GroundCover
Covers the ground in a field of objects (IE: Grass, Flowers, etc).
GroundCover General
string
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assetIdString
ðŒE
float
Outer generation radius from the current camera position.
float
This is less than or equal to radius and defines when fading of cover elements begins.
float
Scales the various culling radii when rendering a reflection. Typically for water.
int
The number of cells per axis in the grid.
float
Offset along the Z axis to render the ground cover.
int
This RNG seed is saved and sent to clients for generating the same cover.
int
The maximum amount of cover elements to include in the grid at any one time.
float
The maximum amout of degrees the billboard will tilt down to match the camera.
float
This is the distance at which DTS elements are completely culled out.
bool
Whether DTS elements should cast shadows or not.
RectF
billboardUVs [8]
Subset material UV coordinates for this cover billboard.
filename
shapeFilename [8]
The cover shape filename. [Optional].
string
layer [8]
Terrain material name to limit coverage to, or blank to not limit.
bool
invertLayer [8]
Indicates that the terrain material index given in 'layer' is an exclusion mask.
float
probability [8]
The probability of one cover type verses another (relative to all cover types).
float
sizeMin [8]
The minimum random size for each cover type.
float
sizeMax [8]
The maximum random size of this cover type.
float
sizeExponent [8]
An exponent used to bias between the minimum and maximum random sizes.
float
windScale [8]
The wind effect scale.
float
minSlope [8]
The minimum slope angle in degrees for placement.
float
maxSlope [8]
The maximum slope angle in degrees for placement.
bool
conformToNormal [8]
Use the terrain's slope for angle.
float
minRotX [8]
minumum amount of rotation along the X axis to add
float
maxRotX [8]
maximum amount of rotation along the X axis to add
float
minRotY [8]
minumum amount of rotation along the Y axis to add
float
maxRotY [8]
maximum amount of rotation along the Y axis to add
float
minElevation [8]
The minimum world space elevation for placement.
float
maxElevation [8]
The maximum world space elevation for placement.
int
minClumpCount [8]
The minimum amount of elements in a clump.
int
maxClumpCount [8]
The maximum amount of elements in a clump.
float
clumpExponent [8]
An exponent used to bias between the minimum and maximum clump counts for a particular clump.
float
clumpRadius [8]
The maximum clump radius.
GroundCover Wind
Point2F
The direction of the wind.
float
The length in meters between peaks in the wind gust.
float
Controls how often the wind gust peaks per second.
float
The maximum distance in meters that the peak wind gust will displace an element.
float
Controls the overall rapidity of the wind turbulence.
float
The maximum distance in meters that the turbulence can displace a ground cover element.
GroundCover Debug
bool
Debug parameter for locking the culling frustum which will freeze the cover generation.
bool
Debug parameter for displaying the grid cells.
bool
Debug parameter for turning off billboard rendering.
bool
Debug parameter for turning off shape rendering.
Public Static Attributes
bool
Disables rendering of all instances of this type.
bool
Disables selection of all instances of this type.
int
Stat for number of rendered billboard batches.
int
Stat for number of rendered billboards.
int
Stat for number of rendered cells.
int
Stat for number of rendered shapes.
Detailed Description
Covers the ground in a field of objects (IE: Grass, Flowers, etc).
GroundCover General
string MaterialFile
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assetIdString MaterialAsset
ðŒE
float radius
Outer generation radius from the current camera position.
float dissolveRadius
This is less than or equal to radius and defines when fading of cover elements begins.
float reflectScale
Scales the various culling radii when rendering a reflection. Typically for water.
int gridSize
The number of cells per axis in the grid.
float zOffset
Offset along the Z axis to render the ground cover.
int seed
This RNG seed is saved and sent to clients for generating the same cover.
int maxElements
The maximum amount of cover elements to include in the grid at any one time.
float maxBillboardTiltAngle
The maximum amout of degrees the billboard will tilt down to match the camera.
float shapeCullRadius
This is the distance at which DTS elements are completely culled out.
bool shapesCastShadows
Whether DTS elements should cast shadows or not.
RectF billboardUVs [8]
Subset material UV coordinates for this cover billboard.
filename shapeFilename [8]
The cover shape filename. [Optional].
string layer [8]
Terrain material name to limit coverage to, or blank to not limit.
bool invertLayer [8]
Indicates that the terrain material index given in 'layer' is an exclusion mask.
float probability [8]
The probability of one cover type verses another (relative to all cover types).
float sizeMin [8]
The minimum random size for each cover type.
float sizeMax [8]
The maximum random size of this cover type.
float sizeExponent [8]
An exponent used to bias between the minimum and maximum random sizes.
float windScale [8]
The wind effect scale.
float minSlope [8]
The minimum slope angle in degrees for placement.
float maxSlope [8]
The maximum slope angle in degrees for placement.
bool conformToNormal [8]
Use the terrain's slope for angle.
float minRotX [8]
minumum amount of rotation along the X axis to add
float maxRotX [8]
maximum amount of rotation along the X axis to add
float minRotY [8]
minumum amount of rotation along the Y axis to add
float maxRotY [8]
maximum amount of rotation along the Y axis to add
float minElevation [8]
The minimum world space elevation for placement.
float maxElevation [8]
The maximum world space elevation for placement.
int minClumpCount [8]
The minimum amount of elements in a clump.
int maxClumpCount [8]
The maximum amount of elements in a clump.
float clumpExponent [8]
An exponent used to bias between the minimum and maximum clump counts for a particular clump.
float clumpRadius [8]
The maximum clump radius.
GroundCover Wind
Point2F windDirection
The direction of the wind.
float windGustLength
The length in meters between peaks in the wind gust.
float windGustFrequency
Controls how often the wind gust peaks per second.
float windGustStrength
The maximum distance in meters that the peak wind gust will displace an element.
float windTurbulenceFrequency
Controls the overall rapidity of the wind turbulence.
float windTurbulenceStrength
The maximum distance in meters that the turbulence can displace a ground cover element.
GroundCover Debug
bool lockFrustum
Debug parameter for locking the culling frustum which will freeze the cover generation.
bool renderCells
Debug parameter for displaying the grid cells.
bool noBillboards
Debug parameter for turning off billboard rendering.
bool noShapes
Debug parameter for turning off shape rendering.
Public Static Attributes
bool isRenderable
Disables rendering of all instances of this type.
bool isSelectable
Disables selection of all instances of this type.
int renderedBatches
Stat for number of rendered billboard batches.
int renderedBillboards
Stat for number of rendered billboards.
int renderedCells
Stat for number of rendered cells.
int renderedShapes
Stat for number of rendered shapes.