feather-engine.vercel.app
Feather Engine
First seen 2026-11-05 · Last seen 2026-11-05 · Source: webmcp.com
Answer 2 · Act 14 · Transact 0 · Score: Not yet scored
Tool inspector
set_scene_environment
Set the active scene sky/fog/base lighting. Use this for mood, time of day, sunset/night/daylight, panorama skyboxes, fog, and Unreal-style volumetric fog/light shafts (volumetricFog* fields — atmospheric mist, sun glow, god rays). This is scene-level World Settings, not a Blueprint node.
Input schema
| Property | Type | Required | Description |
|---|---|---|---|
skyMode |
string | no | — |
backgroundColor |
string | no | Flat/fallback background hex color. |
skyTopColor |
string | no | Procedural sky zenith hex color. |
skyHorizonColor |
string | no | Procedural horizon hex color. |
skyGroundColor |
string | no | Procedural lower-sky/ground-tint hex color. |
skyTextureAssetId |
string | no | Image asset id for an equirectangular panorama, or "" to clear. |
environmentMapAssetId |
string | no | Image asset id of an equirectangular panorama/HDRI used as the image-based-lighting (IBL) source — real reflections + ambient sampled from it, replacing the studio light rig. Independent of skyMode. "" to clear (back to studio). |
skyRotation |
number | no | Sky dome yaw in degrees. |
environmentIntensity |
number | no | Built-in ambient/environment light strength. |
sunColor |
string | no | Directional sun hex color. |
sunIntensity |
number | no | Directional sun strength. |
sunAzimuth |
number | no | Sun compass angle in degrees. |
sunElevation |
number | no | Sun height in degrees. |
fogEnabled |
boolean | no | — |
fogColor |
string | no | — |
fogNear |
number | no | — |
fogFar |
number | no | — |
atmosphericFog |
boolean | no | Sky-sampled atmospheric fog: exponential aerial perspective whose color auto-follows the sky horizon, so distant hills/mountains dissolve into the sky (BOTW/Genshin stylized-outdoors look). Uses fogFar as the range. Best with a procedural sky; ignored when volumetric fog is on. |
volumetricFogEnabled |
boolean | no | Unreal-style raymarched volumetric fog: height-based mist + sun glow (in-scattering) and god-ray light shafts. Replaces flat linear fog when on. Great for atmospheric/cinematic/foggy/dusty looks. |
volumetricFogDensity |
number | no | Volumetric fog thickness (≈0.02 thin haze, 0.1+ thick). |
volumetricFogColor |
string | no | Volumetric mist/scatter tint hex color. |
volumetricFogHeight |
number | no | World Y where volumetric density starts thinning out. |
volumetricFogFalloff |
number | no | How fast volumetric fog thins with height (0 = uniform). |
volumetricScattering |
number | no | Sun scatter anisotropy (−0.95..0.95); higher = stronger forward glow toward the sun. |
volumetricSunStrength |
number | no | Strength of the volumetric sun glow / light shafts. |
volumetricMaxDistance |
number | no | Far clamp (world units) for the volumetric raymarch. |
wind |
array | no | Global wind force vector [x,y,z] (world space). Drives all cloth and pushes dynamic bodies by their windInfluence. [0,0,0] = calm. |
windTurbulence |
number | no | Global wind gust turbulence 0–1. |
gravity |
array | no | World gravity acceleration [x,y,z] in units/s². Earth = [0,-9.81,0] (the default), Moon = [0,-1.62,0], space = [0,0,0]. Every dynamic body scales this by its own gravityScale. |
toneMapping |
string | no | Film tonemapping curve for the whole scene — the biggest single lever on overall look. aces = classic punchy filmic (default); agx = modern, preserves bright highlights instead of blowing them to white (great for neon/sunlit/HDR scenes); neutral = accurate/flat PBR; reinhard/cineon = classic curves; linear/none = no filmic shaping. |
toneMappingExposure |
number | no | Exposure multiplier before tonemapping. 1 = neutral, >1 brighter, <1 darker. |
