RSX Code Reference
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    • rsx
    • CloudParameters

    Class CloudParameters

    Class that triggers an onDirty event when one of its members changes.

    Index
    • Parameters

      • OptionalisInternalConstructor: boolean

      Returns CloudParameters

    • get baseNoiseFrequency(): number

      Frequency of base noise texture sampling. Allows control over how general shape is generated, but selecting too high value will make repetitiveness more visible.

      Returns number

    • set baseNoiseFrequency(value: number): void

      Parameters

      • value: number

      Returns void

    • get brightness(): number

      Allows modifications of clouds overall brightness. Value of 0 will effectively make them black. There is no upper limit, but values above of 1 may cause them to look excessively bright.

      Returns number

    • set brightness(value: number): void

      Parameters

      • value: number

      Returns void

    • get cloudBottom(): number

      Height (in meters) of cloud layer bottom plane. Entire clouds layer will be contained between CloudBottom and CloudTop The smaller difference between bottom and top is - the better result.

      Returns number

    • set cloudBottom(value: number): void

      Parameters

      • value: number

      Returns void

    • get cloudCoverage(): number

      Coverage multiplier that allows to expand clouds without change in coverage texture. Setting it to 1 will create almost fully clouded sky, while value of 0 will keep clouds strictly in limits defined by coverage texture.

      Returns number

    • set cloudCoverage(value: number): void

      Parameters

      • value: number

      Returns void

    • get cloudTop(): number

      Height (in meters) of cloud layer top plane. Entire clouds layer will be contained between CloudBottom and CloudTop The smaller difference between bottom and top is - the better result.

      Returns number

    • set cloudTop(value: number): void

      Parameters

      • value: number

      Returns void

    • get densityMultiplier(): number

      Multiplier used on sampled cloud density. Can be used to create "lighter" or more "heavy, dark" looks.

      Returns number

    • set densityMultiplier(value: number): void

      Parameters

      • value: number

      Returns void

    • get detailNoiseFrequency(): number

      Frequency of details noise texture sampling. Allows control over how details are eroded, but selecting too high value will make repetitiveness very visible.

      Returns number

    • set detailNoiseFrequency(value: number): void

      Parameters

      • value: number

      Returns void

    • get detailNoiseStrength(): number

      Strength of details erosion that shapes clouds. Values close to zero will make clouds more blocky while higher values will make them more fragile

      Returns number

    • set detailNoiseStrength(value: number): void

      Parameters

      • value: number

      Returns void

    • get isEnabled(): boolean

      Returns boolean

    • set isEnabled(value: boolean): void

      Parameters

      • value: boolean

      Returns void

    • get isShadowsEnabled(): boolean

      Enables cloud shadows for sun light.

      Returns boolean

    • set isShadowsEnabled(value: boolean): void

      Parameters

      • value: boolean

      Returns void

    • get isTemporalFilterEnabled(): boolean

      Performs a temporal filtering step between current frame cloud rendering and previous frame cloud rendering. Ignored if temporal AA is enabled.

      Returns boolean

    • set isTemporalFilterEnabled(value: boolean): void

      Parameters

      • value: boolean

      Returns void

    • get reprojectionBlendFactor(): number

      Base blend factor for reprojection blending. Values reprojected from previous frame are blended with new results according to this factor (modified in some special cases). Smaller values (less impact of new frame) is more suitable for scenes with slow or no wind to enhance visual quality. Higher values are preferable in scenes with fast wind.

      Returns number

    • set reprojectionBlendFactor(value: number): void

      Parameters

      • value: number

      Returns void

    • get scatteringEccentricity(): number

      Base Henyey-Greenstein function eccentricity parameter g.

      Returns number

    • set scatteringEccentricity(value: number): void

      Parameters

      • value: number

      Returns void

    • get scatteringSilverIntensity(): number

      Intensity of secondary Henyey-Greenstein function used to enhance light scattering. Useful in dusk/dawn scenarios to apply additional scattered light.

      Returns number

    • set scatteringSilverIntensity(value: number): void

      Parameters

      • value: number

      Returns void

    • get scatteringSilverSpread(): number

      Equivalent of scattering eccentricity for secondary HG function.

      Returns number

    • set scatteringSilverSpread(value: number): void

      Parameters

      • value: number

      Returns void

    • get typeTexture(): Texture

      Texture that will be used by cloud system to generate clouds. Values in range [0;1] will be interpreted as: Cumulus: 1.0 Stratocumulus: 0.5 Stratus: 0.0 Any value in between these will cause interpolation of type characteristics: - bottom height - upper height

      • haziness of bottom and top edges

      Returns Texture

    • set typeTexture(value: Texture): void

      Texture that will be used by cloud system to generate clouds. Values in range [0;1] will be interpreted as: Cumulus: 1.0 Stratocumulus: 0.5 Stratus: 0.0 Any value in between these will cause interpolation of type characteristics: - bottom height - upper height

      • haziness of bottom and top edges

      Parameters

      Returns void

    • get typeTextureHandle(): ResourceHandle<Texture>

      Texture that will be used by cloud system to generate clouds. Values in range [0;1] will be interpreted as: Cumulus: 1.0 Stratocumulus: 0.5 Stratus: 0.0 Any value in between these will cause interpolation of type characteristics: - bottom height - upper height

      • haziness of bottom and top edges

      Returns ResourceHandle<Texture>

    • set typeTextureHandle(value: Texture | ResourceHandle<Texture>): void

      Parameters

      Returns void

    • get windDirection(): rsx.Degree

      Direction of wind in degrees from positive X.

      Returns rsx.Degree

    • set windDirection(value: rsx.Degree): void

      Parameters

      Returns void

    • get windSpeed(): number

      Speed (in m/s) of wind defined as noise sampling offset. Allows illusion of moving clouds - they shape changes over time but in reality general shape stays in place.

      Returns number

    • set windSpeed(value: number): void

      Parameters

      • value: number

      Returns void

    • Allows modifying this object multiple times in a row in a scope, without marking the object dirty immediately. Dirty flags are accumulated and the object is marked dirty at the end.

      Parameters

      • action: () => void

        The scope where the object is modified.

      Returns void

    onDirty: Event<[dirtyFlags: EnumValue<ManagedSettingsDirtyFlag, number>]>

    Event that is triggered when a member changes.