Taos API Reference
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    Interface HQCloudFeatureOptions

    interface HQCloudFeatureOptions {
        noises: CloudNoiseTextures;
        settings?: Partial<HQCloudSettings>;
        useTransmittanceLut?: boolean;
        useAtmosphere?: boolean;
        accuratePhase?: boolean;
        beerShadowMap?: boolean;
        atmosphere?: Partial<HQCloudAtmosphere>;
    }
    Index

    Properties

    useTransmittanceLut?: boolean

    When true, the pass compiles with the transmittance-LUT path enabled and reads the LUT from frame.extras each frame (key 'atmosphere:transmittance_lut', published by AtmosphereLutsFeature). Sun color at every cloud sample is then attenuated by the actual air column from the sample to the top of atmosphere — gives clouds the deep amber-red look at sunset without a hand-tuned tint curve.

    Set true on this feature AND register AtmosphereLutsFeature before this one for the coupling to work; either alone is a no-op (the host binds a 1×1 white dummy LUT so the bind-group shape stays consistent).

    useAtmosphere?: boolean

    When true, the march lights clouds with the REAL sky radiance (an in-shader scatterP ambient probe, the engine equivalent of HDRP's cloud ambient probe) instead of a hand-tuned constant, and applies physically-based aerial perspective at the cloud's distance so distant decks take on the sky color and dissolve into the horizon. This is the single biggest quality lever — cloud shaded sides are ambient-dominated. Costs ~2 scatterP evaluations per half-res pixel.

    The atmosphere is evaluated with static Earth parameters by default (matching AtmosphereFeature defaults); pass atmosphere to match a custom planet. Independent of useTransmittanceLut (which only tints the direct sun), though enabling both together gives the most consistent sky↔cloud coupling.

    accuratePhase?: boolean

    When true, the sun in-scatter uses the Jendersie & d'Eon 2023 approximate-Mie phase (an HG + Draine blend fitted to real water-droplet Mie scattering) instead of the dual-lobe HG, for a more correct silver lining and a faint backscatter glory. Off by default (keeps the tuned dual-lobe look). Compile-time — set at construction, not per frame.

    beerShadowMap?: boolean

    When true, compile the Beer Shadow Map path: a sun-view orthographic optical-depth pass runs before the raymarch and the light march reads it for whole-column self-shadowing (long-range / up-sun shadows the short per-sample march can't reach). Toggle live via settings.beerShadow.

    Override the static atmosphere parameters (defaults to Earth). Match these to the params passed to AtmosphereFeature for a custom planet.