Home › System plugins › Caustics
System

Caustics

What it gives you

—

Requires

None

Required by

None

1 assets93 API members
Note

Narrative documentation for this plugin is still being written. The API reference below is complete.

API reference

Every blueprint asset in this plugin. Expand an asset to see its members.

Blueprints

GenerateCausticsTextures93 members
extends CausticsGeneratorActor
KindNameSignatureDescription
varTexture Save PathOutput and Animation|File PathstringA path pointing to your game content. ie \content\Water\
varTexture Save NameOutput and Animation|File PathstringThe name of the texture.
varWater DepthCausticsfloatThe depth of the water to render in centimeters.
varWater Depth EndCausticsfloatThis option is only used when rendering a depth based animation. This will be the final depth in the animation.
varTexture World SizeCausticsfloatThis is how large of an area in centimeters to capture.
varChromatic SpreadCausticsfloatThis is the difference in index of refraction between light of red and blue wavelength. This difference causes a photon packet to stretch along this vector. The result can be used for realistic chromatic abberation, or at more extreme values to attempt to capture a semlance of a 4d texture (ie, frames are time and rgb are depth).
varOutput ModeOutput and AnimationCausticGeneratorOutputModesAllows changing between single frames and various animation types.
varCaustic Mesh ResolutionOutput and AnimationintThis is the resolution of the caustic photon particle grid. The max is 4096.
varDownsample OutputOutput and AnimationintDefaults to 1. Increasing to 2 will downsample to half resolution. This will take advantage of texture filtering so that quality is maintained and memory will be reduced.
varAnimation FramesOutput and AnimationIntPointThe number of frames to render to a resulting SubUV or Volume Texture.
varSub UV Final ResolutionOutput and AnimationIntPointThe final resolution of the animation texture.
varFrames Per SecondOutput and AnimationfloatThis is the fps of the render. Another way to think of it is that 1/fps will elapse between each animation frame.
varWater Surface 2D MIDDebug|MIDsMaterialInstanceDynamic—
varWater Surface Sub UV MIDDebug|MIDsMaterialInstanceDynamic—
varCaustics Scatter MID Single FrameDebug|MIDsMaterialInstanceDynamic—
varCaustics Scatter MID AnimationDebug|MIDsMaterialInstanceDynamic—
varCopy Sub UV Frame MIDDebug|MIDsMaterialInstanceDynamic—
varTilesDebugint—
varPreview ScenePreview SceneCausticPreviewModesAllows you to choose between different preview setups.
varShow Water ScenePreview SceneboolWhen true, a preview water scene will be shown and the caustic photon mesh particles will be hidden.
varShow Analytical CausticsPreview SceneboolIf true, instead of showing the caustics texture result, analytical caustics will be calculated direclty in the shader.
varUse Light Function CausticsPreview SceneboolShows the result of the caustics render target on a static mesh plane in the world.
varShow Texture PlanePreview SceneboolShows the result of the caustics render target on a static mesh plane in the world.
varFreeze TimePreview SceneboolFreezes time for waves and caustics. Will not interfere with animation capture.
varPreview Mesh DepthPreview ScenefloatChanges the water depth of the preview scene.
varCaustics RTRender TargetsTextureRenderTarget2D—
varSub UV RTRender TargetsTextureRenderTarget2D—
varAnimation FramesDebugint—
varMipsDebugint—
varSub UVMipsDebugint—
varPhoton ScaleCausticsfloatIncreasing this will smooth out the result and reduce possible gaps from large de-focused regions.
varOverscan QuadsCausticsint—
varCaustic Mip RTsDebugTextureRenderTarget2D[]—
varSub UVMip RTsDebugTextureRenderTarget2D[]—
var1x 1Mip AverageDebugTextureRenderTarget2D—
varWater NormalDebugTextureRenderTarget2D—
varRender Normal MIDDebug|MIDsMaterialInstanceDynamic—
varPreview Render Target MIDDebug|MIDsMaterialInstanceDynamic—
varNormalize Luminance MIDDebug|MIDsMaterialInstanceDynamic—
varModulate Luminance MIDDebug|MIDsMaterialInstanceDynamic—
varBase Floor Mesh MIDDebug|MIDsMaterialInstanceDynamic—
varSave As HDROutput and AnimationboolIf true, the texture will be created as hdr 16bit. If false, it will be DXT1/5.
varPreview Scene XY ScalePreview ScenefloatAllows scaling up the preview scene without affecting the caustics capture. Useful to seeing gauge how effective the pattern is over larger areas.
varNum WavesWavesint—
varRandom SeedWavesRandomStream—
varWind DirectionWavesVector2D—
varAngular SpreadWavesfloat—
varMin WavelengthWaves|Wavelengthsfloat—
varMax WavelengthWaves|Wavelengthsfloat—
varWavelength FalloffWaves|Wavelengthsfloat—
varMin AmplitudeWaves|Amplitudesfloat—
varMax AmplitudeWaves|Amplitudesfloat—
varAmplitude FalloffWaves|Amplitudesfloat—
varSmale Wave SteepnessWaves|Steepnessfloat—
varLarge Wave SteepnessWaves|Steepnessfloat—
varSteepness FalloffWaves|Steepnessfloat—
varManual Frozen TimePreview ScenefloatSet the frozen time.
varSea Bed MaterialPreview SceneMaterialInterface—
varOverscan Scene Capture RTDebugTextureRenderTarget2D—
varTickingDebugbool—
varQuad SizeDebugfloat—
varDownsample MIDDebug|MIDsMaterialInstanceDynamic—
varSea Bed MIDDebug|MIDsMaterialInstanceDynamic—
varRemove Overscan MIDDebug|MIDsMaterialInstanceDynamic—
varDir LightPreview SceneDirectionalLight—
varLight Function MIDDebug|MIDsMaterialInstanceDynamic—
varCaustics Average Brightness ValueOutput And AnimationLinearColor—
varMax Caustics Brightness ValueOutput And AnimationLinearColor—
varDirectional Light Initial BrightnessPreview Scenefloat—
varGenerateWavesbool—
varLight Function Sub UV MIDDebug|MIDsMaterialInstanceDynamic—
varNoteNotesstring—
fnCopy RT()—
fnSet Light Function Caustics(Show SubUV: bool)—
fnGenerate Mip Chain(out RenderTarget: TextureRenderTarget2D, out Mip RT Array: TextureRenderTarget2D[], Mip Mode: RTMipGenerationSettings)—
fnRender Wave Data(out Waves: GerstnerWave[])—
fnGenerate Spectrum(out Waves: GerstnerWave[])—
fnGet Water Material() → MaterialInterface—
fnReset()—
fnStop RenderingOutput and Animation()—
fnSave TextureOutput and Animation()—
fnUpdate Capture()—
fnNormalize by Max LuminanceDefault(Re Calc Mips: bool)—
fnBegin RenderingOutput and Animation()—
fnNormalize Caustics Luminance(Re Calc Mips: bool)—
fnNormalizeSubUVLuminanceDefault()—
fnSetup MIDs()—
eventAdd Photon Meshes()—
eventAdd Water Preview Meshes()—
eventAllocate Preview Capture RT()—
eventEditorTickTick(DeltaSeconds: float)—
eventInitialize()—
eventTickForUpdate()—