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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 Level Settings window is the new replacement of the original Environment tab in the old RollupBar.

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.


View Distance

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



Setting                                  Description
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.

Integrate Objects

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.
The object meshes are copied at an early stage into heightmap mesh and become a seamless part of terrain mesh supporting most of the heightmap properties, for example, 3D terrain materials.

In the Properties of the object you want to integrate into the terrain, choose the option GI and Usage Mode - Integrate into Terrain to make this happen.

There is also a CVar related to integrating objects:


Preallocate specified number of vertices to be used for objects integration into terrain (per terrain sector)

 0 - disable the feature completelly

Default is 30000 vertices
Auto Generate Base TextureIf enabled while painting terrain layers, automatically updates the base texture using the terrain material's diffuse texture.

Env State

Setting                                                       Description
Wind vector

Adjusts the global wind vector. Positive Y values means how fast wind moves to north, negative Y south, positive X east, negative X west).

Breeze Generation

Turns breeze generation on or off.

Breeze Strength

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.

Breeze Variation

Adds speed, size, strength etc. variation of the breezes that are generated.

Breeze Life Time

Controls maximum time each generated breeze should live for.

Breeze Count

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.

Breeze Spread

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.

Breeze Radius

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.

Cloud Shadows

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.

Volumetric Cloud

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.

Setting                                  Description
Horizon Height

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.

Shading LOD

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.

Tiling Size

Adjust the size of Cloud volume texture.

Tiling Offset

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.

Sky Box

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.

Caustic Depth

The depth in meters that caustics will be visible for in the water.

Caustic Intensity

Multiplier to apply to caustics highlights.

Caustics Tiling

Caustics pattern tiling multiplier.


Ocean Animation

Apply further adjustments to the ocean material, these values will change the effect of the "flow" direction on the waters surface.

Wind Direction

Changes the direction of the flow in the detail normals of the ocean material.

Wind Speed

Changes the speed of the flow in the detail normals of the ocean material.

Waves Speed


Waves Amount

Changes how many waves there are on the ocean.

Waves Size

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.
For more information about Global Illumination, see this page.

Activates Voxel-Based Global Illumination

Injection Multiplier

Modulates light injection (controls the intensity of bounce light)

Sky Color Multiplier

Controls amount of the sky light.
This value may be multiplied with TOD fog color.

Use TOD Sky Color

If higher than 0, modulate sky light with TOD fog color (top)
Values between 0 and 1 control the color saturation.


Controls color saturation of propagated light.

Diffuse Bias

Constant ambient value added to Global Illumination. Helps prevent completely black areas.
If negative - modulate it with near range AO.

Diffuse Cone Width

Controls wideness of diffuse cones.
Wider cones work faster but may cause over-occlusion and more light leaking.

Cone Max Length

Maximum length of the tracing rays (in meters).

Shorter rays work faster.

Update Geometry

When switched from OFF to ON - forces single complete re-voxelization of the scene.
This is needed if terrain, brushes or vegetation were modified.

Min Node Size

Smallest SVO node allowed to create during level voxelization.
Smaller values helps getting more detailed lighting but may work slower and use more memory in pool.
It may be necessary to increase VoxelPoolResolution in order to prevent running out of voxel pool.

Skip Non GI Lights

Disable all lights except sun and lights marked to be used for GI.
This mode ignores all local environment probes and ambient lights.

Low Spec Mode

Sets low spec mode. Values greater than 0 simplify shaders and scale down internal render targets.
If set to -2 it will be initialized by value specified in sys_spec_Light.cfg (on level load).

Use Light Probes

If enabled - environment probes lighting is multiplied with GI. 
If disabled - diffuse contribution of environment probes is ignored.
In modes 1-2 it enables usage of global env probe for sky light instead of TOD fog color.

Voxelization LOD Ratio

Controls distance LOD ratio for voxelization.
Bigger value helps getting more detailed lighting at distance but may work slower and will use more memory
in pool. It may be necessary to increase Voxel Pool Resolution parameter in order to prevent running out of
voxel pool.

Voxel Pool Resolution

Size of volume textures (x,y,z dimensions) used for SVO data storage. Valid values are 128 and 256.
The engine has to be restarted if this value was modified.
Too large pool size may cause long stalls when some GI parameter was changed.

SSAO Amount

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).
If set to 0, disable this check and also disable skipping of triangles that are too small.
Changes are visible after full re-voxelization (click <Update geometry> or restart).

High Gloss Occlusion

Normally specular contribution of environment probes is corrected by diffuse GI.
This parameter controls amount of correction (usually darkening) for very glossy and reflective surfaces

Analytical Occluders

Enable basic support for hand-placed occlusion shapes like boxes, cylinders and capsules.

