Mentés
Megnyitás
Jegyzetek
Mérések
Mozi
Teljes kép
Ablakos
Hibajeletés
Információ
Kilépés
Névtelen jelenet
Tartalmak
Jegyzetek megnyitása (HOME gombbal kapcsolható)
Minden háttérben futó szkript szál leállítása.
Grafika
Cube Shadowmap res:
Choose a shadow quality preset for cube shadow maps (pointlights, area lights)...
This specifies the maximum shadow resolution for these light types, but that can dynamically change unless they are set to a fixed resolution individually.
Off
128
256
512
1024
2048
EyeAdaption:
Enable eye adaption for the overall screen luminance
Shadow type:
Choose between shadowmaps and ray traced shadows.
Note that ray traced shadows need hardware raytracing support, otherwise they are not available
Display Output:
Choose between different display output formats.
If the display doesn't support the selected format, it will switch back to a reasonable default.
HDR formats will be only selectable when the current display supports HDR output
VXGI Reflections:
Toggle specular reflections computation for VXGI.
Choose Surfel GI debug visualization.
No Debug
Normal
Color
Point
Random
Heatmap
Inconsist.
Key:
Set the key value for eye adaption.
Sample count:
The path tracing will perform this many samples per pixel.
Strength:
The lens distortion amount.
VXGI Distance:
Adjust max raymarching distance for VXGI.
Probe count in X dimension.
Rate:
Set the eye adaption rate (speed of adjustment)
Sample Count:
Set AO ray count. Only for SSAO
Cartoon Outline:
Toggle the cartoon outline effect. Only those materials will be outlined that have Cartoon Outline enabled.
Cutoff:
Set maximum roughness which can be used to apply screen space or raytraced reflections.
Transparent Shadows:
Enables color tinted shadows and refraction caustics effects for transparent objects and water.
DDGI RayCount:
Adjust the ray count per DDGI probe.
2.5D Light Culling:
Enable a more aggressive light culling approach which can result in slower culling but faster rendering (Tiled renderer only)
2D Shadowmap res:
Choose a shadow quality preset for 2D shadow maps (spotlights, directional lights)...
This specifies the maximum shadow resolution for these light types, but that can dynamically change unless they are set to a fixed resolution individually.
Off
128
256
512
1024
2048
4096
DDGI Smoothen:
Adjust the amount of smooth backface test.
RT Reflections:
Enable Ray Traced Reflections. Only if GPU supports raytracing.
AO:
Choose Ambient Occlusion type. RTAO is only available if hardware supports ray tracing
Disabled
SSAO
HBAO
MSAO
RTAO
Power:
Set SSAO Power. Higher values produce darker, more pronounced effect
Visibility Compute Shading:
Visibility Compute Shading (experimental)
This will shade the scene in compute shaders instead of pixel shaders
This has a higher initial performance cost, but it will be faster in high polygon scenes.
It is not compatible with MSAA and tessellation.
Render Path:
Choose a render path...
Path tracing will use fallback raytracing with non-raytracing GPU, which will be slow.
Changing render path will reset some graphics settings!
Raytrace Bounces:
How many light bounces to compute when doing these ray tracing effects:
- Path tracing
- Lightmap baking
DEBUG:
Disable blending of frame history. Camera Subpixel jitter will be visible.
Threshold:
Outline edge detection threshold. Increase if not enough otlines are detected, decrease if too many outlines are detected.
FSR 2.1 Preset:
Set resolution scaling quality mode for FSR 2.1:
Quality: 1.5x
Balanced: 1.7x
Performance: 2.0x
Ultra performance: 3.0x
Quality
Balanced
Performance
Ultra performance
DepthOfField:
Enable Depth of field effect. Requires additional camera setup: focal length and aperture size.
Dithering:
Toggle the full screen dithering effect. This helps to reduce color banding.
VXGI Ray Step:
Adjust the precision of ray marching for [reflection] cone tracing step. Lower values = more precision but slower performance.
GI Boost:
Adjust the strength of GI.
Note that values other than 1.0 will cause mismatch with path tracing reference!
DEBUG:
Toggle visualization of the screen space light culling heatmap grid (Tiled renderer only)
Thickness:
Set outline thickness.
Tessellation:
Enable tessellation feature. You also need to specify a tessellation factor for individual objects.
VSync:
Toggle vertical sync
Surfel GI:
Surfel GI is a raytraced diffuse GI using raytracing and surface cache.
FSR 1.0:
FidelityFX FSR Upscaling version 1.0. Use this alongside Temporal AA or MSAA when the resolution scaling is lowered.
FSR 2.1:
FidelityFX FSR Upscaling, version 2.1. You can use this as a replacement for Temporal AA while also upscaling from lowered rendering resolution.
Toggle VXGI visualization.
No debug
Clipmaps
Clipmap 0
Clipmap 1
Clipmap 2
Clipmap 3
Clipmap 4
Clipmap 5
SSR:
Enable Screen Space Reflections. This can not reflect anything that is outside of the screen.
VXGI Voxel Size:
Adjust the voxel size for VXGI calculations.
LensFlare:
Toggle visibility of light source flares. Additional setup needed per light for a lensflare to be visible.
Speed:
Adjust the global speed (time multiplier)
VXGI:
Toggle Voxel Global Illumination.
Samples:
Sample count of contact shadows. Higher values are better quality but slower.
Sharpen Filter:
Toggle sharpening post process of the final image.
RT Diffuse:
Enable Ray Traced Diffuse. Only if GPU supports raytracing.
