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Overview

The Environment Editor is the tool that is used to setup many aspects of the environment, such as fog, volumetric clouds and the direction and position of the sun for each individual preset in a 24-hour range. 

On this page, we'll discuss the different elements of the Environment Editor. Because the 'old' Time of Day and Lighting Tool have been merged into this tool, we'll also discuss the differences between the 'old' and the 'new', apart from the obvious change in UI.

 

1. Menu Bar

The Menu Bar only contains one menu: View. In this menu, you can hide or unhide the Presets and Sun Settings in the left column of the Environment Editor.

2. Toolbar

The toolbar contains four buttons to use within the Environment Editor:

ButtonDescription

Undo

Undoes the last action.

Redo

Redoes a previously undone action.

Refresh

Reloads all presets.

Save All

Saves all of your changes to all presets.

3. Presets Window

In the Presets window, you can see a list of presets that are loaded with your level. You can add several different presets for one level, but only one can be active at a time.

The Presets window has two columns: Name and Pak. What is displayed in the Name column speaks for itself, but the Pak column can have one of four icons:

IconNameDescription

Not on disk

Shows that the preset has not been saved yet or that the preset that was registered in the level cannot be found.

In Folder

Shows that the preset file is located in a folder.

In Pak

Shows that the preset file is located in a *.pak file.

In Pak and in folder

Shows that the preset file is located in both a *.pak file and in a folder.

When right-clicking on a preset in the list, the following options come up in a context menu:

OptionDescription

Open

Imports the settings of a preset into the selected preset.

Save

Saves the selected preset.

Save as

Saves the selected preset and lets you rename it.

Reset

Resets the settings of the selected preset to their default settings.

Delete

Deletes the selected preset.

Add

Lets you choose a preset to add.

  • New adds a new preset to the list.
  • Existing imports an existing preset to the list.
Icon

When right-clicking the empty space in the Presets window, only the Add option will be displayed in the context menu.

4. Sun Settings

This might be a small section, but it is a very important one in terms of realism. Here, you determine how the sun behaves in the sky.

Sun Direction

This can be set from 0 to 360, where 0 means the sun will be shining from the north, 90 from the west, 180 from the south and 270 from the east.

You use this slider to counteract the fact that you imported a heightmap with North not set to up in the 2D image. 

Northpole..Equator..Southpole

This setting determines where your level is on the equator. This can be set from 0 to 180, where 0 is on the North Pole, 90 is on the equator and 180 is on the South Pole.

For a detailed explanation on how to use these settings to make sure the sun behaves like it would on a specific location on the planet, see this page.

5. Settings Window

These settings are the main part of the Environment Editor. Here, you can tweak the look of the sky, fog, etc. to make the environment look exactly like you want, for example a sunny summer day or a gloomy, fog-filled night.

The settings are divided into several sections that all deal with different part of the environment.

Clicking on a setting will highlight the name in the Settings window and show a graphical representation of that setting in the preview above the curve editor on the right, which shows its values at different times of the day:

Sun color setting selected & associated graph displayed

The settings in this window are divided into the following sections:

Sun

SettingDescription

Sun color

This RGB value sets the color of the light source used as the sun. Clicking on the color next to Sun color lets you pick a color manually or enter an RGB value.

Sun intensity (lux)

Lets you specify the luminance value of the sun in lux.

Sun specular Multiplier

Controls the specular contribution of the sunlight.

Icon
This should always be set to 1 so materials work properly according to our PBS pipeline.

Fog

SettingDescription

Color (bottom)

This controls the bottom color of the vertical gradient used to create the atmospheric fog.

Color (bottom) multiplier

Determines the intensity of the bottom color.

Height (bottom)

Specifies the height at which the gradient starts.

Density (bottom)

Density of the fog at the bottom of the gradient (in range [0..1], default is 1).

Color (top)

This controls the top color of the vertical gradient used to create the atmospheric fog.

