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
Физика
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
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_shaft_base

A volume_shaft_base material is used to create beams of light falling into a dark room through windows or any other openings. In case colored glass is used for windows, beams also will be colored.

This material is applied only to Volume boxes.

Volume shaft material

Volume shaft material

States#

States

Material Settings, States Tab

Height#

This state determines if the intensity of light shafts reduces depending on height. By default this state is disabled. This state enables the Falloff parameter.

Camera position based#

This state determines if light shafts are to be rendered relative to current camera position. By default this state is disabled. This state enables the Radius parameter.

Textures#

Material Settings, Textures Tab

Noise Texture#

Noise map. A texture to be rendered in the screen space and add a noise pattern to the beam. The texture is 1-channelled (R).

Parameters#

Parameters

Material Editor, Parameters tab.

Base Parameters#

  • Diffuse - Determines the diffuse color multiplier for light shafts.

Density Parameters#

  • Power - Determines the sharpness of volumetric bounds. By the minimum value of 1 the volumetric bounds are smoooth. The higher the value the sharper are the bounds.

  • Multiplier - Determines the density scale of the environment.

  • Falloff - Determines the reduction of intensity of light rays depending on height.
    Notice
    This parameter is available only when the Height state is enabled.

  • Radius - Determines the visibility distance of the rays, measured from the camera position, in meters.
    Notice
    This parameter is available only when the Camera position based state is enabled.

Other Parameters#

  • Rays jitter - Determines smoothness of light rays. The higher the value, the smoother the rays.

  • Step jitter This parameter can be used to remove banding effect and make the rays look smoother. The higher the value, the smoother the rays.

  • Bias This parameter shifts shadow in the light direction to remove banding effect in case of insufficient shadow resolution.

  • Samples - Number of depth samples used. The more samples, the higher is the quality.
    Notice
    To increase performance, use low Sample values.

  • View intensity - Determines the intensity of rays when view direction is the same as the direction of the light rays (looking away from the light source). The higher the value, the more pronounced the rays look.

  • View exponent - Determines the rate of change of the intensity of rays when view direction is the same as the direction of the light rays (looking away from the light source). The higher the value, the smoother is the change of intensity.

Last update: 04.06.2018
Build: ()