Variables¶
Variable |
Definition |
Value |
---|---|---|
Brightness Power |
Adjusts light levels to compensate for variations via power function (e.g 0.5 = square root dependence, 1.0 = no adjustment). |
0.01 to 1.0 |
Altitude |
Higher Altitude, less atmosphere. Will allow more light to pass through. |
1 to 8 |
Max Altitude |
Max altitude that will be used for fade and sky colour calculations, in km. |
2.0 and 100.0 |
Elevations |
Number of elevations / height of table. |
Powers of 2 between 4 and 256. |
Distances |
Number of distances / width of table. |
Powers of 2 between 4 and 128. |
Distance Range |
Maximum distance for fade. |
5.0 and 2000.0. |
Variable |
Definition |
Value |
---|---|---|
Light source |
Which directional light source trueSKY should control |
Directional Light |
Drive Light Direction |
If trueSKY should alter the angle of the Directional Light based on the movement of the Sun and Moon. |
Bool |
Light Units |
Radiometric or Photometric Light Units. Only use Photometric if you Unreal’s Exposure settings. |
Radiometric or Photometric |
Brightness |
A Brightness Multiplier applied to the Sun, Moon and Sky. |
0.1 to 10.0 |
Gamma |
Gamma adjustment value. |
0.0 to 10.0 |
Direct Light |
Amount of direct light on the clouds. |
0.0 to 4.0 |
Indirect Light |
Amount of indirect light on the clouds. |
0.0 to 4.0 |
Ambient Light |
Amount of ambient light on the clouds. |
0.0 to 4.0 |
Extinction |
Amount of light scattered per metre (larger values = darker clouds). |
0.0001 to 100.0 |
Mie Asymmetry |
Anisotropic distribution of direct lighting, or eccentricity. |
0.0 to 1.0 |
trueSKY Light¶
This applies a constant ambient light over the whole scene. Check out Unreal’s SkyLight for information on most of the variables. This will just cover any variables we have added.
Variable |
Definition |
Value |
---|---|---|
Update Frequency |
How often the trueSKYLight will update, in frames. 1 means every frame, two mean every other frame etc. |
1 to 100 |
Blend |
How much to blend new updates with previous values. |
0 to 1 |
Amortization |
How much to Amortize rendering. |
1 to 8 |
All Faces |
Whether to fill all cube maps faces on every update. |
Bool |
All Mips |
Whether to fill all mipmaps on every update. |
Bool |
Diffuse Multiplier |
Multiplier for the diffuse illumination from the skylight. |
0.0 to 20.0 |
Specular Multiplier |
Multiplier for the specular reflections from the skylight. |
0.0 to 20.0 |
Gamma Correction |
Gamma adjustment to apply. |
0.0 to 20.0 |