Quad Effect

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A quad effect renders a billboarded quad around a central point. It can be created in the World Editor by using the Quad Effect tool in the Effects Page.

Quad Effect Settings

A quad effect can be configured under the Quad tab in the Node Info window. The specific settings are described in the following table.

Setting

Description

Quad Settings

Quad color

The color of the quad effect.

Texture map name

The name of the texture map applied to the quad. This texture map is multiplied by the quad color. The alpha channel of the texture map should be zero at the edges to avoid a visible boundary.

Blend mode

Specifies the alpha blending mode to use. This can be one of the following values:

  • Add. The quad is added to the background.
  • Alpha add. The quad color is multiplied by its alpha value and then added to the background.
  • Alpha blend. The quad color is multiplied by its alpha value and then added to the background multiplied by the complement of the alpha value.
  • Add preblend. The quad color is directly added to the background multiplied by the complement of the alpha value.
  • Replace. The quad color replaces the background without any alpha blending.

Render with fog

Specifies whether fog is applied to the quad effect.

Render at infinity

If checked, the quad effect is rendered at infinity in the direction of its −z axis. In this case, the position of the quad effect node has no meaning.

Render with soft depth

Specifies that the quad effect should account for the depth of geometry in the scene and fade out as it gets close to opaque surfaces. This eliminates hard edges due to Z buffering.

Soft depth scale

If soft depth rendering is enabled, this specifies the amount by which the difference in depth between the quad effect and the background geometry is scaled. Lower values correspond to a softer fade out.

See Also