Taos API Reference
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    Class HQClouds

    Scene authoring handle for the high-quality volumetric cloud layer (HQCloudPass / HQCloudFeature) — the photoreal multi-scatter clouds, as opposed to the cheaper flat-slab Clouds. A host (the editor, or any app) reads these fields and pushes them into the registered HQCloudFeature.settings. Adding this component to a scene is the signal that HQ clouds should render; a scene should use either Clouds or HQClouds, not both.

    Only a curated subset of HQCloudSettings is surfaced here (the fields most worth authoring); the rest keep their DEFAULT_HQ_CLOUD_SETTINGS values. Wind is authored as a velocity (units/sec on X/Z) and the host integrates it into the feature's windOffset over time, mirroring Clouds.

    Hierarchy (View Summary)

    Index

    Constructors

    Properties

    id: string = ...

    Stable identity for this component, unique within a session. Auto-generated for runtime-created components; the editor overwrites it with a persistent id when projecting a saved document so references survive save / load / undo.

    gameObject: GameObject

    The owning GameObject; assigned by addComponent before onAttach runs.

    preset: number

    Cloud preset: 0 Sparse, 1 Cloudy, 2 Overcast, 3 Stormy (drives in-shader vertical curves).

    coverage: number

    Sky cover ratio, 0..1.

    density: number

    Density multiplier on the sampled field.

    bottomAltitude: number

    Cloud-deck bottom altitude above the surface, meters.

    altitudeRange: number

    Cloud-deck thickness, meters.

    anisotropy: number

    Henyey-Greenstein anisotropy (forward scattering).

    extinction: number

    Extinction coefficient (Beer's law).

    ambientColor: [number, number, number]

    Linear-RGB ambient/sky tint feeding the clouds.

    exposure: number

    Exposure scaling on cloud lighting.

    multiScatter: number

    Multi-scatter approximation strength, 0..1.

    windSpeed: [number, number]

    Wind velocity on X/Z (world units per second); integrated by the host.

    cirrus: boolean

    Render the optional high cirrus sheet.

    Accessors

    • get time(): Time

      The simulation clock of the scene this component belongs to. Read inside update (or any time after the GameObject is added to a scene) for absolute time, frame count, FPS, and timeScale-aware delta — e.g. this.time.elapsed, this.time.delta, this.time.frameCount.

      this.time.delta equals the dt argument passed to update, so components can ignore that argument entirely and pull everything from here.

      Returns Time

      if the owning GameObject is not currently part of a scene.

    Methods

    • Called once when the component is added to a GameObject. Override to acquire references to siblings/children or initialize resources.

      Returns void

    • Called once when the component is removed from its GameObject. Override to release resources or unsubscribe from events.

      Returns void

    • Called every frame by the GameObject's update traversal.

      Parameters

      • _dt: number

        Frame delta time in seconds.

      Returns void

    • Called every frame by the GameObject's render traversal, after update and any input/controller mutations to the transform. Override to refresh per-frame state that render passes consume (e.g. Camera recomputes its cached view/projection matrices here).

      Parameters

      • _ctx: RenderContext

        Active render context (provides canvas width/height etc.).

      Returns void