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ImageSpace systems can configure the base display effects for a cell or worldspace. This would allow designers to drive post-processed "film" effects through the editor, giving much greater control and more of a "film" feel. Some of the effects include blurring, coloring, and HDR/Bloom effects. The ImageSpace form can be opened from the World menu.
- Imagespace Systems: Each system has a unique form editor ID. By right clicking in the window, you can add or duplicate a system.
Parameters for high dynamic range rendering. These values are for calculating RGB settings on the ImageSpace beyond the 255 maximum.
- Eye Adapt Speed: Controls how quickly the adapted scene lum chases the actual lum. Between 0.0 and 1.0. Higher numbers give faster chasing.
- 0.0 causes the adapted lum to always equal the actual lum.
- 1.0 causes the adapted lum to never change.
- Blur Radius:The amount of bloom. Integers only. Cannot be turned off.
- 1.0 Min blur.
- 7.0 Max blur.
- Blur Passes:
- Emissive Mult: (non-imagespace) Multiplier applied to the emittance of an object.
- Target LUM: Changing this just seems to break everything. I wouldn't touch it.
- Upper LUM Clamp: Not used.
- Bright Scale: Affects the brightness of the bloom.
- Bright Clamp: The clamp for which lum levels bloom.
- LUM Ramp No Tex: (non-imagespace) Used by the sky shader.
- LUM Ramp Min: Not used.
- LUM Ramp Max: Not used.
- Sunlight Dimmer: (non-imagespace) Scale the sunlight
- Grass Dimmer: (non-imagespace) Scale the grass brightness
- Tree Dimmer: (non-imagespace) Scale the tree brightness (unused?)
- Skin Dimmer:
Parameters for bloom shader effect.
- Blur Radius:
- Alpha Mult Interior:
- Alpha Mult Exterior:
Get Hit Tab
These are holdover settings from TESIV. They govern the ImageSpace effects for getting hit.
- Blur Radius:
- Damping Constant:
- Blur Damping Constant:
Night Eye Tab
These are holdover settings from TESIV. They govern the ImageSpace effects for the Night Eye spell.
- Tint Color:
Enables tint, brightness, saturation, and/or contrast modifiers.
- R/G/B: Overlays the corresponding color. Strength is from 0 to 255
- Value: The alpha(opacity) of the colors overlayed. This setting alone will never raise the color level high enough to completely wash out the scene. At a strength of 255 it will render the entire scene in shades of the RGB color.
- Brightness: Increases the brightness, setting either number to 100 causes a create white-out. Setting both to 0 will result in complete darkness.
- Saturation: Increases the saturation of the screen. Setting the number to a negative will reverse the colors displayed(blue will render yellow...). Setting the saturation to 0 will remove all color from the scene(scene renders black and white).
- Avg LUM Value: Amplifies the bright and dark spots in the scene. A negative number here will inverse bright and dark spots and then amplify them accordingly.