
GUI
Double Precision Coordinates
API
Animations-Related Classes
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
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
VR-Related Classes
Content Creation
Content Optimization
Materials
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials

Field Height

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.

Notice
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.
Notice
The maximum number of FieldHeights rendered per frame/bit mask is limited to:
  • 113 (DirectX)

See also#

Adding Field Height#

To add a height field in the world via UnigineEditor, do the following:

  1. On the Menu bar, choose Create -> Water -> Field Height.

  2. Place the height field in the world so that it intersects Global Water object.
    Notice
    Make sure that the FieldHeight interaction option is enabled for water_global_base material.
  3. Go to the Field Height tab of the Parameters window and set up necessary parameters.
Notice
After adding a Field Height object to the scene, you can't see any changes of the global water object because Field Height object doesn't have any default heightmap texture.

Setting Up Field Height#

In the Field Height section (Parameters window -> Node tab), the following parameters of the height field can be adjusted:

Setting Bit Masks#

Field Mask 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 Mask 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.
Attenuation An attenuation factor indicating how much global water object's heights gradually changing from the center of the height field.
  • The higher the value, the less heights of the Field Height will have influence on the heights of the Global Water object.
Power Power parameter is a multiplier for FieldHeight heightmap texture values.
  • The higher the value, the more heights of the Field Height will have influence on the heights of the Global Water object.
Order Rendering order of the Field Height. This parameter is used to properly apply fields with mixed blend modes.
Blend Mode Bending mode of the Field Height. Available values are Additive, Multiplicative.
Notice
The Attenuation parameter is interpreted depending on the selected blending mode:
  • It is used as a multiplier for the Additive mode.
  • lerp(1.0f, value, attenuation) is used for the Multiplicative mode.
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: 2024-06-10
Build: ()