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Render Objects

Cloud

The cloud entity allows you to place clouds in the level. The cloud definition files (.xml) are built with the cloud tool. Unlike with skyboxes, 3D clouds can be move and players can fly though them.

MTL: Shows the currently assigned material. Consider using a material from the folder Materials/clouds/ as a base and then modifying it.
Minimal Spec: Used for choosing the hardware configurations that should render the entity.
CloudFile: Defines which cloud object should be displayed.
Scale: Specifies how big the cloud should be.
AutoMove: Defines if the cloud should move or not using the speed property (cloud can also be moved with the track view editor)
FadeDistance: The Distance in meters when the cloud should fade in when moving from one side of the Space Loop Box to the other.
SpaceLoopBox: Defines the box in which the cloud moves from one end to the outer (looping)
Speed: Specifies the speed in x and y direction

Flash

The entity flashes the users screen making it white for a few seconds. Very bright explosions can be simulated with the Flash Entity.

SkyLightAtten: Specifies how the Sky Light Attenuation.
SkyLightColor: Specifies in which color the skybox will be lit by the lightning effect
SkyHighlightMultiplier: Specifies how bright the skybox will be lit by the lightning effect
Sound: Specifies a sound to play when triggered
FadeInTime: Sets up the amount of time (in sec.) how long it takes to fade in the effect.
FadeOutTime: Sets up the amount of time (in sec.) how long it takes to fade out the effect.
FadeDuration: Sets up the amount of time (in sec.) fade in and out takes the effect.

Fog

The Fog entity is used to create a fog effect in specific areas. In indoor areas a subtle fog effect can be added to simulate a dusty area.

AtmosphereHeightModifier: Specifies the height of the fog effect.
FadeTime: Sets up the time in which the fog takes to fade in.
GlobalDenstiyModifier: Specifies the density of the fog

FogVolume

RenderFog Volumes exhibit the same properties of a RenderFog Entity with the added benefit of locality. Currently supported volume types are boxes and ellipsoids (including spheres as a special case). The benefit of using a RenderFog Volume is that it is possible to define fog volumes that can be non-uniformly scaled along their major axes, rotated, and have an arbitrary fall-off direction (unlike global volumetric fog which defines the world space up-vector as its fall off direction).

An ellipsoid fog volume

Use

Fog volumes are placed as entities. To place one open the RollupBar, select Entity, Render and then FogVolume in the tree view below. Drag the entity into the render view to place it. You should be see a white, spherical fog volume.

Translation and Rotation of a fog volume entity is performed via the move and rotate edit mode just like for any other object.

Scaling of a fog volume entity is done via its entity properties. Please do not use the usual scaling edit mode to perform scaling of the fog volume entity. Non-uniform scaling will distort the entity and produce incorrect rendering results.

Again, do not use Non-uniform Scaling for a FogVolume.

Active: Select/deselect this box to enable or disable this fog volume entity.

Color: The fog color.

UseGlobalFogColor: During rendering the Color property is ignored. Instead the current global (volumetric) fog color is used. Please refer to the Global Volumetric Fog page for further information.

VolumeType: Specifies the volume type. The following types are currently supported:

  • 0 - Ellipsoid
  • 1 - Box

FallOffDirLati: This value controls the latitude of the world space fall off direction of the fog. A value of 90° lets the fall off direction point upwards in world space (respectively, -90° points downwards). All values in-between create a direction along the specified longitude. Modifying the fall off direction:

longitude {{ 0°, latitude }} 90° (left) / longitude {{ 330°, latitude }} 45° (right)

FallOffDirLong: This value controls the longitude of the world space fall off direction of the fog. 0° represents East, rotation is counter-clockwise.

FallOffScale: This value scales the density distribution along the fall off direction. Higher values will make the fog fall off more rapidly and generate thicker fog layers along the negative fall off direction.

Scale set to 0.5 and 2.0 (from left to right)

FallOffShift: This value controls how much to shift the fog density distribution along the fall off direction in world units (m). Positive values will move thicker fog layers along the fall off direction into the fog volume. Negative values will move thick layers along the negative fall off direction out of the fog volume.

Shift set to -1.0 and 2.0 (from left to right)

GlobalDensity: This value controls the global density of the fog. The higher the value the more dense the fog and the less you'll be able to see objects behind or inside the fog volume.

SoftEdges: This value specifies a factor that is used to soften the edges of the fog volume when viewed from outside. A value of 0.0 produces hard edges. Increasing this value up to 1.0 will gradually soften the edges.

Note: This property currently has no effect on Box type Fog Volumes.

Size: The height/width/depth of the fog volume in world units (m). Non-uniform scaling is possible so height, width and depth don't have to be the same.

Lightning

Lightning entities simulate Lightning effects

Active: Turns the effect on or off
Distance: Specifies how far away from point where the effect was placed the lighting effect should happen.
DistanceVariation: Adds a random value to the distance, for example 20 means +-20% if the Distance is set to 100
RelativeToPlayer: Sets the effect relative to the player so always with the same distance.
LightIntensity: Specifies how bright the light should be.
LightRadius: Within this radius objects will be lit
ParticleEffect: Specifies the lightning bolt effect.
ParticleScale: Sets up the scale of the lightning bolt effect.
ParticleVariation: Sets up the scale variation of the lightning bolt effect.
SkyLightAtten: Specifies the Sky Light Attenuation
SkyLightColor: Specifies in which color the skybox will be lit by the lightning effect
SkyHighlightMultiplier: Specifies how bright the skybox will be lit by the lightning effect
SkyHighlightVerticalOffset: Specifies how bright the skybox will be at the zenith.
Sound: Sets up a sound effect that should be played when the effect happens.
Delay: Adds a delay to the sound effect.
DelayVariation: Adds a random +- value to the delay value of the sound effect.
LightiningDuration: Sets the time in sec. how long the effect should last.

PrismObject

TODO

ViewDist

The ViewDist Entity limits how far the player can see. Using the ViewDistance Entity can significantly increase the frame rate in specific areas.

FadeTime: Specifies the amount of time it takes to fade from the current viewdistance settings to the viewdist entities viewdistance settings.
MaxViewDist: Sets up the View Distance in meters.

VolumeObject

Unlike the Cloud Object, the Volume Object renders 3D Volume objects with correct shading (shadows on the darker parts). The benefit of using a Volume Object is that it can be used to place realistic clouds in the level or for building irregular fog areas with varying heights.

VolumeObjectFile: Defines which cloud object should be displayed.
Scale: Specifies how big the cloud should be.
AutoMove: Defines if the cloud should move or not using the speed property (cloud can also be moved with the track view editor).
FadeDistance: The Distance in meter when the cloud should fade in when moving from one side of the Space Loop Box to the other.
SpaceLoopBox: Defines the box in which the cloud moves from one end to the outer (looping).

Speed: Specifies the speed in x and y direction.

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