ScatterSky
Represents both the sun and sky for scenes with a dynamic time of day.
ScatterSky
Only azimuth and elevation are networked fields. To trigger a full update of all other fields use the applyChanges ConsoleMethod.
float
Global brightness and intensity applied to the sky and objects in the level.
float
Affects the size of the sun's disk.
float
Controls how much the alpha component of colorize brigthens the sky. Setting to 0 returns default behavior.
LinearColorF
Tints the sky the color specified, the alpha controls the brigthness. The brightness is multipled by the value of colorizeAmt.
float
Controls how blue the atmosphere is during the day.
LinearColorF
Modulates the directional color of sunlight.
LinearColorF
Modulates the ambient color of sunlight.
LinearColorF
Modulates the fog color. Note that this overrides the LevelInfo.fogColor property, so you should not use LevelInfo.fogColor if the level contains a ScatterSky object.
float
Controls the contrast of the sky and sun during daytime.
float
Offsets the scatterSky to avoid canvas rendering. Use 5000 or greater for the initial adjustment.
Orbit
float
The horizontal angle of the sun measured clockwise from the positive Y world axis. This field is networked.
float
The elevation angle of the sun above or below the horizon. This field is networked.
float
The horizontal angle of the moon measured clockwise from the positive Y world axis. This is not animated by time or networked.
float
The elevation angle of the moon above or below the horizon. This is not animated by time or networked.
Lighting
bool
Enables/disables shadows cast by objects due to ScatterSky light.
int
static shadow refresh rate (milliseconds)
int
dynamic shadow refresh rate (milliseconds)
float
The brightness of the ScatterSky's light object.
Misc
Datablock for the flare produced by the ScatterSky.
float
Changes the size and intensity of the flare.
Night
LinearColorF
The ambient color during night. Also used for the sky color if useNightCubemap is false.
LinearColorF
The fog color during night.
bool
Enable or disable rendering of the moon sprite during night.
float
Controls size the moon sprite renders, specified as a fractional amount of the screen height.
LinearColorF
Color of light cast by the directional light during night.
bool
Transition to the nightCubemap during night. If false we use nightColor.
string
Cubemap visible during night.
Advanced Lighting
Point3F
The proportions of constant, linear, and quadratic attenuation to use for the falloff for point and spot lights.
The type of shadow to use on this light.
filename
A custom pattern texture which is projected from the light.
int
The texture size of the shadow map.
Point4F
The ESM shadow darkening factor.
float
The distance from the camera to extend the PSSM shadow.
float
int
The logrithmic PSSM split distance factor.
float
The logrithmic PSSM split distance factor.
float
Start fading shadows out at this distance. 0 = auto calculate this distance.
bool
This toggles only terrain being rendered to the last split of a PSSM shadow map.
Advanced Lighting Lightmap
bool
This light is represented in lightmaps (static light, default: false)
LinearColorF
The color that should be used to multiply-blend dynamic shadows onto lightmapped geometry (ignored if 'representedInLightmap' is false)
bool
This light should render lightmapped geometry during its shadow-map update (ignored if 'representedInLightmap' is false)
Public Static Attributes
bool
Disables rendering of all instances of this type.
bool
Disables selection of all instances of this type.
Public Functions
void
Apply a full network update of all fields to all clients.
Detailed Description
Represents both the sun and sky for scenes with a dynamic time of day.
ScatterSky renders as a dome shaped mesh which is camera relative and always overhead. It is intended to be part of the background of your scene and renders before all other objects types.
ScatterSky is designed for outdoor scenes which need to transition fluidly between radically different times of day. It will respond to time changes originating from a TimeOfDay object or the elevation field can be directly adjusted.
During day, ScatterSky uses atmosphereic sunlight scattering aproximations to generate a sky gradient and sun corona. It also calculates the fog color, ambient color, and sun color, which are used for scene lighting. This is user controlled by fields within the ScatterSky group.
During night, ScatterSky supports can transition to a night sky cubemap and moon sprite. The user can control this and night time colors used for scene lighting with fields within the Night group.
