In the Level Settings the global settings for your level can be set, like ocean animation, position and size of the moon and several wind settings.
Note: some of these override the settings in the Environment Editor.
The new Level Settings can be found under Tools -> Level Editor -> Level Settings.
To make for easier reading, we have broken down each section into its own area.
The global view distance in meters can be adjusted here. Make sure it's far away to avoid clipping errors.
This should never be set below 1000 as various graphical issues may result.
|View Distance Low Spec|
|LDR Global Dens Mult|
|Detail Layers View Dist Ratio|
The terrain detail texture rendering distance ratio can be adjusted here, useful for controlling the maximum view distance of the high-detail terrain textures.
Increasing this value will push out the drawing of the high-detail terrain textures, but at the expense of extra drawcalls. Leaving this value at 1.0, we have found to be the most optimal for performance vs quality.
|Height Map AO|
Provides an extremely efficient, yet highly approximate large-scale ambient occlusion solution for outdoor environments.
Please see this page for details.
Enables the objects to be marked to become part of terrain mesh. This dramatically extends possibilities of current terrain editing tools, allowing a much higher level of detail, overhands, terrain over the objects and great flexibility.
Adjusts the global wind vector. Positive Y values means how fast wind moves to north, negative Y south, positive X east, negative X west).
Turns breeze generation on or off.
Controls the strength of the breeze that is generated.
|Breeze Movement Speed|
Controls the movement speed of the breeze. Works in conjunction with Breeze Strength. You can create rapid gusts of wind, but which only gently move the vegetation.
Adds speed, size, strength etc. variation of the breezes that are generated.
|Breeze Life Time|
Controls maximum time each generated breeze should live for.
How many breezes should be generated at once.
|Breeze Spawn Radius|
From the location of the player, define the radius where breezes should be allowed to traverse. Smaller numbers will see more centralized breezes pass the player, larger numbers will vary the passes.
High spread values will allow the breezes to travel in more varied directions around the player, but still, follow the general global wind vector direction.
Controls the size of the generated breeze.
|Breeze Awake Threshold|
Breeze generator proxies will 'wake' sleeping physicalized objects.
|Console Merged Meshes Pool|
Configure memory pool size per level, in order to easily decrease memory footprint on levels which don't need large pool size.
|Show Terrain Surface|
Shows or hides the terrain surface. If no terrain is used, this can be turned off to improve performance.
|Sun Shadows Min Spec|
Specify the minimum system spec that should start casting sun shadows.
|Sun Shadows Additional Cascade Min Spec|
Specifies the minimum system spec that allows the rendering of an additional sun shadow map cascade, for higher shadow view distance.
|Sun Shadows Clip Plane Range|
Distance between shadow frustum near and far planes, i.e. ideally every shadow caster and receiver is included in this range. The larger the range, however, the less depth resolution we have, causing more artifacts where shadow casting and receiving surfaces are very close.
|Sun Shadows Clip Plane Range Shift|
Shadow frustum near and far planes are usually placed somewhere around the viewer camera. ‘Sun Shadows Clip Plane Range Shift’ allows shifting the entire range towards the sun or away. Useful when more casters are expected below or above the view frustum.
|Sun Shadows from Terrain|
Enables the sun shadows from the terrain.
|Use Layers Activation|
This allows the level to take advantage of the layers system. Control of this "switching" is handled by the layer activation Flowgraph node. (Engine\LayerSwitch).
|Sun Linked To TOD|
When turned on, the sun will move across the sky when the Time Of Day changes. Disabling this check box means you can keep the game at the specified time of day, and fake the sun moving through the sky without updating the time.
Vol Fog Shadows
Volumetric Fog values can be tweaked in the Environment Editor. For more information about Volumetric Fog, click Here.
Enable volumetric fog shadows from global fog.
|Enable for Clouds|
Enable volumetric fog shadows from cloud shadow texture.
Using a cloud shadow texture, you can fake the effect of having clouds pass in front of the sun, projecting shadows onto the level below.
|Cloud Shadow Texture|
Specifies which global shadow texture is cast on the entire level.
|Cloud Shadow Speed|
Specifies a speed at which the cloud shadows texture moves along the X, Y and Z axis. (Only X & Y have any effect. The Z value does nothing).
|Cloud Shadow Tiling|
Increase this value to tile the texture more densely. Decrease this value to stretch it out more.
Controls the brightness of the cloud shadows.
|Cloud Shadow Invert|
Since this texture should be a simple black / white cloud pattern, enabling this will flip the clouds to use black instead of white.
Procedural Volumetric Cloud is the feature to render dynamic clouds in real-time. Clouds are procedurally generated by a combination of noise function or volume textures artists create.
Adjust the height of the horizon. Clouds under the horizon aren't rendered, and rendering of clouds will be faster.
|Max Viewable Distance|
Adjust the maximum distance of rendering clouds.
|Max Ray March Distance|
Adjust the maximum distance of ray-marching in clouds.