ambientMode |
string | no | Ambient fill model. hemisphere grades sky color above → ground color below (more natural); flat is a constant term (legacy). |
contactShadows |
boolean | no | Soft grounding shadow blob under objects. On by default; turn off for flying/space/no-floor scenes. |
contactShadowY |
number | no | World Y the contact-shadow plane sits at — match the ground height. Default 0. |
contactShadowScale |
number | no | Footprint size of the contact-shadow plane in world units. Default 14; raise for big scenes. |
contactShadowOpacity |
number | no | Contact shadow darkness 0–1. Default 0.36. |
contactShadowBlur |
number | no | Contact-shadow softness. Default 2.4; 3–4 gives broad studio-style edges. |
contactShadowFar |
number | no | Vertical capture distance for contact casters. Default 6 world units. |
contactShadowColor |
string | no | Contact-shadow tint as a hex color. Near-black scene hues integrate more softly than pure black. |
dayCycleEnabled |
boolean | no | When on, Play advances time of day and drives sun/sky from a built-in day/night ramp. |
dayCycleDuration |
number | no | Real seconds for a full day loop while Playing. Default 360 (~6 min). |
dayCycleTime |
number | no | Normalized time of day 0–1 (0 midnight, 0.25 sunrise, 0.5 noon, 0.75 sunset). |
Raw JSON schema
{
"$schema": "https://json-schema.org/draft/2020-12/schema",
"type": "object",
"properties": {
"skyMode": {
"type": "string",
"enum": [
"color",
"procedural",
"image"
]
},
"backgroundColor": {
"description": "Flat/fallback background hex color.",
"type": "string"
},
"skyTopColor": {
"description": "Procedural sky zenith hex color.",
"type": "string"
},
"skyHorizonColor": {
"description": "Procedural horizon hex color.",
"type": "string"
},
"skyGroundColor": {
"description": "Procedural lower-sky/ground-tint hex color.",
"type": "string"
},
"skyTextureAssetId": {
"description": "Image asset id for an equirectangular panorama, or \"\" to clear.",
"type": "string"
},
"environmentMapAssetId": {
"description": "Image asset id of an equirectangular panorama/HDRI used as the image-based-lighting (IBL) source — real reflections + ambient sampled from it, replacing the studio light rig. Independent of skyMode. \"\" to clear (back to studio).",
"type": "string"
},
"skyRotation": {
"description": "Sky dome yaw in degrees.",
"type": "number"
},
"environmentIntensity": {
"description": "Built-in ambient/environment light strength.",
"type": "number",
"minimum": 0
},
"sunColor": {
"description": "Directional sun hex color.",
"type": "string"
},
"sunIntensity": {
"description": "Directional sun strength.",
"type": "number",
"minimum": 0
},
"sunAzimuth": {
"description": "Sun compass angle in degrees.",
"type": "number"
},
"sunElevation": {
"description": "Sun height in degrees.",
"type": "number"
},
"fogEnabled": {
"type": "boolean"
},
"fogColor": {
"type": "string"
},
"fogNear": {
"type": "number",
"minimum": 0
},
"fogFar": {
"type": "number",
"minimum": 1
},
"atmosphericFog": {
"description": "Sky-sampled atmospheric fog: exponential aerial perspective whose color auto-follows the sky horizon, so distant hills/mountains dissolve into the sky (BOTW/Genshin stylized-outdoors look). Uses fogFar as the range. Best with a procedural sky; ignored when volumetric fog is on.",
"type": "boolean"
},
"volumetricFogEnabled": {
"description": "Unreal-style raymarched volumetric fog: height-based mist + sun glow (in-scattering) and god-ray light shafts. Replaces flat linear fog when on. Great for atmospheric/cinematic/foggy/dusty looks.",
"type": "boolean"
},
"volumetricFogDensity": {
"description": "Volumetric fog thickness (≈0.02 thin haze, 0.1+ thick).",
"type": "number",
"minimum": 0
},
"volumetricFogColor": {