This also enables indirect shadows from characters (shadow capsules are defined in .chrparams files).

Translucent Brightness

Adjusts the brightness of semi-translucent surfaces.

Affects mostly vegetation leaves and grass.

Stream Voxels

Enables streaming of voxel data from disk instead of run-time voxelization.

Streaming is only used in the Game Launcher,. In the Editor, voxels are always generated at run-time.

If enabled, level export will include voxels pre-computation process which may take up to one hour for big, complex levels.

Experimental Features

There are also experimental features in the Total Illumination options that can be unlocked by going to Edit -> Preferences -> Lighting -> General  -> Experimental -> and ticking the Total Illumination box.

Please note that these features are experimental and may not work perfectly yet. You should only use these if you are an advanced user.

Experimental FeatureDescription
Integration Mode

GI computations may be used in several ways:

   0 = AO + Sun bounce 

      Large scale ambient occlusion (static) modulates (or replaces) default ambient lighting
      Single light bounce (fully real-time) is supported for sun and (with limitations) for projectors
      This mode takes less memory (only opacity is voxelized) and works acceptably on consoles

   1 = Diffuse GI mode (experimental)

      GI completely replaces default diffuse ambient lighting
      Two indirect light bounces are supported for sun and semi-static lights (use '_TI' in light name)
      Single fully dynamic light bounce is supported for projectors (use '_TI_DYN' in light name)
      Default ambient specular is modulated by intensity of diffuse GI 

   2 = Full GI mode (very experimental)

      Both ambient diffuse and ambient specular lighting is computed by voxel cone tracing
      This mode works fine only on good modern PC

Portals Deform

Increases the precision of tracing in direction of portals.

Portals Inject

Injects portal lighting together with direct lights, allows good indoor sky light even with just one indirect bounce.


Point Lights Bias

Modulates non-shadowed injection from point lights (helps simulate multiple bounces).

Diffuse Amplifier

Adjusts the output brightness of cone traced indirect diffuse component

Specular Amplifier

Adjusts the output brightness of cone traced indirect specular component

Specular From Diffuse

Allows to minimize or completely remove requirement for environment probes by analyzing results of diffuse cone tracing.

  • Pros: Low cost, full screen resolution, no probes needed.
  • Cons: Smooth surfaces like mirrors shows very blurry approximation of reflections.

Number Of Bounces

 Maximum number of indirect bounces (from 0 to 2)
 The first indirect bounce is completely dynamic, The rest of the bounces are cached in SVO and mostly static.

Propagation Booster

Controls fading of the light during in -SVO propagation
Values greater than 1 help propagating light further but may bring more light leaking artifacts.

Update Lighting

When switched from OFF to ON - forces single full update of SVO lighting.

Halfres Kernel Primary

Use fewer rays for secondary bounce for faster update.
Difference is only visible when the number of bounces is higher than 1.

Halfres Kernel Secondary

Use fewer rays for secondary bounce.

This gives a faster update of cached lighting but may reduce the precision of secondary bounce.

The difference is only visible when the number of bounces is higher than 1.

Voxelization Map Border

Skip voxelization of geometry close to the edges of the map.

In case of offline voxelization this will speed up the export process and reduce data size on disk.

Sun RSM Inject

Enables additional RSM sun injection.
Helps getting sun bounces in over-occluded areas where primary injection methods are not able to inject enough sun light.
Works only in LowSpecMode 0.

SS Depth Trace

Use SS depth tracing together with voxel tracing.

Shadows From Sun

Calculate sun shadows using SVO ray tracing.

Normally supposed to be used in combination with normal shadow maps and screen space shadows.

Shadows Softness

Controls softness of ray traced shadows.

Shadows From Heightmap

Include terrain heightmap (whole level) into ray-traced sun shadows.

Troposphere ActiveActivates SVO atmospheric effects (completely replaces default fog computations)
After activation, the scene needs to be re-voxelized.
Troposphere DensityDensity of the atmosphere.
Troposphere BrightnessControls intensity of atmospheric effects.
Analytical GI

Completely replace voxel tracing with analytical shapes tracing.

Light bouncing is supported only in integration mode 0.

Trace Voxels

Include voxels into tracing.

Allows excluding voxel tracing if only proxies are needed.

Translucent Brightness

Adjusts the brightness of semi-translucent surfaces.

Affects mostly vegetation leaves and grass.

Stream Voxels

Enables streaming of voxel data from disk instead of run-time voxelization.

Streaming is only used in the Game Launcher, in the Editor, voxels are always generated in run-time.

If enabled, level export will include voxels pre-computation process which may take up to on hour for big, complex levels.