This page has been translated automatically.
Видеоуроки
Интерфейс
Основы
Продвинутый уровень
Подсказки и советы
Основы
Программирование на C#
Рендеринг
Профессиональный уровень (SIM)
Принципы работы
Свойства (properties)
Компонентная Система
Рендер
Режимы вывода изображения
Физика
Браузер SDK 2
Лицензирование и типы лицензий
Дополнения (Add-Ons)
Демонстрационные проекты
API Samples
Редактор UnigineEditor
Обзор интерфейса
Работа с ассетами
Контроль версий
Настройки и предпочтения
Работа с проектами
Настройка параметров ноды
Setting Up Materials
Настройка свойств
Освещение
Sandworm
Использование инструментов редактора для конкретных задач
Расширение функционала редактора
Встроенные объекты
Ноды (Nodes)
Объекты (Objects)
Эффекты
Декали
Источники света
Geodetics
World-ноды
Звуковые объекты
Объекты поиска пути
Player-ноды
Программирование
Основы
Настройка среды разработки
Примеры использования
C++
C#
UnigineScript
Унифицированный язык шейдеров UUSL (Unified UNIGINE Shader Language)
Плагины
Форматы файлов
Материалы и шейдеры
Rebuilding the Engine Tools
Интерфейс пользователя (GUI)
Двойная точность координат
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
Работа с контентом
Оптимизация контента
Материалы
Визуальный редактор материалов
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Учебные материалы

volume_omni_base

A volume_omni_base material is used to create a visible light volume around flat light emitters: embedded wall lights, flat ceiling lights or fluorescent lamps. They are applied to the Volume Omni objects only.

States#

Material Settings, States Tab

Soft Interaction#

Reduces visual artifacts (such as sharp edges) when the Volume Omni object intersects other objects. The volume object fades out to the intersection plane. Colors of the volume omni object and the object are smoothly interpolated in case they are approximately of the same depth value.

Interaction disabled Interaction enabled
Disabled Interaction
Enabled Interaction

Textures#

Material Settings, Textures Tab

Attenuation Texture#

Attenuation map. A texture that specifies how the object fades out from the center (the left side of the texture) to the edges (the right side of the texture).

Attenuation texture 1 Attenuation texture 2
Omni volume object with a texture 1 Omni volume object with a texture 2
Fading out near the edges depends on the attenuation texture

The texture is 3-channelled (RGB).

Parameters#

Material Settings, Parameters Tab

Base Parameters#

Diffuse#

A color picker to choose the color of the volume.

Diffuse Scale#

Multiplier for the diffuse color of the volume. The higher the value, the brighter the diffuse color is.

Soft Interaction#

This option allows to control the intensity of the volume omni object when it is close or intersects other objects.

  • By the minimum value of 0.5, the whole volume omni is rendered faded out to prevent any sharp edges between it and the intersected object.
  • By higher values, only the intersection edge between volume omni and another object is smoothed. The rest of the volume omni is rendered in full brightness.
Notice
The parameter is available only when the Soft Interaction state is enabled.

Transformation Parameters#

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

Attenuation#

Transformation of the V coordinate of the attenuation texture. For a default texture, changing this option doesn't affect the volume omni, since a simple gradient is used.

V coordinate of the attenuation texture

V coordinate of the attenuation texture
Last update: 13.12.2024
Build: ()