"description": "Volumetric mist/scatter tint hex color.",
"type": "string"
},
"volumetricFogHeight": {
"description": "World Y where volumetric density starts thinning out.",
"type": "number"
},
"volumetricFogFalloff": {
"description": "How fast volumetric fog thins with height (0 = uniform).",
"type": "number",
"minimum": 0
},
"volumetricScattering": {
"description": "Sun scatter anisotropy (−0.95..0.95); higher = stronger forward glow toward the sun.",
"type": "number",
"minimum": -0.95,
"maximum": 0.95
},
"volumetricSunStrength": {
"description": "Strength of the volumetric sun glow / light shafts.",
"type": "number",
"minimum": 0
},
"volumetricMaxDistance": {
"description": "Far clamp (world units) for the volumetric raymarch.",
"type": "number",
"minimum": 1
},
"wind": {
"description": "Global wind force vector [x,y,z] (world space). Drives all cloth and pushes dynamic bodies by their windInfluence. [0,0,0] = calm.",
"minItems": 3,
"maxItems": 3,
"type": "array",
"items": {
"type": "number"
}
},
"windTurbulence": {
"description": "Global wind gust turbulence 0–1.",
"type": "number",
"minimum": 0,
"maximum": 1
},
"gravity": {
"description": "World gravity acceleration [x,y,z] in units/s². Earth = [0,-9.81,0] (the default), Moon = [0,-1.62,0], space = [0,0,0]. Every dynamic body scales this by its own gravityScale.",
"minItems": 3,
"maxItems": 3,
"type": "array",
"items": {
"type": "number"
}
},
"toneMapping": {
"description": "Film tonemapping curve for the whole scene — the biggest single lever on overall look. aces = classic punchy filmic (default); agx = modern, preserves bright highlights instead of blowing them to white (great for neon/sunlit/HDR scenes); neutral = accurate/flat PBR; reinhard/cineon = classic curves; linear/none = no filmic shaping.",
"type": "string",
"enum": [
"aces",
"agx",
"neutral",
"reinhard",
"cineon",
"linear",
"none"
]
},
"toneMappingExposure": {
"description": "Exposure multiplier before tonemapping. 1 = neutral, >1 brighter, <1 darker.",
"type": "number",
"minimum": 0
},
"ambientMode": {
"description": "Ambient fill model. hemisphere grades sky color above → ground color below (more natural); flat is a constant term (legacy).",
"type": "string",
"enum": [
"flat",
"hemisphere"
]
},
"contactShadows": {
"description": "Soft grounding shadow blob under objects. On by default; turn off for flying/space/no-floor scenes.",
"type": "boolean"
},
"contactShadowY": {
"description": "World Y the contact-shadow plane sits at — match the ground height. Default 0.",
"type": "number"
},
"contactShadowScale": {
"description": "Footprint size of the contact-shadow plane in world units. Default 14; raise for big scenes.",
"type": "number",
"minimum": 1
},
"contactShadowOpacity": {
"description": "Contact shadow darkness 0–1. Default 0.36.",
"type": "number",
"minimum": 0,
"maximum": 1
},
"contactShadowBlur": {
"description": "Contact-shadow softness. Default 2.4; 3–4 gives broad studio-style edges.",
"type": "number",
"minimum": 0
},
"contactShadowFar": {
"description": "Vertical capture distance for contact casters. Default 6 world units.",
"type": "number",
"minimum": 0.1
},
"contactShadowColor": {
"description": "Contact-shadow tint as a hex color. Near-black scene hues integrate more softly than pure black.",
"type": "string"
},
"dayCycleEnabled": {
"description": "When on, Play advances time of day and drives sun/sky from a built-in day/night ramp.",
"type": "boolean"
},
"dayCycleDuration": {
"description": "Real seconds for a full day loop while Playing. Default 360 (~6 min).",
"type": "number",
"minimum": 30
},
"dayCycleTime": {
"description": "Normalized time of day 0–1 (0 midnight, 0.25 sunrise, 0.5 noon, 0.75 sunset).",
"type": "number",
"minimum": 0,
"maximum": 1
}
}
}
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