This effect computes single bounce diffuse with ray tracing per pixel.
If DDGI is enabled, it will make it multi bounce.
Range:
Range of contact shadows
Resolution Scale:
Adjust the internal rendering resolution.
DDGI Blend Speed:
Adjust the contribution of newly traced rays. Higher values will make the DDGI update faster, but can result in increased flickering.
Color Grading:
Enable color grading of the final render. An additional lookup texture must be set in the Weather!
VRS Classification:
Enable classification of variable rate shading on the screen. Less important parts will be shaded with lesser resolution.
Requires Tier2 support for variable shading rate
Temporal AA:
Toggle Temporal Anti Aliasing. It is a supersampling techique which is performed across multiple frames.
MSAA:
Multisampling Anti Aliasing quality.
FXAA:
Fast Approximate Anti Aliasing. A fast antialiasing method, but can be a bit too blurry.
LightShafts:
Enable light shaft for directional light sources.
Chromatic Aberration:
Toggle the full screen chromatic aberration effect. This simulates lens distortion at screen edges.
Probe count in Y dimension.
Bloom:
Enable bloom. The effect adds color bleeding to the brightest parts of the scene.
VXGI Full Resolution:
Toggle resolve mode for VXGI opaque. Full resolution will use the full rendering resolution, otherwise it will be upsampled from lower resolution.
Texture Quality:
Choose a texture sampling method for material textures.
Nearest
Bilinear
Trilinear
Anisotropic
Screen Shadows:
Enable screen space contact shadows. This can add small shadows details to shadow maps in screen space.
Probe count in Z dimension.
Tonemap Exposure:
Set the tonemap exposure value
Sharpness:
The sharpening amount to apply for FSR 2.1 upscaling.
Occlusion Culling:
Toggle occlusion culling. This can boost framerate if many objects are occluded in the scene.
MipLOD Bias:
Bias the rendered mip map level of the material textures.
MotionBlur:
Enable motion blur for camera movement and animated meshes.
DDGI:
Toggle Dynamic Diffuse Global Illumination (DDGI).
Note that DDGI probes that were loaded with the scene will still be active if this is turned off, but they won't be updated.
Általános
AABB visualizer:
Visualize the scene bounding boxes
Lokalizációs Minta Készítése
Készíts egy lokalizációs fájlt amivel más nyelvre lehet fordítani a programot, a jelenleg kiválasztott nyelv alapján.
Név vizualizáció:
Visualize the entity names in the scene
Csont átlátszóság:
You can control the transparency of the bone selector tool
Környezeti szonda vizualizáció:
Toggle visualization of environment probes as reflective spheres
Téma:
Choose a color theme...
Sötét
Világos
Kellemes
Hacklés
Nord
Infó:
Toggle advanced data in the info display text in top left corner.
Erőtér vizualizáció:
Visualize force fields
Nyelv:
Nyelv választás.
Új nyelv hozzáadásához készíts egy XML fájlt a languages mappába.
Alább van egy gomb amivel nyelvi mintát készíthetsz.
Freeze culling camera:
Freeze culling camera update. Scene culling will not be updated with the view
Vonal rajzolás:
Visualize the scene as a wireframe
FPS:
Toggle the FPS display text in top left corner.
Disable albedo maps:
Disables albedo maps on objects for easier lighting debugging
Mentési mód:
Choose whether to embed resources (textures, sounds...) in the scene file when saving, or keep them as separate files.
The Dump to header () option will use embedding and create a C++ header file with byte data of the scene to be used with wi::Archive serialization.
Embed resources
No embedding
Dump to header
Force diffuse lighting:
Sets every surface fully diffuse, with zero specularity
Grid helper:
Toggle showing of unit visualizer grid in the world origin
Ütköző vizualizáció:
Toggle visualization of colliders in the scene
Mozgató átlátszóság:
You can control the transparency of the object placement tool
Verzió:
Toggle the engine version display text in top left corner.
Fizika vizualizáció:
Visualize the physics world
Csont vizualizáció:
Visualize bones of armatures
Emitter vizualizáció:
Visualize emitters
Fizika:
Toggle Physics Simulation On/Off
Kamera vizualizáció:
Toggle visualization of camera proxies in the scene
RT BVH vizualizáció:
Visualize scene BVH if raytracing is enabled (only for software raytracing currently)
Toggle case-sensitive name filtering
Új:
Create new entity
Transzformáció
Anyag
Pontfény
Spotfény
Irányfény
Környezeti szonda
Erőtér
Matrica
Hang
Videó
Időjárás
Részecske
Haj Részecske
Kamera
Kocka
Sík
Gömb
Animáció
Szkript
Ütköző
Terep
Kép
Szöveg
Voxel Rács
Festő Ecset
Smoothness:
Set the brush smoothness. 0 = hard, increase for more smoothness
Spacing:
Brush spacing means how much brush movement (in pixels) starts a new stroke. 0 = new stroke every frame, 100 = every 100 pixel movement since last stroke will start a new stroke.
Backfaces:
Set whether to paint on backfaces of geometry or not
Save Texture
Save edited texture.
Power:
Set the brush power amount. 0 = minimum affection, 1 = maximum affection
Brush Shape:
Choose shape for brush masking effect
Brush Radius:
Set the brush radius in pixel units
Stabilizer:
The stabilizer generates a small delay between user input and painting, which will be used to compute a smoother paint stroke..