Color (top) multiplier

Determines the intensity of the top color.

Height (top)

Specifies the height at which the gradient ends.

Density (top)

Density of the fog at the top of the gradient (in range [0..1], default is 1).

Color height offset

Shifts the color of the vertical fog gradient towards the top or bottom (in range [-1..1], default is 0).

Color (radial) & multiplier

  • Color (radial) specifies the color of the fog component responsible for producing halos around the sun.
  • Color (radial) multiplier specifies the intensity of the color used for the radial fog.

Radial size

Specifies the size of the halo around the sun (in range [0..1], default is 0.75).

Radial lobe

Specifies how much the radial fog component is affected by distance (in range [0..1], default is 0.5). 
Small values will make it affect the horizon only while bigger values will make it appear to over glow the scene.

Left: Radial Lobe of 0 (note sharp horizon), Right: Radial Lobe of 0.3 (note blurred horizon).

Be aware that too high Radial Lobe value will cause it to project in front of objects:

Radial Lobe value of 1 on left, 0 on right.
 

Final density clamp

Specifies the maximum fog density that is allowed for final blending with the scene (in range [0..1], default is 1). 
This allows the sky, horizon and other bright distant objects to punch through even if the fog is dense.
However, care should be taken to not set this value too low as otherwise depth perception is compromised and will result in implausible visuals and seemingly apparent artifacts especially when moving the camera.

Global density

This value specifies the global density of the fog. Higher values produce denser fog.

Ramp start

The ramp values can be used to control the fog density in relation to the camera. 
This value sets the distance from the camera (in meters) at which the fog will start to be rendered (at 0 density).

Ramp end

This sets the distance from the camera at which the fog will be rendered at its maximum density, set by the Global Density parameter.

Ramp influence

This value determines how much the ramp values affect the rendering of the fog.

Shadow darkening

Affects the way fog looks in shadow areas.

Specifies how much the fog color, computed per pixel (via the settings above), is generally darkened based on the volumetric shadow value computed by the engine per pixel (in range [0..1], where 0 is fully darkened and 1 turns off the effect shadows have on the fog. Default is 0.25).
The factor is applied after a darkened fog color has been calculated using the sun and ambient darkening factor below.

Shadow darkening sun

Specifies how much the radial fog color is influenced individually (in range [0..1], where 0 means a lot of influence and 1 means none. Default is 1).

Shadow darkening ambient

Specifies how much the ambient fog color (i.e. height gradient) is influenced individually (in range [0..1]  where 0 means a lot of influence and 1 means none. Default is 1).

 

Shadow range

Specifies how far volumetric shadows get traced (in range [0..1], default is 0.1; that is, up to 10% of the level's far clip plane distance).
Please note that the number of samples per view ray do not increase, so smaller values will result in more accurate results but shadows won't cast that far.

Volumetric Fog

Volumetric fog is turned off by default. To use Volumetric Fog instead of Fog, set the CVar e_VolumetricFog=1 in the console window or add it to the system.cfg or game.cfg. For further information, please see this page.

SettingDescription

Height (bottom)

Specifies the height at which the gradient starts.

Density (bottom)

Density of the fog at the bottom of the gradient (in range [0..1], default is 1).

Height (top)

Specifies the height at which the gradient ends.

Density (top)

Density of the fog at the top of the gradient (in range [0..1], default is 0.0001).

Global density

This value specifies the global density of the fog. Higher values produce denser fog.

Ramp start

The ramp values can be used to control the fog density in relation to the camera. 
This value sets the distance from the camera (in meters) at which the fog will start to be rendered (at 0 density).

Ramp end

This sets the distance from the camera at which the fog will be rendered at its maximum density, set by the Global Density parameter.

Color (atmosphere)

Specifies the fog albedo color for sun atmosphere scattering.

Anisotropy (atmosphere)

Adjusts the anisotropy for sun atmosphere scattering. Where 0 = isotropic, 1 = perfect forward, -1 = perfect backward in-scattering.

