Give a Diorama map wind, drifting dust, twinkling light motes, heat haze, a vignette and bloom, and make lights spots, god rays or bonfires that light only at night.
Wind, Dust, Motes & Light Shapes
A Diorama map can have the screen effects of RPG Maker U2U: wind that bends the objects you flag, dust drifting across the screen, twinkling light motes, heat haze, a vignette and bloom. Each placed Light can be a point, a spot, a god ray or a bonfire, and can be lit only at night.
Where to author it#
- Map Properties → Atmosphere (the map editor's Map Properties window, Atmosphere tab): the sections Wind, Dust, Light motes, Heat haze and Vignette and bloom, after Focus.
- Map editor → a placed Light → its Light form: Shape and When it is lit.
- Objects that sway, show only at night or glow carry those switches on the map (RPG Maker U2U imports set them); see Gotchas.
Set it up#
- Turn on Diorama for the project (World → Rendering). Without it these sections are greyed out.
- Open the map, then Map Properties → Atmosphere.
- In Wind, set Wind on this map to On, then its Strength, Speed, the way it Blows and its gusts.
- In Dust or Light motes, set the effect to On and pick its colours and amount. While the window is open, the map canvas shows the specks, the vignette and a line for each effect that only shows in play.
- Set Vignette and Bloom above 0 if you want them; 0 is off.
- Click a Light on the map, choose its Shape and, for a street lamp, When it is lit → Only at night.
- Save, then play the map at night to see the night-only lights.
Wind#
| Field | What it does | Range |
|---|
| Wind on this map | Off = no wind: no object sways, whatever its switch | Off / On |
| Strength | How far a swaying object bends | 5% to 100% |
| Speed | Sways per 4 seconds (1× = one) | 0.2× to 3× |
| Blows | The way the wind blows | 8 directions |
| Gusts | How strong the gusts on top of the sway are | 0% to 100% |
| Time between gusts | Seconds from one gust to the next | 2 to 30 s |
Dust#
| Field | What it does | Range |
|---|
| Dust drifting over the screen | Switches it on | Off / On |
| Colour | The specks' colour | any |
| Strength | How visible each speck is | 5% to 80% |
| Amount | Share of the most specks a device draws | 10% to 100% |
Light motes#
| Field | What it does | Range |
|---|
| Twinkling light motes | Switches them on | Off / On |
| First colour / Second colour | Each mote is one of them, or between them | any |
| Amount | Share of the most motes a device draws | 10% to 100% |
| Twinkle speed | Twinkles a second | 0.2 to 4 |
| Dimmest | The dimmest a mote gets | 0% to 100% |
| Brightest | The brightest a mote gets (above 100% = brighter than its colour) | 80% to 200% |
| Out of step | 0 = every mote twinkles together | 0 to 5 |
Heat haze#
| Field | What it does | Range |
|---|
| Hot air over the map | Switches it on | Off / On |
| Strength | How much the view wavers | 5% to 100% |
Vignette and bloom#
| Field | What it does | Range |
|---|
| Vignette | Darkens the corners of the screen (0 = off) | 0% to 100% |
| Vignette softness | How wide the fade is | 10% to 100% |
| Bloom | Glow around lights and glowing objects (0 = off) | 0% to 100% |
| Lights that glow | The weakest light that still glows | 50% to 100% strength |
Light shapes#
| Field | Shape | What it does | Range |
|---|
| Shape | all | Point (all around), Spot (a cone), God ray (a shaft of light), Bonfire (flame, glow and embers) | 4 choices |
| Cone opening | Spot | How wide the cone is | 10° to 120° |
| Points | Spot, God ray | The way it points | 8 directions |
| Length / Width | God ray | The shaft's size | 2 to 16 / 1 to 8 tiles |
| Embers | Bonfire | How many embers rise | 0% to 100% |
| When it is lit | all | Always (as its On / Off state says), or Only at night | 2 choices |
Copilot#
zone-atmosphere-set takes ambient with wind, dust, motes and heat (each a whole effect with all of its fields; null removes it) and grade with vignette, vignetteSoftness, bloom, bloomThreshold. Its dry run lists what phones and lower graphics draw of each effect. zone-light-set takes shape, nightOnly, angleDeg, rotationDeg, lengthTiles, widthTiles and embers.
Gotchas#
- Diorama only. These effects need Diorama; a request to set them in a project without it is refused. Taking one away always works.
- An effect that is Off is not stored. There is no default wind: a map without Wind has none, and flagged objects stand still.
- Swaying needs the map's wind. An object switched to sway does nothing on a map whose Wind is Off.
- Phones and Low graphics draw less. No sway, no light motes, no heat haze, no bloom, no spot lights (their light pass is off); fewer dust specks; a fixed corner darkening instead of the soft vignette. Medium graphics draws no heat haze and bloom without the blur. The Atmosphere sections say this under each effect.
- Reduced motion stops the sway, the twinkle, the drifting dust and the heat haze for players who turn it on.
- Bloom glows lights and glowing objects, not every bright pixel.
- Only at night follows the map's time of day, or the time it is always drawn at (Map Properties → Atmosphere → Time of day).
- The map canvas previews only while Map Properties is open, and draws the specks as High graphics would. Sway, heat haze and bloom show in play.
- Imported RPG Maker U2U maps: Wind, Heat Haze, Dust, Light Motes and the colour grade's vignette and bloom import; exposure, contrast, saturation and temperature do not, and a wind area becomes wind over the whole map (the import notes say so). Spot, God Ray and Bonfire parts import as lights of that shape; their angle, direction and size are read as best known, so check them. A picture's Wind Sway, Night Only and Emissive come with it. A Wall Block flagged Wind Sway imports still.