Color
Enter value for BLUE channel (0-255)
Enter value for SATURATION channel (0-100)
Enter value for RED channel (0-255)
Enter value for GREEN channel (0-255)
Value for ALPHA - TRANSPARENCY channel (0-255)
Enter value for LUMINANCE channel (0-100)
Enter value for HUE channel (0-360)
Axis Lock:
You can lock modification to an axis here.
Pressure:
Set whether to use pressure sensitivity (for example pen tablet)
Mode:
Choose paint tool mode
Disabled
Texture
Vertexcolor
Sculpting - Add
Sculpting - Subtract
Softbody - Pinning
Softbody - Physics
Hairparticle - Add Triangle
Hairparticle - Remove Triangle
Hairparticle - Length (Alpha)
Wind weight (Alpha)
Wireframe:
Set whether to draw wireframe on top of geometry or not
Rotation:
Brush rotation randomness. This will affect the splat mode brush texture.
Open an image to use as reveal mode texture.
Reveal mode means that the texture will use the UV of the mesh. It will be multiplied by brush tex.
Texture Slot:
Choose texture slot of the selected material to paint (texture paint mode only)
BaseColor (RGBA)
Normal (RGB)
SurfaceMap (RGBA)
DisplacementMap (R)
EmissiveMap (RGBA)
OcclusionMap (R)
TransmissionMap (R)
SheenColorMap (R)
SheenRoughMap (R)
ClearcoatMap (R)
ClearcoatRoughMap (R)
ClearcoatNormMap (R)
Open an image to use as brush texture (splatting mode).
Splat mode means that the texture will be relative to the brush position
Entitások szűrése típus alapján
*
Entitások szűrése név alapján
Kamera
Far Plane:
Controls the camera's far clip plane, geometry farther than this will be clipped.
Aperture Shape Y:
Controls the depth of field effect's bokeh shape
Aperture Size:
Controls the depth of field effect's strength
Aperture Shape X:
Controls the depth of field effect's bokeh shape
Focal Length:
Controls the depth of field effect's focus distance
Place Proxy
Copy the current camera and place a proxy of it in the world.
FOV:
Controls the camera's top-down field of view (in degrees)
Near Plane:
Controls the camera's near clip plane, geometry closer than this will be clipped.
Mozi mód bekapcsolása (minden HUD kikapcsolva). Nyomd meg az ESC gombot a kilépéshez.
Információk megjelenítése...
Mozgatás (Ctrl + T)
Hotkey: 1
A jelenet mentése egy új fájlba (Ctrl + Shift + S)
Alapból a jelenet .wiscene formátumba lesz mentve, de megadhatsz .gltf vagy .glb formátumot GLTF exportáláshoz.
A Ctrl + S kombinációt is használhatod gyorsmentéshez, tallózás nélkül.
Komponensek
Időjárás
Control the inward amount for large clouds (type 1.0). Specify amount top (X), top offset (Y), amount bot (Z), bot offset (W)
Load Color Grading LUT
Load a color grading lookup texture. It must be a 256x16 RGBA image!
You should use a lossless format for this such as PNG
WeatherPreset - Default
Apply this weather preset to the world.
Type amount 1:
Adjust the type amount from the weather map
Control the inward amount for small clouds (type 0.0). Specify amount top (X), top offset (Y), amount bot (Z), bot offset (W)
Tolerance:
Big waves can introduce glitches on screen borders, this can fix that but surface detail will decrease.
Sky Receive Shadow:
Realistic sky to recieve shadow from objects with shadow maps.
Control with a gradient where medium clouds should appear, based on type 0.5
Load Volumetric Clouds Weather Map 1
Load a weather map for volumetric clouds. Red channel is coverage, green is type and blue is water density (rain).
Control the inward amount for large clouds (type 1.0). Specify amount top (X), top offset (Y), amount bot (Z), bot offset (W)
Wind speed 1:
Wind speed of the noise
Type minimum 1:
Adjust the minimum type from the weather map
Control the inward amount for large clouds (type 1.0). Specify amount top (X), top offset (Y), amount bot (Z), bot offset (W)
Realistic sky:
Physically based sky rendering model.
Note that realistic sky requires a sun (directional light) to be visible.
WeatherPreset - Night
Apply this weather preset to the world.
Sky Texture Rotation:
Rotate the sky texture horizontally. (If using a sky texture)
Control the inward amount for small clouds (type 0.0). Specify amount top (X), top offset (Y), amount bot (Z), bot offset (W)
Cast Shadow:
Compute shadows for volumetric clouds that will be used for geometry and lighting.
Control with a gradient where medium clouds should appear, based on type 0.5
Control the inward amount for large clouds (type 1.0). Specify amount top (X), top offset (Y), amount bot (Z), bot offset (W)
WeatherPreset - Sunset
Apply this weather preset to the world.
Curl height 1:
Higher values pulls the curl more towards bottom
Coverage minimum 1:
Adjust the minimum amount from the weather map
Control the inward amount for small clouds (type 0.0). Specify amount top (X), top offset (Y), amount bot (Z), bot offset (W)
WeatherPreset - Cloudy
Apply this weather preset to the world.
Aerial Perspective:
Additional calculations for realistic sky to enable atmospheric effects for objects and other drawn effects.
Weather scale 1:
Scales the weather map that controls coverage, type and rain
Wave amplitude:
Adjust wave size
Control with a gradient where medium clouds should appear, based on type 0.5
Control the inward amount for medium clouds (type 0.5). Specify amount top (X), top offset (Y), amount bot (Z), bot offset (W)
Cloud start height:
This tells how many meters above the surface the cloud system should appear
Volumetric Clouds:
Enable volumetric cloud rendering, which is separate from the simple cloud parameters.