Color (sun radial)

Specifies the fog albedo color for sun radial scattering.

Anisotropy (sun radial)

Adjusts the anisotropy for sun radial scattering. Where 0 = isotropic, 1 = perfect forward, -1 = perfect backward in-scattering.

Radial blend factor

Adjusts the blend factor of blending sun atmosphere and sun radial scattering.

Radial blend mode

Adjusts the blend mode factor of blending sun atmosphere and sun radial scattering. Blending is achieved as follows: 

Sun scattering = ((1.0 - blend factor * blend mode) * sun atmosphere) + (blend factor * sun radial)

Blend mode = 0 means completely additive blending:

Sun scattering = sun atmosphere + (blend factor * sun radial)

Blend mode = 1 means completely linear interpolation:

Sun scattering = ((1.0 - blend factor) * sun atmosphere) + (blend factor * sun radial)

Color (entities)

Specifies the global fog albedo color for scatterings of all types of light except the sun.

Anisotropy (entities)

Adjusts the anisotropy of all participating media (e.g. fog volume) except the global fog. Where 0 = isotropic, 1 = perfect forward, -1 = perfect backward in-scattering.

Range

Adjusts the maximum distance (in meters) of ray-marching Volumetric Fog. The out of range is covered by analytical Volumetric Fog. (Default setting = 64).

In-scattering

Adjusts the factor of in-scattering of all participating media.

Extinction

Adjusts the factor of extinction of all participating media.

Analytical fog visibility

Adjusts the visibility of analytical Volumetric Fog. Where 0 = no analytical Volumetric Fog, 1 = visible analytical Volumetric Fog.

Final density clamp

Specifies the maximum fog density that is allowed for final blending with the scene (in range [0..1], default is 1).

This allows the sky, horizon and other bright distant objects to punch through even if the fog is dense.

However, care should be taken to not set this value too low as otherwise depth perception is compromised and will result in implausible visuals and seemingly apparent artifacts especially when moving the camera.

Sky Light

SettingDescription

Sun intensity

An RGB value specifying the sun color that is used to compute the atmosphere color.

Sun intensity multiplier

This value sets the brightness of the sun. It gets multiplied by the sun intensity to yield the overall color.
Higher values will result in brighter skies. Fading down this value during the day time helps simulate an eclipse.

Mie scattering

This parameter sets the Mie scattering constant. Mie scattering is caused by aerosols in the lower atmosphere (up to 1 km).
It is wavelength independent and responsible for haze and halos around the sun on foggy days.
Smaller values result in a clearer sky. Bigger values make the sky appear hazier. A good default value for the Mie scattering constant is 4.8. 

A Mie scattering constant of 2.0 (left), of 100.0 (middle), and of 2000.0 (right).


Rayleigh scattering

This parameter specifies the Rayleigh scattering constant. Rayleigh scattering is caused by particles in the atmosphere (up to 8 km) and is wavelength dependent.
With a default value of around 2.0, it produces typical earth-like sky colors (blue sky during the day, reddish/yellowish colors at sun set, and the like).
Higher values cause a denser atmosphere, with sky colors shifting towards red and yellow. Smaller values produce a bluer sky. 

A Rayleigh scattering constant of 2.5 (left) and of 4.8 (right).
 

Sun anisotropy factor

The anisotropy factor controls the sun's appearance in the sky. The closer this value gets to -1.0, the sharper and smaller the sun spot will be.
Higher values cause more fuzzy and bigger sun spots. A good default value is -0.995. 

A sun anisotropy constant of -0.999 (left) and of -0.8 (right).

Wavelength R, G, and B

This triple defines the wavelengths (in nm) of the RGB primaries. Tweaking these values will shift the colors of the resulting gradients and produce different kinds of atmospheres.
This can be very useful in combination with Rayleigh scattering if you choose a sun intensity of pure, bright white. 

