Cloud Rendering Options¶
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struct CloudRenderingOptions
These values control the rendering of clouds.
The table below includes the variables which can have the greatest effect in regards to visual fidelity, which will usually cause an increase in performance.
Performance Impact of Cloud Rendering Variables
MaximumCubemapResolution
Very High
HighDetailMultiplier
Very High
HighDetailRangeKm
Very High
WindowScaleKm
Very High
RaytraceMode
Very High
MaxCloudDistanceKm
Very High
lightingMode
High
RenderGridX + Y
High
DefaultAmortization
High
EdgeNoiseTextureSize
High
WindowGrid
High
Public Functions
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CloudRenderingOptions()
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base::Variant GetValue(unsigned long long Enum) const
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bool SetValue(unsigned long long Enum, base::Variant f)
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void SaveToFile(const std::string &fn)
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void LoadFromFile(const std::string &fn)
Public Members
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float HighDetailProportion
deprecated
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float MediumDetailProportion
deprecated
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int MaximumCubemapResolution
Resolution to draw full-detail cloud buffer. Value should be a power of 2, typically 1/4 of screen width.
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float CloudShadowStrength = 1
Strength of cloud shadow from 0-1.
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float CloudShadowRangeKm_deprecated
deprecated
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float CrepuscularRayStrength
Strength of crepuscular rays(godrays)
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uint3 GodraysGrid
Grid size for the crepuscular(godrays) grid.
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int MaxPrecipitationParticles
Maximum number of particles to render for precipitation.
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float PrecipitationRadiusMetres
Radius over which to draw precipitation particles.
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float RainFallSpeedMS
Speed of raindrops in m/s.
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float RainDropSizeMm
Size of raindrops in mm.
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float SnowFallSpeedMS
Speed of snowflakes in m/s.
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float SnowFlakeSizeMm
Size of snowflakes in mm.
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float PrecipitationWindEffect
Strength of wind effect on rain/snow.
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float PrecipitationWaver
Strength of waver/sway of precipitation. Less noticeable for rain.
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float PrecipitationWaverTimescaleS
Timescale in seconds of waver of precipitation.
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float PrecipitationThresholdKm
Thickness of cloud required in to produce precipitation in Km.
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bool AutomaticRainbowPosition
Whether the rainbow follows the antisolar/antilunar point, or is manually set.
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float RainbowElevation
If the automatic positioning is disabled, this sets the elevation of the rainbow.
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float RainbowAzimuth
If the automatic positioning is disabled, this sets the azimuth of the rainbow.
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float RainbowIntensity
Controls the overall brightness of the rainbow.
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float RainbowDepthPoint
The point at which the rainbow intersects the terrain.
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bool AllowOccludedRainbow
Whether trueSKY should generate rainbows regardless of light occlusion.
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bool AllowLunarRainbow
Whether trueSKY should generate rainbows using the moon’s light.
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float EdgeNoisePersistence
Persistence of edge noise texture.
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int EdgeNoiseFrequency
Frequency of edge noise texture.
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int EdgeNoiseTextureSize
Size of edge noise texture.
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float EdgeNoiseWavelengthKm
Wavelength of edge noise effect.
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int WorleyTextureSize
Size of the 3D cell-noise texture used to generate clouds. Larger values use more GPU memory.
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float CellNoiseWavelengthKm
Wavelength of cell noise effect.
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float MaxFractalAmplitudeKm
Strength of edge noise effect.
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float MaxCloudDistanceKm
Maximum distance to render clouds. Maximum value should be half of WindowScaleKm.
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float RenderGridXKm
Minimum grid width for raytracing. Only in STANDARD_RENDERING RenderingMode.
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float RenderGridZKm
Minimum grid height for raytracing. Only in STANDARD_RENDERING RenderingMode.
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RenderingMode RaytraceMode
Method that the renderer will use to raytrace these clouds. Default option is VARIABLE_STEP_GRID.
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LightingMode lightingMode
Method that the renderer will use for clouds lighting. Default is STANDARD_LIGHTING
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int DefaultNumSlices
Deprecated from 4.3 onwards. The number of raytracing steps to take when rendering clouds, larger values are slower to render.
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int DefaultAmortization
If the cost of rendering is spread over frames. For 1, all pixels are drawn every frame, for amortization 2, it’s 2x2, etc.
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vec3 WindSpeedMS
Global wind speed in metres per second. Affects the movement and churn of the clouds.
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bool RealTimeWind
Determines if Wind should use game time or real time for calculations.
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float CloudThresholdDistanceKm
A heuristic distance to discard near depths from depth interpolation, improving accuracy of upscaling.
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float CloudDepthTemporalAlpha
The alpha for temporal blending of the solid depth buffer into the buffer used for cloud rendering. If 1.0, update is instant.
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float DirectLight
The amount of direct light to be used for rendering.
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float IndirectLight
The amount of indirect or secondary light to be used for rendering.
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float AmbientLight
The amount of ambient light to be used for rendering.
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float Extinction
The amount of light scattered per metre - larger values produce darker clouds, default 0.05.
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float MieAsymmetry
Mie scattering eccentricity.
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float MinimumStarPixelSize
Smallest pixel width to use drawing stars.
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float StarBrightness
Brightness multiplier for stars.
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float CosmicBackgroundBrightness
Brightness multiplier for cosmic background.
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int MaximumStarMagnitude
Largest magnitude of star to draw. Larger magnitudes are dimmer.
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float VirgaNearThresholdKm
Minimum distance from the camera to draw virga (rain streaks)
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vec3 CloudTint
Colour tint for all clouds. Only in VARIABLE_STEP_GRID.
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vec2 WindowScaleKm
Scale of the cloud window in Km.
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int2 WindowGrid
Size of the cloud window grid (number of steps)
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int2 PrecipitationGridDivisor
Divisor for the precipitation grid.
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uint HighDetailMultiplier
Multiplier for grid density. Only in VARIABLE_STEP_GRID.
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float HighDetailRangeKm
Range at which to apply increased grid steps. Only in VARIABLE_STEP_GRID.
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vec4 cloudShadowConstant = {-9.0, -9.0, -9.0, -9.0}
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vec4 cloudShadowMultiplier = {10.0, 10.0, 10.0, 10.0}
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VolumeUpdateMode volumeUpdateMode
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bool IntegerPseudorandomNoise = false
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float NearCloudExtinctionPerKm = 4.0f
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uint64_t checksum = 0
Public Static Functions
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static unsigned long long GetEnum(const char *txt_utf8)
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CloudRenderingOptions()
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enum simul::clouds::RenderingMode¶
Values:
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enumerator STANDARD_RENDERING¶
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enumerator SIMPLIFIED_RENDERING¶
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enumerator VARIABLE_STEP_GRID¶
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enumerator SIMPLIFIED_CONSISTENT_RENDERING¶
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enumerator STANDARD_RENDERING¶