Wind dependency:
Adjust wind contribution
Override fog color:
If enabled, the fog color will be always taken from Horizon Color, even if the sky is realistic
Stars:
Amount of stars in the night sky (0 to disable).
It will only work with the realistic sky enabled.
They will be more visible at night time.
Skew noise 1:
Adjust the skew on noise alone
Coverage wind angle 1:
Wind angle in radians
Cloud Receive Shadow:
Clouds to recieve shadow from objects with shadow maps.
Control with a gradient where medium clouds should appear, based on type 0.5
Control the inward amount for medium clouds (type 0.5). Specify amount top (X), top offset (Y), amount bot (Z), bot offset (W)
Surface Detail:
Adjust surface tessellation resolution. High values can decrease performance.
Reset Ocean
Reset ocean to default values.
Color picker mode:
Choose the destination data of the color picker.
Ambient color
Horizon color
Zenith color
Ocean color
Cloud color 1
Cloud color 2
Cloud extinction 1
Cloud extinction 2
Control with a gradient where large clouds should appear, based on type 1.0
Control with a gradient where small clouds should appear, based on type 0.0
Color
Enter value for BLUE channel (0-255)
Enter value for SATURATION channel (0-100)
Enter value for RED channel (0-255)
Value for ALPHA - TRANSPARENCY channel (0-255)
Enter value for GREEN channel (0-255)
Enter value for LUMINANCE channel (0-100)
Enter value for HUE channel (0-360)
Rain amount 1:
Adjust the rain amount from the weather map
Load Sky
Load a skybox texture...
It can be either a cubemap or spherical projection map
Choppiness:
Adjust wave choppiness
Water level:
Adjust water level
Coverage minimum 2:
Adjust the minimum amount from the weather map
Control the inward amount for medium clouds (type 0.5). Specify amount top (X), top offset (Y), amount bot (Z), bot offset (W)
Rain minimum 1:
Adjust the minimum rain from the weather map
KTX2 Convert
All material textures in the scene will be converted to KTX2 format.
THIS MIGHT TAKE LONG, SO GET YOURSELF A COFFEE OR TEA!
Total noise scale 1:
Total scale adjusts base noise, detail noise and curl noise
Control with a gradient where large clouds should appear, based on type 1.0
Control with a gradient where small clouds should appear, based on type 0.0
Gravity:
Set the gravity factor on Y (vertical) axis for physics.
Wind angle 1:
Wind angle in radians
Time scale:
Adjust simulation speed
Control with a gradient where small clouds should appear, based on type 0.0
Control the inward amount for medium clouds (type 0.5). Specify amount top (X), top offset (Y), amount bot (Z), bot offset (W)
Control with a gradient where large clouds should appear, based on type 1.0
Wind up amount 1:
How much wind up drag the noise recieves
High Quality Sky:
Skip LUT for more accurate sky and aerial perspective. This also enables shadowmaps to affect sky calculations.
Note: For volumetric shadows to be visible, increase shadowmap boundary and/or enable cloud shadows.
Skew coverage 1:
This pulls the entire clouds towards the wind direction along height
Control with a gradient where small clouds should appear, based on type 0.0
Coverage amount 1:
Adjust the coverage amount from the weather map
WeatherPreset - White Furnace
The white furnace mode sets the environment to fully white, it is useful to test energy conservation of light and materials.
If you don't see it as fully white, it is because the tone mapping.
Control the inward amount for small clouds (type 0.0). Specify amount top (X), top offset (Y), amount bot (Z), bot offset (W)
Patch size:
Adjust water tiling patch size
Detail height 1:
Higher values pulls the detail more towards bottom
Control with a gradient where large clouds should appear, based on type 1.0
Coverage amount 2:
Adjust the coverage amount from the weather map
Load Volumetric Clouds Weather Map 2
Load a weather map for volumetric clouds. Red channel is coverage, green is type and blue is water density (rain).
Set as primary weather
This will be set as the primary weather used in rendering
Cloud thickness:
Specify the cloud system thickness, so from the start height plus additional thickness on top
WeatherPreset - Daytime
Apply this weather preset to the world.
EliminateCoarseCascades
Eliminate the coarse cascade mask for every object in the scene.
Szkript
Once:
Play the script only one time, and stop immediately.
Useful for having custom update frequency logic in the script.
Geometria
X
Remove currently selected subset. LODs will be lost and need to be regenerated!
Merge Selected
Merges selected objects/meshes into one.
Sloppy LOD:
Use the sloppy simplification algorithm, which is faster but doesn't preserve shape well.
Weight:
Set the weight for morph target
Material:
Set the base material of the selected MeshSubset
Select subset:
Select a subset. A subset can also be selected by picking it in the 3D scene.
Look at the material window when a subset is selected to edit it.
If you add a new subset, LODs will be lost and need to be regenerated!
Compute Normals [HARD]
Compute surface normals of the mesh. Resulting normals will be unique per face. This can increase vertex count.
Optimize
Run the meshoptimizer library.
Double Sided:
If enabled, the inside of the mesh will be visible.
Impostor Dist:
Assign the distance where the mesh geometry should be switched to the impostor image.
Tess Factor:
Set the dynamic tessellation amount. Tessellation should be enabled in the Renderer window and your GPU must support it!
Flip Normals
Flip surface normals.
Flip Culling
Flip faces to reverse triangle culling order.
Compute Normals [SMOOTH]
Compute surface normals of the mesh. Resulting normals will be unique per vertex. This can reduce vertex count, but is slow.