RGB wavelengths of RGB=(650.0, 570.0, 475.0) (left) and RGB=(750.0, 601.0, 555.0) (right).

Night Sky

SettingDescription

Horizon color

This RGB value that is scaled by the multiplier (see Night Sky Multiplier section below) specifies the horizon color of the night sky gradient.

Zenith color

This RGB value that is scaled by the multiplier (see Night Sky Multiplier section below) specifies the zenith color of the night sky gradient.

Zenith shift

This value shifts the night sky gradient. Small values shift it more towards the bottom. Higher values shift it towards the top. 

A zenith shift of 0.2 (left) and of 0.8 (right).

Star intensity

This value controls the overall brightness of the stars.
Please note that the flickering of stars due to atmosphere turbulence is completely procedural and cannot be controlled.

Moon color

This RGB value that is scaled by the multiplier (see Night Sky Multiplier section below) specifies the moon's emissive color.

Moon inner corona color

This RGB value that is scaled by the multiplier (see Night Sky Multiplier section below) specifies the color of the moon's inner corona.

Moon inner corona scale

This value controls the size and blurriness of the moon's inner corona. 
Smaller values will produce a bigger, blurry corona. 
Higher values will produce a smaller, more focused corona.

Moon outer corona color

This RGB value that is scaled by the multiplier (see Night Sky Multiplier section below) specifies the color of the moon's outer corona.

Moon outer corona scale

This value controls the size and blurriness of the moon's outer corona. 
Smaller values will produce a bigger, blurry corona. 
Higher values will produce a smaller, more focused corona.

Different moon corona inner and outer scales: 0.5/0.01 (left), 0.5/0.5 (middle), and 1.5/0.05 (right).

Night Sky Multiplier

SettingDescription

Horizon color

Lets you change the intensity of the color of the horizon.

Zenith Color

Lets you change the intensity of the color of the zenith.

Moon Color

Lets you change the intensity of the color of the moon used in your level.

Moon inner corona color

Lets you change the intensity of the color of the moon's inner corona.

Moon outer corona color

Lets you change the intensity of the color of the moon's outer corona.

Cloud Shading

SettingDescription

Sun contribution

This value specifies how much the sunlight affects the cloud brightness.

Sky contribution

This value specifies how much the sky light affects the cloud brightness.

Sun custom color

Gives you the option to use a custom color for your sunlight.

Sun custom color multiplier

Affects the intensity of the Sun custom color on the clouds.

Sun custom color influence

A value of 0 uses the global color of the sun (specified in Sun -> Sun color in the Environment Editor), a value of 1 enables it. Any value in-between blends between the two colors.

Volumetric Clouds

Volumetric Clouds is turned off by default. To use Volumetric Clouds, set the CVar r_VolumetricClouds=1 or 2 in the console window or by adding it to the system.cfg or game.cfg. For further information, please see this page.

SettingDescription

Global cloudiness

Adjusts the global cloudiness of volumetric clouds.

Clouds altitude

Adjusts the altitude of the bottom of volumetric clouds.

Clouds thickness

Adjusts the vertical thickness of volumetric clouds.

Clouds edge turbulence

Adjusts the turbulence intensity on the edge region of volumetric clouds.

Clouds edge threshold

Adjusts the density threshold of the edge region of volumetric clouds.

Sun single scattering multiplier

Adjusts the multiplier for the amount of the sun lighting of single scattering (1 scattering event).

Sun low-order scattering multiplier

Adjusts the multiplier for the amount of the sun lighting of low-order multiple scattering (2 to 30 scattering events).

Sun low-order scattering anisotropy

Adjusts the amount of low-order multiple scattering light scattered forward or backward.

Low-order multiple scattering is approximated by Schlick's phase function. This determines the average direction of the scattering light.

1 means completely forward scattering, 0 means scattered in all directions, 1 means completely backward scattering.