A scene with a ScatterSky should not have any other sky or sun objects as it already fulfills both roles.
ScatterSky is intended to be used with CloudLayer and TimeOfDay as part of a scene with dynamic lighting. Having a ScatterSky without a changing time of day would unnecessarily give up artistic control compared and fillrate compared to a SkyBox + Sun setup.
ScatterSky
Only azimuth and elevation are networked fields. To trigger a full update of all other fields use the applyChanges ConsoleMethod.
float skyBrightness
Global brightness and intensity applied to the sky and objects in the level.
float sunSize
Affects the size of the sun's disk.
float colorizeAmount
Controls how much the alpha component of colorize brigthens the sky. Setting to 0 returns default behavior.
LinearColorF colorize
Tints the sky the color specified, the alpha controls the brigthness. The brightness is multipled by the value of colorizeAmt.
float rayleighScattering
Controls how blue the atmosphere is during the day.
LinearColorF sunScale
Modulates the directional color of sunlight.
LinearColorF ambientScale
Modulates the ambient color of sunlight.
LinearColorF fogScale
Modulates the fog color. Note that this overrides the LevelInfo.fogColor property, so you should not use LevelInfo.fogColor if the level contains a ScatterSky object.
float exposure
Controls the contrast of the sky and sun during daytime.
float zOffset
Offsets the scatterSky to avoid canvas rendering. Use 5000 or greater for the initial adjustment.
Orbit
float azimuth
The horizontal angle of the sun measured clockwise from the positive Y world axis. This field is networked.
float elevation
The elevation angle of the sun above or below the horizon. This field is networked.
float moonAzimuth
The horizontal angle of the moon measured clockwise from the positive Y world axis. This is not animated by time or networked.
float moonElevation
The elevation angle of the moon above or below the horizon. This is not animated by time or networked.
Lighting
bool castShadows
Enables/disables shadows cast by objects due to ScatterSky light.
int staticRefreshFreq
static shadow refresh rate (milliseconds)
int dynamicRefreshFreq
dynamic shadow refresh rate (milliseconds)
float brightness
The brightness of the ScatterSky's light object.
Misc
LightFlareData flareType
Datablock for the flare produced by the ScatterSky.
float flareScale
Changes the size and intensity of the flare.
Night
LinearColorF nightColor
The ambient color during night. Also used for the sky color if useNightCubemap is false.
LinearColorF nightFogColor
The fog color during night.
bool moonEnabled
Enable or disable rendering of the moon sprite during night.
string moonMat
Material for the moon sprite.
float moonScale
Controls size the moon sprite renders, specified as a fractional amount of the screen height.
LinearColorF moonLightColor
Color of light cast by the directional light during night.
bool useNightCubemap
Transition to the nightCubemap during night. If false we use nightColor.
string nightCubemap
Cubemap visible during night.
Advanced Lighting
Point3F attenuationRatio
The proportions of constant, linear, and quadratic attenuation to use for the falloff for point and spot lights.
ShadowType shadowType
The type of shadow to use on this light.
filename cookie
A custom pattern texture which is projected from the light.
int texSize
The texture size of the shadow map.
Point4F overDarkFactor
The ESM shadow darkening factor.
float shadowDistance
The distance from the camera to extend the PSSM shadow.
float shadowSoftness
int numSplits
The logrithmic PSSM split distance factor.
float logWeight
The logrithmic PSSM split distance factor.
float fadeStartDistance
Start fading shadows out at this distance. 0 = auto calculate this distance.
bool lastSplitTerrainOnly
This toggles only terrain being rendered to the last split of a PSSM shadow map.
Advanced Lighting Lightmap
bool representedInLightmap
This light is represented in lightmaps (static light, default: false)
LinearColorF shadowDarkenColor
The color that should be used to multiply-blend dynamic shadows onto lightmapped geometry (ignored if 'representedInLightmap' is false)
bool includeLightmappedGeometryInShadow
This light should render lightmapped geometry during its shadow-map update (ignored if 'representedInLightmap' is false)