Double Sided Shadow:
If enabled, the shadow rendering will be forced to use double sided mode.
This can help fix some shadow artifacts without enabling double sided mode for the main rendering of this mesh.
RecenterToBottom
Recenter mesh to AABB bottom.
Recenter
Recenter mesh to AABB center.
Morph Target:
Choose a morph target to edit weight.
LOD Error:
Lower values will make more precise levels of detail.
LOD Count:
This is how many levels of detail will be created.
LOD Quality:
Lower values will make LODs more agressively simplified.
LOD Gen
Generate LODs (levels of detail).
Create Impostor
Create an impostor image of the mesh. The mesh will be replaced by this image when far away, to render faster.
Hang
2D:
Sounds in the scene are 3D spatial by default. Select this to disable 3D effect.
Reverb:
Set the global reverb setting. Sound instances need to enable reverb to take effect!
DEFAULT
GENERIC
FOREST
PADDEDCELL
ROOM
BATHROOM
LIVINGROOM
STONEROOM
AUDITORIUM
CONCERTHALL
CAVE
ARENA
HANGAR
CARPETEDHALLWAY
HALLWAY
STONECORRIDOR
ALLEY
CITY
MOUNTAINS
QUARRY
PLAIN
PARKINGLOT
SEWERPIPE
UNDERWATER
SMALLROOM
MEDIUMROOM
LARGEROOM
MEDIUMHALL
LARGEHALL
PLATE
Looped:
Enable looping for the selected sound instance.
Volume:
Set volume level for the selected sound instance.
Open File
Open sound file.
Supported extensions: WAV, OGG
Play/Stop selected sound instance.
Submix:
Set the submix channel of the sound.
Sound properties like volume can be set per sound, or per submix channel.
SOUNDEFFECT
MUSIC
USER0
USER1
Animáció
End
Set the animation end in seconds. This is relative to 0, not the animation start.
Start
Set the animation start in seconds. This will be the loop's starting point.
The animation window will stay open even if you select other entities until it is collapsed, so you can record other entities' data.
Record:
Record selected entities' specified channels into the animation at the current time.
Transform
Position
Rotation
Scale
Morph weights
Light [color]
Light [intensity]
Light [range]
Light [inner cone]
Light [outer cone]
Sound [play]
Sound [stop]
Sound [volume]
Emitter [emit count]
Camera [fov]
Camera [focal length]
Camera [aperture size]
Camera [aperture shape]
Script [play]
Script [stop]
Material [color]
Material [emissive]
Material [roughness]
Material [metalness]
Material [reflectance]
Material [texmuladd]
Close loop
Sampling:
Choose how animation data is interpreted between keyframes.
Note that Cubic spline sampling requires spline animation data, otherwise, it will fall back to Linear!
Currently spline animation data creation is not supported, but it can be imported from GLTF/VRM models.
Retarget:
Make a copy of this animation and retarget it for a humanoid.
This will only work for bones in this animation that are part of a humanoid.
Amount:
Set the animation blending amount by hand.
Timer:
Set the animation timer by hand.
Speed:
Set the animation speed.
Looped:
Toggle animation looping behaviour.
Puha Test Fizika
Mass:
Set the mass amount for the physics engine.
Friction:
Set the friction amount for the physics engine.
Restitution:
Set the restitution amount for the physics engine.
Soft body physics must be used together with a MeshComponent, otherwise it will have no effect.
You can use the Paint Tool to pin or soften soft body vertices.
Anyag
Blend mode:
Set the blend mode of the material.
Opaque
Alpha
Premultiplied
Additive
Multiply
Clearcoat Roughness:
This affects roughness of clear coat layer.
Reflectance:
Adjust the surface [non-metal] reflectivity (also called specularFactor).
Note: this is not available in specular-glossiness workflow
Subsurface Scattering:
Subsurface scattering amount.
You can also adjust the subsurface color by selecting it in the color picker
Texcoord anim V:
Adjust the texture animation speed along the V direction in texture space.
Occlusion 1:
If enabled, surface map's RED channel will be used as occlusion map
Texcoord anim U:
Adjust the texture animation speed along the U direction in texture space.
Clearcoat:
This affects clearcoat layer blending.
Cast Shadow:
The subset will contribute to the scene shadows if enabled.
Cartoon Outline:
Enable cartoon outline. The Cartoon Outline graphics setting also needs to be enabled for it to show up.
Roughness:
Adjust the surface roughness. Rough surfaces are less shiny, more matte.
Texture TileSize X:
Adjust the texture mapping size.
Double sided:
Decide whether to render both sides of the material (It's also possible to set this behaviour per mesh).
Use vertex colors:
Enable if you want to render the mesh with vertex colors (must have appropriate vertex buffer)
AlphaRef:
Adjust the alpha cutoff threshold. Alpha cutout can affect performance
Normalmap:
How much the normal map should distort the face normals (bumpiness).
Emissive:
Adjust the light emission of the surface. The color of the light emitted is that of the color of the material.
No material selected
Set a name for the material...
Displacement:
Adjust how much the bump map should modulate the geometry when using tessellation.
Color picker mode:
Choose the destination data of the color picker.
Base color
Specular color
Emissive color
Subsurface color
Sheen color
Receive Shadow:
Receives shadow or not?
