ScatteringMedium

Struct ScatteringMedium 

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pub struct ScatteringMedium {
    pub label: Option<Cow<'static, str>>,
    pub falloff_resolution: u32,
    pub phase_resolution: u32,
    pub terms: SmallVec<[ScatteringTerm; 1]>,
}
Expand description

An asset that defines how a material scatters light.

In order to calculate how light passes through a medium, you need three pieces of information:

  • how much light the medium absorbs per unit length
  • how much light the medium scatters per unit length
  • what directions the medium is likely to scatter light in.

The first two are fairly simple, and are sometimes referred to together (accurately enough) as the medium’s optical density.

The last, defined by a phase function, is the most important in creating the look of a medium. Our brains are very good at noticing (if unconsciously) that a dust storm scatters light differently than a rain cloud, for example. See the docs on PhaseFunction for more info.

In reality, media are often composed of multiple elements that scatter light independently, for Earth’s atmosphere is composed of the gas itself, but also suspended dust and particulate. These each scatter light differently, and are distributed in different amounts at different altitudes. In a ScatteringMedium, these are each represented by a ScatteringTerm

§Technical Details

A ScatteringMedium is represented on the GPU by a set of two LUTs, which are re-created every time the asset is modified. See the docs on GpuScatteringMedium for more info.

Fields§

§label: Option<Cow<'static, str>>

An optional label for the medium, used when creating the LUTs on the GPU.

§falloff_resolution: u32

The resolution at which to sample the falloff distribution of each scattering term. Custom or more detailed distributions may benefit from a higher value, at the cost of more memory use.

§phase_resolution: u32

The resolution at which to sample the phase function of each scattering term. Custom or more detailed phase functions may benefit from a higher value, at the cost of more memory use.

§terms: SmallVec<[ScatteringTerm; 1]>

The list of ScatteringTerms that compose this ScatteringMedium

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impl ScatteringMedium

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pub fn new( falloff_resolution: u32, phase_resolution: u32, terms: impl IntoIterator<Item = ScatteringTerm>, ) -> ScatteringMedium

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pub fn with_label(self, label: impl Into<Cow<'static, str>>) -> ScatteringMedium

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pub fn with_density_multiplier(self, multiplier: f32) -> ScatteringMedium

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pub fn earthlike( falloff_resolution: u32, phase_resolution: u32, ) -> ScatteringMedium

Returns a scattering medium representing an earthlike atmosphere.

Uses physically-based scale heights from Earth’s atmosphere, assuming a 60 km atmosphere height:

  • Rayleigh (molecular) scattering: 8 km scale height
  • Mie (aerosol) scattering: 1.2 km scale height

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impl Clone for ScatteringMedium

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fn clone(&self) -> ScatteringMedium

Returns a duplicate of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl TypePath for ScatteringMedium

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fn type_path() -> &'static str

Returns the fully qualified path of the underlying type. Read more
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fn short_type_path() -> &'static str

Returns a short, pretty-print enabled path to the type. Read more
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fn type_ident() -> Option<&'static str>

Returns the name of the type, or None if it is anonymous. Read more
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fn crate_name() -> Option<&'static str>

Returns the name of the crate the type is in, or None if it is anonymous. Read more
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fn module_path() -> Option<&'static str>

Returns the path to the module the type is in, or None if it is anonymous. Read more
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impl VisitAssetDependencies for ScatteringMedium

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fn visit_dependencies(&self, visit: &mut impl FnMut(UntypedAssetId))

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impl Asset for ScatteringMedium

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