Setting Environment preset parameters
Description of Parameters in the Environment Editor window [F6]
Last updated
Description of Parameters in the Environment Editor window [F6]
Last updated
The Environment Editor window can be opened by pressing the F6 key
light
blockdirection
Direction from which the Sun shines
ambient
Color of ambient light
Parameter for Phong only
ambient_intensity
Intensity of ambient light
Parameter for Phong only
diffuse
Color of sunlight
diffuse_intensity
Intensity of sunlight
specular_intensity
Intensity of specular highlights
environment_intensity
Intensity of sky lighting
Parameter for PBR only
lights_intensity
Intensity multiplier for local light sources
envmap_amount
Sky lighting brightness in some schemes
night
Day or night for gameplay
night_vision
Night vision range multiplier for soldiers
color_saturation
Color saturation with values [0..2]: 0 - gray; 1 - normal; 2 - oversaturated
fx_additive_intensity
Intensity for additive effects
fx_blend_intensity
Intensity for blend effects
The Sun's position on the sky texture and the light direction must match.
The Sun's position is adjusted in the sky
block using the relative_rotation
parameter.
Used to highlight
active units on the map (own/allied/enemy) to make them clearly visible.
Unit highlighting works by modifying the main light source settings (Sun) and adding additional lighting.
Pros: units are clearly visible on the map Cons: disrupts normal lighting
Highlight units can be toggled in the Options:
Open the Game tab.
Check the Highlight units box.
Highlight units can be toggled in the Options:
Open the Game tab.
Check the Highlight Units
box.
Parameters that do not work for PBR:
ambient_bounced
rim_intensity
rim_glossiness
brightness
Used to calculate ambient
/diffuse
in the new light source for unit highlighting.
Base colors are taken from light/ambient
and light/diffuse
[0..100]
ambient_bounced
Light comes from below and sides.
Base color - light/ambient
[0..100]
rim_intensity
Light intensity perpendicular to the camera direction, highlighting object contours
[0..1]
rim_glossiness
How sharp or blurred the highlight spot edges are
[0..1]
highlight_brightness
New ambient when hovering over a unit.
Base color - light/ambient
[0..100]
Brightness value ranges for the brightness
, ambient_bounced
, highlight_brightness
parameters:
[0..24]
Shift towards black
[25..49]
Midway between base color and black
[50..74]
Does not change the base color
[75..99]
Midway between base color and white
[100]
Shift towards white
The parameter block for configuring the sky.
The position of the Sun on the sky texture and the light direction must match.
enable
Enabled/Disabled
mesh
Sky model
Different models can be used, but it is recommended to use the sky_farspace
model.
In the sky_farspace
model:
- alpha is used for smooth transition into haze;
- parameters from the sky material are output to the sky
block;
- the second set of UVs can be used for clouds.
color
Color for tinting the sky texture
Default is white
global_environment
Main sky texture
relative_rotation
Sky rotation, in radians
textures/clouds_mask
Mask for gradually fading clouds to zero visibility
It is recommended to make the texture in RF16 format to avoid banding. The mask works well, and it is recommended not to change it.
textures/clouds
Texture of clouds floating in the sky
clouds_scale
Scale of the clouds
clouds_pan_y
Speed of cloud movement across the sky along the y-axis
clouds_pan_x
Speed of cloud movement across the sky along the x-axis
clouds_opacity
Cloud density
[0..1]
clouds_opacity2
Cloud density
[0..1]
clouds_color
Tint of the clouds
clouds_color_luminosity
Brightness of the clouds
environment_luminosity
Sky brightness multiplier
tone
Overall tint of the sky and clouds
tone_luminosity
Overall brightness multiplier for the sky and clouds
global_luminosity
Overall brightness multiplier for the sky and clouds
haze_falloff_start
Start of fog application at the lower edge of the sky
haze_falloff_end
End of fog application at the lower edge of the sky
haze_falloff_power
Fog intensity
To prevent the color from degrading into white or gray, its brightness should be in a wide range. For this, HDR textures are used for the sky.
Sky brightness can be adjusted with the global_luminosity parameter or by changing the brightness in the texture itself.
Recommended ranges for HDR sky textures:
bright areas: [1.0..2.0]
dark areas: [0.001..0.01]
Tool for converting HDRI textures to cubemap versions: HDRI to CubeMap.
Creating wind effect in the game.
Wind parameters:
direction
Wind direction. Affects the direction of visual effects (vfx) and the swaying direction of trees
power
Wind strength is measured on the Beaufort scale:
0: No wind (calm)
10: Storm-level wind strength
*Values above 10 are not used in the wind settings.
Creates a fogging effect at the edges of visibility. Used to hide objects beyond the visibility range and at the edges of the map.
Haze parameters:
enabled
Enabled/Disabled
color
Haze color
intensity
Fog brightness. Also used for HDR sky. To avoid fog glowing, this parameter should be reduced
start
Start of the haze in game units
end
Maximum haze density in game units
Includes weather effects such as snow or rain.
Weather parameters:
enable
Toggles weather effects on/off
density
Density of the weather effects
rain
Indicates whether it is raining
fx
Specifies the visual effect to display
sound
Selects the sound effect (sfx) for weather phenomena like rain or snow
Thunder and lightning effects.
Thunder parameters:
enable
Enables/disables thunder and lightning
interval
Range for random selection of thunder and lightning intervals, in seconds
color
Color of the lightning
sound
Sound to be played after a lightning strike
Video Overlay
refers to the process of displaying a video on top of the existing visual content. This means that the video appears superimposed on the current game or application visuals.