Color
Enter value for BLUE channel (0-255)
Enter value for SATURATION channel (0-100)
Value for ALPHA - TRANSPARENCY channel (0-255)
Enter value for RED channel (0-255)
Enter value for GREEN channel (0-255)
Enter value for LUMINANCE channel (0-100)
Enter value for HUE channel (0-360)
Texcoord anim FPS:
Adjust the texture animation frame rate (frames per second). Any value above 0 will make the material dynamic.
Shading Rate:
Select shading rate for this material.
Selecting larger shading rate will decrease rendering quality of this material,
but increases performance.
Requires hardware support for variable shading rate
1X1
1X2
2X1
2X2
2X4
4X2
4X4
Sheen Roughness:
This affects roughness of sheen layer for cloth shading.
Transmission:
Adjust the transmissiveness. More transmissiveness means more diffuse light is transmitted instead of absorbed.
Refraction:
Adjust the refraction amount for transmissive materials.
Spec-gloss workflow:
If enabled, surface map will be viewed like it contains specular color (RGB) and smoothness (A)
Occlusion 2:
If enabled, occlusion map's RED channel will be used as occlusion map
Wind:
If enabled, vertex wind weights will affect how much wind offset affects the subset.
Metalness:
The more metal-like the surface is, the more the its color will contribute to the reflection color.
Note: this is not available in specular-glossiness workflow
Texture Slot:
Choose the texture slot to modify.
BaseColor map
Normal map
Surface map
Emissive map
Displacement map
Occlusion map
Transmission map
SheenColor map
SheenRoughness map
Clearcoat map
ClearcoatRoughness map
ClearcoatNormal map
Specular map
Texture TileSize Y:
Adjust the texture mapping size.
Shader:
Select a shader for this material.
Custom shaders (*) will also show up here (see wi::renderer:RegisterCustomShader() for more info.)
Note that custom shaders (*) can't select between blend modes, as they are created with an explicit blend mode.
Erőtér
Type:
Choose the force field type.
Gravity:
Set the amount of gravity. Positive values attract, negatives deflect.
Range:
Set the range of affection.
Inverz Kinematika
Target:
Choose a target entity (with transform) that the IK will follow
Disabled:
Disable simulation.
Chain Length:
How far the hierarchy chain is simulated backwards from this entity
Iteration Count:
How many iterations to compute the inverse kinematics for. Higher values are slower but more accurate.
Transzformáció
0
Yaw (in degrees)
Note: Euler angle rotations can result in precision loss from quaternion conversion!
Clear Transform
Reset transform to identity
0
Pitch (in degrees)
Note: Euler angle rotations can result in precision loss from quaternion conversion!
0
Roll (in degrees)
Note: Euler angle rotations can result in precision loss from quaternion conversion!
Ütköző
CPU:
Enable for use on the CPU. CPU usage includes: springs.
GPU:
Enable for use on the GPU. GPU usage includes: emitter and hair particle systems.
Note that GPU can support only a limited amount of colliders.
Colliders are used for simple fake physics, without using the physics engine. They are only used in specific CPU/GPU systems.
Fény
Static:
Static lights will only be used for baking into lightmaps.
Load a lensflare texture to this slot
Volumetric Clouds:
When enabled light emission will affect volumetric clouds.
Type:
Choose the light source type...
Shadow resolution:
You can force a fixed resolution for this light's shadow map to avoid dynamic scaling.
If you leave it as dynamic, the resolution will be scaled between 0 and the max shadow resolution in the renderer for this light type, based on light's distance and size.
Dynamic
32
64
128
256
512
1024
2048
Length:
[Experimental] Adjust the length of the light source.
With this you can make capsule light out of a point light.
Radius:
[Experimental] Adjust the radius of the light source.
For directional light, this will only affect ray traced shadow softness.
Range:
Adjust the maximum range the light can affect.
Inner Cone Angle:
Adjust the inner cone aperture for spotlight.
(The inner cone will always be inside the outer cone)
Shadow:
Set light as shadow caster. Many shadow casters can affect performance!
Visualizer:
Visualize light source emission
Outer Cone Angle:
Adjust the main cone aperture for spotlight.
Volumetric:
Compute volumetric light scattering effect.
The fog settings affect scattering (see Weather window). If there is no fog, there is no scattering.
Light Color
Enter value for BLUE channel (0-255)
Enter value for SATURATION channel (0-100)
Enter value for RED channel (0-255)
Enter value for GREEN channel (0-255)
Enter value for LUMINANCE channel (0-100)
Value for ALPHA - TRANSPARENCY channel (0-255)
Enter value for HUE channel (0-360)
Intensity:
Brightness of light in. The units that this is defined in depend on the type of light.
Point and spot lights use luminous intensity in candela (lm/sr) while directional lights use illuminance in lux (lm/m2).
Új:
Egy komponens hozzáadása az utoljára kiválasztott entitáshoz.
Name
Layer
Hierarchy
Transform
Light
Material
Spring
Inverse Kinematics
Sound
Environment Probe
Emitted Particle System
Hair Particle System
Decal
Weather
Force Field
Animation
Script
Rigid Body Physics
Soft Body Physics
Collider
Camera
Object
Humanoid
This window will stay open even if you select other entities until it is collapsed, so you can select other bone entities.
Head horizontal:
Limit horizontal head movement (input in degrees)
Eye horizontal:
Limit horizontal eye movement (input in degrees)
Head size:
Adjust head size.
LookAt:
Enable updating the lookAt direction. If enabled, head will turn to face the lookAt point.
A sample lookAt point can be generated by the editor if you enable the Follow mouse option.
Eye speed:
Adjust eye turning speed.
Head speed:
Adjust head turning speed.