Sun high-order scattering multiplier

Adjusts the multiplier for the amount of the sun lighting of high-order multiple scattering (more than 30 scattering events).

Sky lighting multiplier

Adjusts the multiplier for the amount of the sky lighting.

The sky lighting is treated as high-order multiple scattering.

Ground lighting multiplier

 Adjusts the multiplier for the amount of the ground lighting which illuminates clouds from the ground.

The ground lighting is treated as high-order multiple scattering.

Ground albedo

Adjusts the average albedo color of the ground.

Multi-scattering attenuation

Adjusts the attenuation factor for high-order multiple scattering light.

Increasing this, the light is less attenuated when it travels in clouds, and thus clouds look brighter.

Multi-scattering preservation

Adjusts how amount of light of high-order multiple scattering comes out from clouds after infinite scattering events.

Multiple scattering light which came out from clouds increases along with the distance which the light travels in clouds. This determines the maximum amount of it. If you set this to 0.5, up to 50 percent of the light comes out from clouds after infinite scattering events.

Powder shading effect

Adjusts the powder effect factor for shading clouds. It gets darker according to the thickness of clouds.

Absorption percentage

Adjusts the percentage ratio of absorption factor against scattering factor of clouds. Increasing this makes clouds look darker.

Atmospheric albedo

Adjusts the albedo color of atmospheric participating media.

Atmospheric scattering

Adjusts the intensity multiplier of atmospheric scattering. The luminance of atmospheric scattering changes corresponding to the sun intensity.

Wind influence

Adjusts the influence of wind determined in Level Settings.

Sun Rays Effect

SettingDescription

Sun shafts visibility

DEPRECATED - This value controls the visibility of sun shafts. 
Higher values accentuate the shadow streaks that are caused by the sun light penetrating objects.

Sun rays visibility

This value controls the visibility of sun rays. Higher values cause brighter rays around the sun.

Sun rays attenuation

This value controls the attenuation of sun rays. Higher values cause shorter rays around the sun:

Sun rays attenuation

Sun rays suncolor influence

This value controls how much the sun color contributes to the color of the sun rays. 
If the parameter is set to 1.0, the sun rays get the color of the sun.
If it is set to 0.0, the rays use the custom color. Values in between interpolate between the custom and sun color.

Sun rays custom color

This value specifies a custom color for the sun rays. 

Sun shafts and sun rays combined, with the following values from the left to the right image: 
(sun shafts visibility/sun rays visibility/sun rays attenuation) = 0.0/0.0/1.0, 1.0/0.0/1.0, 1.0/2.0/1.0, 1.0/2.0/0.5.

Advanced

SettingDescription

Ocean fog color

This RGB color specifies the ocean fog color for a specific time of day.

Ocean fog color multiplier

This parameter controls the brightness of the ocean fog and is multiplied by the ocean fog color.

Ocean fog density

This value controls the density of the ocean fog.

Skybox multiplier

This value controls the brightness of a static skybox. This parameter is not used for a dynamic sky.

Icon
This must be set to '1' when using a static skybox.

HDR

SettingDescription

Film curve shoulder scale

Controls the slope at the tip of the curve (modified bright values).

Film curve midtones scale

Controls the linearity of the middle of the curve (modifies grey values).

Film curve toe scale

Controls the slope at the base of the curve (modifies dark values).

Film curve whitepoint

Sets the value to be mapped as pure white in the tone mapped image. The recommended value for this parameter is 4.

Saturation

Color saturation before tone-mapping.

Color balance

HDR Color balance to control overall color of the scene.

Scene key

Overall brightness of the scene used for the automatic eye adaptation.
Tweaked depending on the scene brightness, lower value for night/dark scenes, higher values for daylight/bright scenes.

Min exposure

Darkest possible exposure used for the automatic eye adaptation.

Max exposure

Brightest possible exposure used for the automatic eye adaptation.

Bloom amount

Controls the amount of bloom that comes from glowing/lit objects.