It is used for various purposes, such as adding special effects, informational videos, or cinematic sequences without interrupting the main content.
enable
Enables/disables the video overlay
file
Path to the video file to be overlaid
color
Tint color for the video overlay
Lens Flare
refers to visual artifacts that occur when a bright light source, such as the sun, shines directly into a camera lens, causing light to scatter and create various shapes and patterns. In a game engine, lens flare effects are used to simulate this phenomenon, adding realism and visual appeal to scenes where the sun or other bright light sources are present. This effect can enhance the immersive experience by mimicking how cameras and the human eye perceive intense light sources.
enable
Enables/disables the lens flare effect
preset
Name of the configuration file with sprites located in the resource\set\lens_flare
folder
brightness
Brightness of the lens flare effect
fade
Time for the lens flare effect to appear when sunlight is on the screen and disappear when the sun is off the screen
Post-processes in lighting are effects and techniques applied after the main scene rendering to enhance the visual quality of lighting, add realism, and stylize the image.
Automatic brightness adjustment of the image
enabled
Enabled/disabled
target_exposure
Increase/decrease the image brightness before applying the tone mapping curve
exposure_min
Minimum exposure value, below which the image brightness will not decrease. Maintains dark scenes properly dark
exposure_max
Maximum exposure value, above which the image brightness will not increase. Helps prevent overexposure and detail loss in bright scenes. Can be used to create controlled-bright effects.
rate
Brightness adaptation speed
fix_exposure
Ignore image brightness data for exposure calculation
fix_whitepoint
Ignore image brightness data for white point calculation. Does not work with ACES tonemapper
The exposure_min and exposure_max parameters are used to control the brightness range of the scene during automatic exposure adaptation (eye adaptation). These parameters help maintain the visual integrity of the scene under various lighting conditions.
Tone Mapping is the process of converting HDR brightness range to LDR range for proper display on standard screens. HDR images contain a wider range of bright and dark values than standard displays can reproduce. Tone Mapping helps preserve details and contrast in these images when displayed on a screen.
enabled
Enables or disables the use of tonemapper. If disabled, colors in the [0..1] range are directly output to the screen
aces
Enables the standard ACES tonemapper, which emulates film shooting. In ACES mode, all curve parameters are ignored.
Should be enabled in lighting presets for MoWII.
Achieving the desired effect is usually possible by adjusting the target_exposure
parameter in the eye_adaptation block or using LUT.
When the aces option is disabled, the manual tone mapping parameters become available.
Histogram Explanation:
Toe: The lower bend of the curve
Shoulder: The upper bend of the curve
Linear: The straight part connecting the toe and shoulder
The tone mapping curve parameters
white_point
Intensity of the HDR scene corresponding to white in the resulting LDR image
linear_angle
Slope of the linear part of the curve
Contrast in midtones
shoulder_length
Defines the shape of the shoulder
Contrast in highlights
shoulder_strength
Defines the steepness of the shoulder
Contrast in highlights
toe_numerator
and toe_denominator
Define the shape of the toe
Contrast in shadows
toe_strength
Defines the steepness of the toe
Regulates contrast in shadows
The influence of each parameter on the output brightness overlaps.
For example, adjusting the toe
parameter will also affect the midtones, while adjusting the shoulder_strength
will affect the entire curve to varying degrees.
Therefore, a sequential adjustment of a series of parameters is necessary (white_point
-> linear_angle
-> shoulder
-> toe
).
During the adjustment process, there may be situations where intermediate parameter changes result in incorrect image display, making it difficult to evaluate their impact. Therefore, the editor includes a histogram feature that displays the range of incoming brightness and the function of converting HDR to LDR. This helps visualize the impact of parameters on the tone mapping process during intermediate adjustment stages. The histogram components in the editor can be enabled via console commands.
v_hdrHistogramOn [0 | 1]
Disables/Enables the histogram display
Default is 0
v_hdrHistogramLinearRange
Sets the scale of incoming brightness
0 - linear, 1 - logarithmic (default is 0)
v_hdrHistogramFixedLumRange
Maximum incoming brightness
Default is 0, which sets the maximum scale equal to the scene's maximum brightness if adaptation is enabled. Otherwise, the maximum brightness of the scene must be set manually using this command.
v_hdrHistogramScaleBinHeight
Scales the height of the histogram bins
0 - no scaling
Glare around bright areas of the screen
threshold
Brightness threshold above which glare appears
scale
Glare intensity adjustment
The image becomes gray in unlit areas, useful for night maps
enabled
Enable/Disable
threshold
Brightness threshold at which the transition to gray starts
Simulates the work of a camera.
enable
Enable/Disable
focus
Distance from the camera to the center of the focus area
width
Width of the focus area
far
Distance from the far edge of the focus area
near
Distance from the near edge of the focus area
blur
Level of blurriness for areas outside the focus zone
smooth
Smooth transition between sharp and blurry areas
SSAO stands for Screen Space Ambient Occlusion. It emulates shadowing at surface intersections.
enable
Enable/Disable
standard
Standard or extended parameters
Instead of brightness, contrast, saturation, and tone modifiers, image adjustment is implemented via texture.
The reference texture that does not alter colors when used is called lut_default.tga
.
The brightness of local light sources is influenced by the global light_intensity parameter. The brightness parameters are multiplied when calculating the resulting brightness of local light sources.
intensity
Sets the brightness of the center of the light
radius
How far the light reaches
compression
Compression of the attenuation curve towards the center
2..100 (default is 2)
Examples of attenuation curves
X-axis: normalized distance from 0 to 1 to the center
Y-axis: normalized intensity from 0 to 1
compression = 2
compression = 16
compression = 100