Ambient
Sun / Moon
Relative key scale (arb. lux / EV-style). Not physical lamp lumens. Temp + hue tint geometry fog; Sky zenith/horizon stay Sky-owned.
Dynamic Lights
Shadows
Aim
Drag in the pad to aim the sun relative to the viewport (up/down and left/right match the view).
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Emissions
Relative key scale (arb. lux / EV-style). Not physical lamp lumens. Temp + hue tint geometry fog; Sky zenith/horizon stay Sky-owned.
Visual
Color
Opacity
Dithering
Min/max are meters of camera distance. Invert makes near empty and far dithered.
Textures
Edges
Render
Cell size sets CSS pixels per glyph cell. Depth range is packed far depth for fog/dither normalize (separate from GPU clip far).
Gradient
Atmosphere
Fog
Situation
Lower layer
Upper layer
Wind Speed
Quality
Horizon LOD
Color
Weather locks appearance controls while enabled. Reset Clouds still restores on/off, Quality and Horizon LOD; locked appearance stays retained. Sky fog also veils distant clouds.
Generator
Weather controls cloud appearance while enabled. Turn it off to edit the retained manual settings in Render > Clouds.
Wind
Evolution
Evolution uses the fixed game clock: one real minute advances fifteen in-game minutes.
Sync-readback occlusion and splat impostors are removed from the living path. Frustum and band stay. Shadow distance mirrors Light cast radius.
Locomotion
Scroll wheel on the stage nudges walk speed.
Locomotion extras
Surface
Knobs stamp live on Waterworld (fly). Other scenes ignore them.
Waves
FPS 0 | FRAME 0.0 ms XYZ: 0.00, 0.00, 0.00 PITCH: 00.0° | YAW: 000° | FOV: 70°