Moods and post-processing

Four render styles, eight moods that apply in one click, and in-game post-processing: SSAO, bloom, colour grading and vignette, plus mood changes from rules.

The same world can be a blocky toy, a low-poly diorama, a toon scene or a realistically lit set. The render style decides how light hits materials; a mood sets sky, hour, fog, light, weather and post-processing in one go.

Render styles

The rules.style field applies to the whole world. It changes the material type used for voxel and built assets; imported models keep their own materials.

styleNameLookEnvironment
voxelVoxelFlat colours, crisp cubes. The default.—
lowpolyLow polyFaceted shading with soft studio light.Environment light, sky dome available
toonToonStepped cel shading, bold and bright.—
pbrRealisticPhysically based light with reflections.Environment light, sky dome available
Roughness and metalness of PBR materials only matter in Low poly and Realistic. In Voxel and Toon, work with colour and glow.

The eight moods

Clicking a mood rewrites the settings it covers and stores its id in rules.mood. Custom sky colours are cleared; water, terrain and mode are untouched. You can then tweak every slider.

idNameSkyHourFogPostExtras
sunsetSunsetsunset18.60.45bloom 0.25 · vignette 0.35 · grade warmdome
neonNeon nightneon230.65bloom 0.9 · vignette 0.4 · grade vividrain
mistMisty forestovercast80.9bloom 0.1 · vignette 0.3 · grade cool · ssao—
prehistoricPrehistoricday70.7bloom 0.2 · vignette 0.3 · grade warm · ssaodome
underwaterUnderwaterday121bloom 0.35 · vignette 0.5 · grade cool#0b3d5c
cartoonBright cartoonday120.2bloom 0.05 · vignette 0.15 · grade vividstyle toon
snowSnowstormovercast140.85bloom 0.15 · vignette 0.3 · grade coolsnow
voidBlack studiovoid120.3bloom 0.3 · vignette 0.5 · grade none—

Switching mood during play

The mood rule action applies a mood during play: light, sky, post-processing and weather are rebuilt on the spot. The Explore template uses it to bring dusk after 90 seconds.

gameRules.jsonJSON
{
  "id": "x3",
  "name": "Dusk falls",
  "enabled": true,
  "once": true,
  "event": { "on": "time", "atLeast": 90 },
  "conditions": [{ "name": "found", "op": "<", "value": 6 }],
  "actions": [
    { "type": "mood", "preset": "sunset" },
    { "type": "message", "text": "The sun is going down. Hurry." }
  ]
}

See Rules and events for the full list of actions.

Post-processing

Post-processing (rules.post) is a chain of effects applied to the final image: render, then SSAO, then bloom, then grading and vignette. It only switches on when at least one effect is set.

Post-processing applies in game, on the Test step and for players, not in the editing view.
ssaobooleanDefault false
Ambient occlusion: darkens corners and contacts, adds depth.
bloomnumberDefault 0
Glow around bright and emissive areas, 0 to 1.5 in the panel. Skipped under the sky dome.
grade'none' | 'warm' | 'cool' | 'noir' | 'vivid'Default 'none'
Colour grading.
vignettenumberDefault 0
Edge darkening, 0 to 1.
outlineboolean
Reserved in the format, not rendered by the engine yet.

grade: 'none' — No grading.

Bloom and the physical sky

Under the sky dome, bloom is switched off to avoid a white haze over the whole sky. The Neon night, Underwater and Black studio moods use a flat sky and keep their glow. See Sky, time and weather.

Music

In the same section, Music URL (rules.music) plays a background loop during the game.

See also