Adjust the threshold of switching cloud shading to use a coarse shadow map when cloud alpha is under the threshold.
|Shadow Tiling Size|
Adjust the region covered by cloud shadow map generated internally.
|Max Global Cloud Density|
Adjust the maximum density of clouds.
|Global Cloud Noise Volume Texture|
Lets you add/select texture for global cloud shape noise.
|Global Cloud Noise Scale|
Adjust the size scale factor for global cloud shape noise.
|Edge Turbulence Noise Scale|
Adjust the size scale factor for edge turbulence noise.
|Cloud Volume Texture|
Specify the 3D texture which stores the cloud's density at each voxel. If you want to define the exact cloud shape, you can use this.
Adjust the size of Cloud volume texture.
Adjust the offset of clouds.
|Remap Cloud Density Min|
Remap the density range of Cloud volume texture. Min value is mapped to 0.
|Remap Cloud Density Max|
Remap the density range of Cloud volume texture. Max value is mapped to 1.
|Additional Noise Intensity|
Adjust the intensity of cloud shape noise added to Cloud volume texture.
Assign a material to be used for the levels sky box. Use the angle to rotate it to your desired position.
Choose a material for the Sky Box.
|Material Low Spec|
Choose a material for the Sky box that will be shown in low spec.
Rotates the sky box around the angle specified here.
Stretches the sky box texture so that the seam at the horizon is less noticeable.
Define the ocean material to use within this level & also set up the water caustics depth, intensity, and tiling.
Assign a material to use for the ocean. If no material is assigned then no ocean will be rendered.
The depth in meters that caustics will be visible for in the water.
Multiplier to apply to caustics highlights.
Caustics pattern tiling multiplier.
Apply further adjustments to the ocean material, these values will change the effect of the "flow" direction on the waters surface.
Changes the direction of the flow in the detail normals of the ocean material.
Changes the speed of the flow in the detail normals of the ocean material.
Changes how many waves there are on the ocean.
Changes the size of the waves on the ocean.
Specify a texture and choose the size and position of where you want the moon to appear in the sky.
Set the latitude for the position of the Moon.
Set the longitude for the position of the Moon.
Changes the size of the moon.
Choose what the moon will look like.
Dyn Tex Source
Allows per-level override for the size of shared render target for Flash materials.
Allows per-level override for the size of shared render target for Flash materials.
Total Illumination V2
This Global Illumination solution (also knows as SVOGI) is based on voxel ray tracing and provides following effects:
- Dynamic indirect light bounce from static and majority of dynamic objects.
- Large-scale AO and indirect shadows from static geometry (vegetation, brushes and terrain).
- Works without pre-baking and does not require manual setup of many bounce lights or light volumes.
Activates Voxel-Based Global Illumination
Lets you specify the integration mode.
Modulates light injection (controls the intensity of bounce light)
|Sky Color Multiplier|
Controls amount of the sky light.
|Use TOD Sky Color|
If higher than 0, modulate sky light with TOD fog color (top)
Controls color saturation of propagated light.
Constant ambient value added to Global Illumination. Helps prevent completely black areas.
|Diffuse Cone Width|
Controls wideness of diffuse cones.
|Cone Max Length|
Maximum length of the tracing rays (in meters).
Shorter rays work faster.
When switched from OFF to ON - forces single complete re-voxelization of the scene.
|Min Node Size|
Smallest SVO node allowed to create during level voxelization.
|Skip Non GI Lights|
Disable all lights except sun and lights marked to be used for GI.
|Low Spec Mode|
Sets low spec mode. Values greater than 0 simplify shaders and scale down internal render targets.
|Use Light Probes|
If enabled - environment probes lighting is multiplied with GI.
|Voxelization LOD Ratio|
Controls distance LOD ratio for voxelization.
|Voxel Pool Resolution|
Size of volume textures (x,y,z dimensions) used for SVO data storage. Valid values are 128 and 256.
Allows scaling down SSAO (SSDO) amount and radius when GI is active.
|Objects Max View Distance|
Voxelize only objects with maximum view distance greater than this value (only big and important objects).
|High Gloss Occlusion|
Normally specular contribution of environment probes is corrected by diffuse GI.
|Troposphere_Active||Activates SVO atmospheric effects (completely replaces default fog computations)|
After activation, the scene needs to be re-voxelized.
|Troposphere_Density||Density of the atmosphere.|
|Troposphere_Brightness||Controls intensity of atmospheric effects.|
There are also experimental features in the Total Illumination options that can be unlocked by going to Edit -> Preferences -> Experimental Features -> Lighting and ticking the Total Illumination box.
GI computations may be used in several ways:
0 = AO + Sun bounce
Large scale ambient occlusion (static) modulates (or replaces) default ambient lighting
1 = Diffuse GI mode (experimental)
GI completely replaces default diffuse ambient lighting
2 = Full GI mode (very experimental)
Both ambient diffuse and ambient specular lighting is computed by voxel cone tracing
Increases the precision of tracing in direction of portals.
Injects portal lighting together with direct lights, allows good indoor sky light even with just one indirect bounce.
Adjusts the output brightness of cone traced indirect diffuse component
Adjusts the output brightness of cone traced indirect specular component
|Number Of Bounces|
Maximum number of indirect bounces (from 0 to 2)
Controls fading of the light during in -SVO propagation
When switched from OFF to ON - forces single full update of SVO lighting.
Use less rays for secondary bounce for faster update.
|Sun RSM Inject|
Enables additional RSM sun injection.
|SS Depth Trace|
Use SS depth tracing together with voxel tracing.