Head vertical:
Limit vertical head movement (input in degrees)
Follow mouse:
Generates a sample lookAt point at the mouse position. If LookAt is enabled, the character's head will try to face in the direction of the mouse
Eye vertical:
Limit vertical eye movement (input in degrees)
Kifejezés
Tip: If you also attach a Sound component to this entity, the mouth expression (if available) will be animated based on the sound playing.
Blinks:
Specifies the number of blinks per second.
Override Look:
Look-away override control
Looks:
Specifies the number of look-aways per second.
Override Mouth:
Lip sync override control
Override Blink:
Blink override control
Armatúra
This window will stay open even if you select other entities until it is collapsed, so you can select other bone entities.
Kemény Test Fizika
Mass:
Set the mass amount for the physics engine.
Disable Deactivation:
Toggle kinematic behaviour.
Linear Damping:
Set the linear damping amount for the physics engine.
Use Mesh LOD:
Specify which LOD to use for triangle mesh physics.
Friction:
Set the friction amount for the physics engine.
Restitution:
Set the restitution amount for the physics engine.
Kinematic:
Toggle kinematic behaviour.
Collision Shape:
Set rigid body collision shape.
Box
Sphere
Capsule
Convex Hull
Triangle Mesh
Angular Damping:
Set the angular damping amount for the physics engine.
Haj Részecske Rendszer
Mesh:
Choose a mesh where hair will grow from...
How many horizontal frames there are in the spritesheet.
Length:
Set hair strand length
Enter a value to enable the random sprite sheet frame selection's max frame number.
Randomness:
Set hair length randomization factor. This will affect randomness of hair lengths.
How many vertical frames there are in the spritesheet.
Strand Count:
Set hair strand count
View distance:
Set view distance. After this, particles will be faded out.
Random seed:
Set hair system-wide random seed value. This will affect hair patch placement randomization.
Stiffness:
Set hair strand stiffness, how much it tries to get back to rest position.
Specifies the first frame of the sheet that can be used.
Objektum
LOD Multiplier:
How much the distance to camera will affect LOD selection. (If the mesh has lods)
Lightmap resolution:
Set the approximate resolution for this object's lightmap. This will be packed into the larger global lightmap later.
Clear Lightmap
Clear the lightmap from this object.
Cast Shadow:
Set object to be participating in shadows.
Renderable:
Set object to be participating in rendering.
Transparency:
Adjust transparency of the object. Opaque materials will use dithered transparency in this case!
Color picker mode:
Choose the destination data of the color picker.
Base color
Emissive color
Stop Lightmap Gen
Stop the lightmap rendering and save the lightmap.
If denoiser is enabled, this is the point at which lightmap will be denoised, which could take a while.
Object Color
Enter value for BLUE channel (0-255)
Enter value for SATURATION channel (0-100)
Enter value for RED channel (0-255)
Enter value for GREEN channel (0-255)
Enter value for LUMINANCE channel (0-100)
Value for ALPHA - TRANSPARENCY channel (0-255)
Enter value for HUE channel (0-360)
UV Set:
Set which UV set to use when generating the lightmap Atlas
Copy UV 0
Copy UV 1
Keep Atlas
Generate Atlas
Navmesh:
Set object to be a navigation mesh filtering (FILTER_NAVIGATION_MESH).
Cascade Mask:
How many shadow cascades to skip when rendering this object into shadow maps? (0: skip none, it will be in all cascades, 1: skip first (biggest cascade), ...etc...
Generate Lightmap
Render the lightmap for only this object. It will automatically combined with the global lightmap.
Draw Distance:
Specify the draw distance of the object
Sort Priority:
Set to larger value to draw earlier (most useful for transparents with alpha blending, if the sorting order by distance is not good enough)
Matrica
Decal Placement Enabled:
Enable decal placement. Use the left mouse button to place decals to the scene.
Slope Blend:
Set a power factor for blending on surface slopes. 0 = no slope blend, increasing = more slope blend
Set decal properties in the Material component. Decals support the following material properties:
- Base color
- Base color texture
- Emissive strength
- Normalmap texture
- Normalmap strength
- Surfacemap texture
- Texture tiling (TexMulAdd)
Alpha only basecolor:
You can enable this to only use alpha channel from basecolor map. Useful for blending normalmap-only decals.
Hierarchia
Parent:
Choose a parent entity (also works if selected entity has no transform)
Réteg
The layer is a 32-bit mask (uint32_t), which can be used for filtering by multiple systems (visibility, collision, picking, etc.).
- If all bits are disabled, it means the layer will be inactive in most systems.
- For ray tracing, the lower 8 bits will be used as instance inclusion mask.
Környezeti szonda
Environment probes can be used to capture the scene from a specific location in a 360 degrees panorama. The probes will be used for reflections fallback, where a better reflection type is not available. The probes can affect the ambient colors slightly.
Tip: You can scale, rotate and move the probes to set up parallax correct rendering to affect a specific area only. The parallax correction will take effect inside the probe's bounds (indicated with a cyan colored box).
Refresh
Re-renders the selected probe.
RealTime:
Enable continuous rendering of the probe in every frame.
MSAA:
Enable Multi Sampling Anti Aliasing for the probe, this will improve its quality.
Refresh All
Re-renders all probes in the scene.
Emitter
SPH (h):
Set the SPH parameter: smoothing radius
Drag:
The velocity will be multiplied with this value, so lower than 1 will slow decelerate the particles.
SPH - FluidSim:
Enable particle collisions with each other. Simulate with Smooth Particle Hydrodynamics (SPH) solver.
