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System
Caustics
What it gives you
—
Requires
None
Required by
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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
| Kind | Name | Signature | Description |
|---|---|---|---|
| var | Texture Save PathOutput and Animation|File Path | string | A path pointing to your game content. ie \content\Water\ |
| var | Texture Save NameOutput and Animation|File Path | string | The name of the texture. |
| var | Water DepthCaustics | float | The depth of the water to render in centimeters. |
| var | Water Depth EndCaustics | float | This option is only used when rendering a depth based animation. This will be the final depth in the animation. |
| var | Texture World SizeCaustics | float | This is how large of an area in centimeters to capture. |
| var | Chromatic SpreadCaustics | float | This 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). |
| var | Output ModeOutput and Animation | CausticGeneratorOutputModes | Allows changing between single frames and various animation types. |
| var | Caustic Mesh ResolutionOutput and Animation | int | This is the resolution of the caustic photon particle grid. The max is 4096. |
| var | Downsample OutputOutput and Animation | int | Defaults 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. |
| var | Animation FramesOutput and Animation | IntPoint | The number of frames to render to a resulting SubUV or Volume Texture. |
| var | Sub UV Final ResolutionOutput and Animation | IntPoint | The final resolution of the animation texture. |
| var | Frames Per SecondOutput and Animation | float | This is the fps of the render. Another way to think of it is that 1/fps will elapse between each animation frame. |
| var | Water Surface 2D MIDDebug|MIDs | MaterialInstanceDynamic | — |
| var | Water Surface Sub UV MIDDebug|MIDs | MaterialInstanceDynamic | — |
| var | Caustics Scatter MID Single FrameDebug|MIDs | MaterialInstanceDynamic | — |
| var | Caustics Scatter MID AnimationDebug|MIDs | MaterialInstanceDynamic | — |
| var | Copy Sub UV Frame MIDDebug|MIDs | MaterialInstanceDynamic | — |
| var | TilesDebug | int | — |
| var | Preview ScenePreview Scene | CausticPreviewModes | Allows you to choose between different preview setups. |
| var | Show Water ScenePreview Scene | bool | When true, a preview water scene will be shown and the caustic photon mesh particles will be hidden. |
| var | Show Analytical CausticsPreview Scene | bool | If true, instead of showing the caustics texture result, analytical caustics will be calculated direclty in the shader. |
| var | Use Light Function CausticsPreview Scene | bool | Shows the result of the caustics render target on a static mesh plane in the world. |
| var | Show Texture PlanePreview Scene | bool | Shows the result of the caustics render target on a static mesh plane in the world. |
| var | Freeze TimePreview Scene | bool | Freezes time for waves and caustics. Will not interfere with animation capture. |
| var | Preview Mesh DepthPreview Scene | float | Changes the water depth of the preview scene. |
| var | Caustics RTRender Targets | TextureRenderTarget2D | — |
| var | Sub UV RTRender Targets | TextureRenderTarget2D | — |
| var | Animation FramesDebug | int | — |
| var | MipsDebug | int | — |
| var | Sub UVMipsDebug | int | — |
| var | Photon ScaleCaustics | float | Increasing this will smooth out the result and reduce possible gaps from large de-focused regions. |
| var | Overscan QuadsCaustics | int | — |
| var | Caustic Mip RTsDebug | TextureRenderTarget2D[] | — |
| var | Sub UVMip RTsDebug | TextureRenderTarget2D[] | — |
| var | 1x 1Mip AverageDebug | TextureRenderTarget2D | — |
| var | Water NormalDebug | TextureRenderTarget2D | — |
| var | Render Normal MIDDebug|MIDs | MaterialInstanceDynamic | — |
| var | Preview Render Target MIDDebug|MIDs | MaterialInstanceDynamic | — |
| var | Normalize Luminance MIDDebug|MIDs | MaterialInstanceDynamic | — |
| var | Modulate Luminance MIDDebug|MIDs | MaterialInstanceDynamic | — |
| var | Base Floor Mesh MIDDebug|MIDs | MaterialInstanceDynamic | — |
| var | Save As HDROutput and Animation | bool | If true, the texture will be created as hdr 16bit. If false, it will be DXT1/5. |
| var | Preview Scene XY ScalePreview Scene | float | Allows scaling up the preview scene without affecting the caustics capture. Useful to seeing gauge how effective the pattern is over larger areas. |
| var | Num WavesWaves | int | — |
| var | Random SeedWaves | RandomStream | — |
| var | Wind DirectionWaves | Vector2D | — |
| var | Angular SpreadWaves | float | — |
| var | Min WavelengthWaves|Wavelengths | float | — |
| var | Max WavelengthWaves|Wavelengths | float | — |
| var | Wavelength FalloffWaves|Wavelengths | float | — |
| var | Min AmplitudeWaves|Amplitudes | float | — |
| var | Max AmplitudeWaves|Amplitudes | float | — |
| var | Amplitude FalloffWaves|Amplitudes | float | — |
| var | Smale Wave SteepnessWaves|Steepness | float | — |
| var | Large Wave SteepnessWaves|Steepness | float | — |
| var | Steepness FalloffWaves|Steepness | float | — |
| var | Manual Frozen TimePreview Scene | float | Set the frozen time. |
| var | Sea Bed MaterialPreview Scene | MaterialInterface | — |
| var | Overscan Scene Capture RTDebug | TextureRenderTarget2D | — |
| var | TickingDebug | bool | — |
| var | Quad SizeDebug | float | — |
| var | Downsample MIDDebug|MIDs | MaterialInstanceDynamic | — |
| var | Sea Bed MIDDebug|MIDs | MaterialInstanceDynamic | — |
| var | Remove Overscan MIDDebug|MIDs | MaterialInstanceDynamic | — |
| var | Dir LightPreview Scene | DirectionalLight | — |
| var | Light Function MIDDebug|MIDs | MaterialInstanceDynamic | — |
| var | Caustics Average Brightness ValueOutput And Animation | LinearColor | — |
| var | Max Caustics Brightness ValueOutput And Animation | LinearColor | — |
| var | Directional Light Initial BrightnessPreview Scene | float | — |
| var | GenerateWaves | bool | — |
| var | Light Function Sub UV MIDDebug|MIDs | MaterialInstanceDynamic | — |
| var | NoteNotes | string | — |
| fn | Copy RT | () | — |
| fn | Set Light Function Caustics | (Show SubUV: bool) | — |
| fn | Generate Mip Chain | (out RenderTarget: TextureRenderTarget2D, out Mip RT Array: TextureRenderTarget2D[], Mip Mode: RTMipGenerationSettings) | — |
| fn | Render Wave Data | (out Waves: GerstnerWave[]) | — |
| fn | Generate Spectrum | (out Waves: GerstnerWave[]) | — |
| fn | Get Water Material | () → MaterialInterface | — |
| fn | Reset | () | — |
| fn | Stop RenderingOutput and Animation | () | — |
| fn | Save TextureOutput and Animation | () | — |
| fn | Update Capture | () | — |
| fn | Normalize by Max LuminanceDefault | (Re Calc Mips: bool) | — |
| fn | Begin RenderingOutput and Animation | () | — |
| fn | Normalize Caustics Luminance | (Re Calc Mips: bool) | — |
| fn | NormalizeSubUVLuminanceDefault | () | — |
| fn | Setup MIDs | () | — |
| event | Add Photon Meshes | () | — |
| event | Add Water Preview Meshes | () | — |
| event | Allocate Preview Capture RT | () | — |
| event | EditorTickTick | (DeltaSeconds: float) | — |
| event | Initialize | () | — |
| event | TickForUpdate | () | — |