Filters

SettingDescription

Grain

This parameter applies a grain filter to the final image.

Icon

Before 5.5, this parameter was bugged and in certain situations would randomly display or hide the grain filter. If you want this behavior to continue, you can turn it back on with the CVar r_GrainEnableExposureThreshold.

Photofilter color

This parameter applies a color filter to the final image.

Photofilter density

This parameter controls the strength of the photo color filtering.

Depth Of Field

SettingDescription

Focus Range

This parameter specifies at what distance the background begins to become blurry (out of focus).

Blur Amount

This parameter controls how strong areas that are out of focus, are blurred.

Shadows

The parameters in this section give you control over the sun's cascaded shadow map bias settings at different ranges. It does not affect point lights (bias settings can be defined per light in the light properties). 

CRYENGINE supports multiple cascades. Cascade 0 is closest to the camera, cascade 1 is further, etc. The higher the cascade, the lower the precision of the shadows (lower resolution for higher cascades).

Shadow map acne is usually visible at medium range on the 3rd and 4th cascade especially. To prevent shadow map artifacts, the sun shadows bias and slope bias settings are exposed in the time of day.

Cascaded Sun Shadow Map

SettingDescription

Bias

Moves the shadow cascade toward or away from the shadow-casting object (or objects).

Slope Bias

Allows you to adjust the gradient (slope-based) bias used to compute the shadow bias.

Shadow jittering

Customize the sharpness of the shadows.

Shadow Bias

The lower the Bias, the more connected the shadows will be to the shadow caster.

In most cases, the Bias should be kept as low as possible, to ensure a proper connection between the shadow and the shadow caster. Values between 0.01 and 0.05 offer the best compromise.

Below, you can see the shadow cast by the sphere move as its Bias is changed:

Bias =0
Bias =0.05
Bias = 0Bias = 0.05
Bias =1
Bias =5
Bias = 1Bias = 5

Shadow Slope Bias

The higher the Slope Bias, the less shadows will be cast from surface with a high angle of incidence of the light.

In most cases, you want to keep the Slope Bias at a fairly high value, to remove the artifacts usually produced by the low shadow bias. Values between 32 and 64 offer the best compromise.

Slope Bias = 8

Slope Bias = 32
Slope Bias = 8Slope Bias = 32
Slope Bias = 64
Bias - 0.025, Slope Bias = 32
Slope Bias = 64Bias = 0.025 / Slope Bias = 32

In the last image above, a compromise was made between Bias of 0.025 and Slope Bias of 32. Some artifacts are visible, but the self shadowing is better overall.

There is no "one-size-fits-all" setting for shadow cascades. It depends on your assets, sun position, lighting conditions, etc. Tweak these settings to suit your needs and keep in mind they have little to no impact on performance.

Shadow Jittering

Shadow Jittering can be defined through the Environment Editor (as well as the r_ShadowJittering CVar) to give you control over shadow sharpness.

Note that the more jittering that is used, the heavier on performance it is.

Shadow Jittering = 2.5
Shadow Jittering = 1
Shadow Jittering = 10
Shadow Jittering = 2.5 (default)Shadow Jittering = 1Shadow Jittering = 10

Obsolete

This section parameters that are deprecated.

ShadowsAutoBias 

Provides a mode that attempts to automatically compute an optimal shadow bias. 

 

Cvar/Command
Description
Comment and examples
e_ShadowsAutoBias

0: Deactivated

1.0: Good default value

Activates feature and acts as a scale for the computed bias.

6. Time of Day Graph

The Time of Day Graph shows the progression of the values for the selected setting over the course of one day and how gradually they change over time.

Toolbar

The Time of Day Graph has its own toolbar:

ButtonNameDescription
1

Set in and out tangent to auto

Sets the tangents for the selected key(s) (the squares in the graph) to auto.

2

Set in tangent to zero

Sets the in tangent for the selected key(s) (the squares in the graph) to zero.