How many horizontal frames there are in the spritesheet.
SPH (K):
Set the SPH parameter: pressure constant
Mesh:
Choose an mesh that particles will be emitted from...
Sorting:
Enable sorting of the particles. This might slow down performance.
How many vertical frames there are in the spritesheet.
SPH (p0):
Set the SPH parameter: reference density
Frame Blending:
If sprite sheet animation is in effect, frames will be smoothly blended.
Mass:
Set the mass per particle.
Scaling:
Set the scaling of the particles based on their lifetime.
Size:
Set the size of the emitted particles.
Timestep:
Adjust timestep for emitter simulation. -1 means variable timestep, positive means fixed timestep.
Motion blur:
Set the motion blur amount for the particle system.
DEBUG:
Toggle debug visualizer for emitters.
Enter a value to enable looping sprite sheet animation (frames per second). Set 0 for animation along paritcle lifetime.
Normal factor:
Set the velocity of the emitted particles based on the normal vector of the emitter surface.
Restitution:
If the particles have collision enabled, then after collision this is a multiplier for their bouncing velocities
Depth Buffer:
Enable particle collisions with the depth buffer.
Randomness:
Set the general randomness of the emitter.
Emit:
Set the number of particles to emit per second.
SPH (e):
Set the SPH parameter: viscosity constant
Color randomness:
Set the randomness of color for the emitted particles.
Restart Emitter
Restart particle system emitter
Max count:
Set the maximum amount of particles this system can handle. This has an effect on the memory budget.
Volume:
Enable volume for the emitter. Particles will be emitted inside volume.
Life span:
Set the lifespan of the emitted particles (in seconds).
Rotation:
Set the rotation velocity of the emitted particles.
Enter a value to enable the random sprite sheet frame selection's max frame number.
Colliders disabled:
Simply disables all colliders for acting on this particle system
ShaderType:
Choose a shader type for the particles. This is responsible of how they will be rendered.
SIMPLE
SOFT
DISTORTION
LIGHTING
Life randomness:
Set the randomness of lifespans for the emitted particles.
No emitter object selected.
Specifies the starting frame of the animation.
PAUSE:
Stop simulation update.
Név
Select entity to modify name...
Rugó
Drag:
The drag affects how fast energy is lost (higher values make the spring come to rest faster)
Reset All
Reset all springs in the scene to initial pose.
DEBUG:
Enabling this will visualize springs as small yellow X-es in the scene
Disabled:
Disable simulation.
Wind affection:
How much the global wind effect affects the spring
Stretch enabled:
Stretch means that length from parent transform won't be preserved.
Gravity enabled:
Whether global gravity should affect the spring
Stiffness:
The stiffness affects how strongly the spring tries to orient itself to rest pose (higher values increase the jiggliness)
Kamera
Far Plane:
Controls the camera's far clip plane, geometry farther than this will be clipped.
Aperture Shape Y:
Controls the depth of field effect's bokeh shape
Aperture Size:
Controls the depth of field effect's strength
Aperture Shape X:
Controls the depth of field effect's bokeh shape
Focal Length:
Controls the depth of field effect's focus distance
FOV:
Controls the camera's top-down field of view (in degrees)
Near Plane:
Controls the camera's near clip plane, geometry closer than this will be clipped.
Terep
Add Modifier:
Add a new modifier that will affect terrain generation.
Perlin Noise
Voronoi Noise
Heightmap Image
High Altitude Region:
The region's falloff power
Prop Distance:
How far out props will be generated (value is in number of chunks)
Mesh LOD Distance:
Set the LOD (Level Of Detail) distance multiplier.
Low values increase LOD detail in distance
Physics Distance:
How far out physics meshes will be generated (value is in number of chunks)
Generation Distance:
How far out chunks will be generated (value is in number of chunks)
Low Altitude Region:
The region's falloff power
Top Level:
Terrain mesh grid topmost level
Preset:
Select a terrain preset
Hills
Islands
Mountains
Arctic
Seed:
Seed for terrain randomness
Tessellation:
Specify whether tessellation is enabled for terrain surface.
Tessellation requires GPU hardware support
Tessellation doesn't work with raytracing effects or Visibility Compute Shading rendering mode.
Removal:
Automatically remove chunks that are farther than generation distance around center chunk.
Grass:
Specify whether grass generation is enabled.
Prop Density:
Modifies overall prop density.
Chunk Scale:
Size of one chunk in horizontal directions.
Larger chunk scale will cover larger distance, but will have less detail per unit.
Slope Region:
The region's falloff power
Grass Length:
Modifies overall grass length.
Bottom Level:
Terrain mesh grid lowest level
Grass Density:
Modifies overall grass density.
Save Heightmap...
Save a heightmap texture from the currently generated terrain, where the red channel corresponds to terrain height and the resolution to dimensions.
The heightmap will be normalized into 8bit PNG format which can result in precision loss!
Center to Cam:
Automatically generate chunks around camera. This sets the center chunk to camera position.
Physics:
Specify whether physics is enabled for newly generated terrain chunks.
Grass Distance:
Modifies grass view distance.
Átváltás teljes képernyős módra
Az utoljára használt (különálló) szkript futtatása.
Új szkriptet a Megnyitás gombbal nyithatsz meg.
Egy böngészőablak megnyitása hibajelentés gyanánt.
URL: https://github.com/turanszkij/WickedEngine/issues/new
Nyiss meg egy új jelenetet, importálj modellt, vagy futtass egy új szkriptet...
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