3

Set in tangent to step

Sets the in tangent for the selected key(s) (the squares in the graph) to step.

4

Set in tangent to linear

Sets the in tangent for the selected key(s) (the squares in the graph) to linear.

5

Set out tangent to zero

Sets the out tangent for the selected key(s) (the squares in the graph) to zero.

6

Set out tangent to step

Sets the out tangent for the selected key(s) (the squares in the graph) to step.

7

Set out tangent to linear

Sets the out tangent for the selected key(s) (the squares in the graph) to linear.

8

Fit curves horizontally

Fits the graph into the graph window horizontally.

9

Fit curves vertically

Fits the graph into the graph window vertically.

10

Break tangents

Sets the tangents for the selected key(s) (the squares in the graph) to auto.

11

Unify tangents

Sets the tangents for the selected key(s) (the squares in the graph) to auto.

12

Copy curve content

Copies the curves in the current graph to the clipboard.

13

Paste curve content

Pastes the previously copied curves from the clipboard to the current graph.

Curve Editor

In the Curve Editor you see a visual representation of the changes in the setting you have selected.

Ruler

At the top you'll see a ruler:

This ruler shows the time of day at the triangular arrow. You can drag this arrow back and forth to change the time of day in your level and see the effects your settings have in real-time in your Viewport.

When selecting a color, the colored ribbon attached to the bottom of the ruler shows a preview of that color over a 24-hour period, showing you how that color changes over the course of a day.

Values

On the left of the graph you'll see values that correspond with the setting you have selected in the Settings Window.

Graph

The actual graph is interactive as well; wherever a value starts changing, you'll see a key:

You can select these squares by clicking on them or dragging a selection box around them. You can then drag them around, which will change the settings in the Settings Window that are related to the line you've selected. Once again, you'll also see the changes in real-time in your Viewport.

You can also create a new key by double clicking on the line.

Icon

Holding Shift will let you move the keys horizontally or vertically in a straight line.

Time Options

In the bottom of the Graph you'll see some time options:

OptionDescription

Start

Initial time that will be used when the mission is started.

Icon
If you do not set this value correctly, your Time of Day will not be set correctly in pure-game mode.
If you have Current Time set to 07:00 and Start Time set to 12:00, it will be 12:00 in pure-game mode and 07:00 in Sandbox.

Current

Displays the current time that is being edited.

Stop Button

Stops the playback of the Time Of Day sequence in the Editor.

Play Button

Starts or resumes the playback of the Time Of Day sequence in the Editor.

If the current time is not within the specified time range (between the start and end time), frame playback begins at the specified start time.

Speed

Speed at which the time advances; 0.005 is a good general value.

Force Sky Update

Selecting this check box forces a complete update of the sky light calculations in each frame.

If the check box is deselected, calculations are distributed over several frames and it can take some time until the effect of the modified parameters becomes visible.

End

End time that will be used for the mission. If the end time is set to 23.59, the time will loop, starting the next Time of Day cycle once a day is over.

Differences Between Environment Editor and the 'Old' Lighting Tool / Time of Day

The Environment Editor is a new tool that combines the 'old' Lighting Tool and Time of Day tool. Apart from the obvious merge into one tool and change of the UI, the following things have changed:

  • The Time of Day settings are no longer saved within the level. Now there are presets that can even be shared among different levels.
  • The level itself now stores just the list of presets.
    Having these presets makes setting up lighting in the level more convenient. It's also a more natural way of having different environment presets in one level, because before, this could only be done by modifying a specific time (e.g. 10:00 would be "foggy", 10:05 would be "sunny", etc.).

Migration of Time of Day Settings from the 'Old' Sandbox Editor to CRYENGINE V

This migration is done automatically. When the old formatted level is opened, the system will create a preset with same name as the level name. This preset will contain all the Time of Day data that was used in that level.

Old formatted Time of Day *.xml files can also be opened with the Environment Editor as separate presets.