ImageSpace Modifiers

From GECK

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Overview

ImageSpace Modifiers modify the base ImageSpace parameters defined for the cell/worldspace. They are defined independently and attached to a gameplay element. For example, an imagespace modifier attached to a weather is active whenever that weather is active, and a modifier attached to an explosion is started when the explosion goes off. A modifier can have a duration (as in the explosion case) and can be animated over that duration.

Data Fields

Modifiers are created in the editor using the Imagespace Modifier form found in the World menu, or from Special Effects -> Imagespace Modifiers in the Object Window.

  • Imagespace Adapters: Each adapter has a unique form editor ID. By right clicking in the list, you can add or duplicate a adapter.
  • Most parameters are controlled by a multiply and add operation. This allows the modifier to do stuff like double the brightness. To simply set a parameter to a target value, multiple by zero and add the target value.
  • The "X" buttons will delete a key.
  • The final tint color RGB (assuming there are multiple active modifiers changing the tint color) is the weighted average of all the tint colors (the tint alpha is the weight). The alpha of the final tint color is the highest alpha from all the active modifiers.
  • The final blur radius and double vision values will be the highest of these values from all the active modifiers.
  • Duration box: Gives the time in seconds of an animated modifier.
  • Animatable: If checked, the modifier has a duration and is animated. If this is not checked, the duration box is ignored.
  • Display: If checked, the render window will show the results of the modifier at the current time.
  • TEST: This button will play an animated modifier.
  • The Time slider determines at which time you are modifying the keys.
  • If there is a key at the current time, the key text will turn red.
  • The arrow buttons iterate through the existing keys.

HDR

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.
  • 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. Higher numbers make for brighter skies.
  • LUM Ramp Min: Not used.
  • LUM Ramp Max: Not used.
  • Sunlight Dimmer: (non-imagespace) Scale the sunlight (also applies to moonlight).
  • Grass Dimmer: (non-imagespace) Scale the grass brightness
  • Tree Dimmer: (non-imagespace) Scale the tree brightness (unused?)

Bloom

Parameters for bloom shader effect.

  • Blue Radius:
  • Alpha Mult Interior:
  • Alpha Mult Exterior:

Cinematic

Enables tint, brightness, saturation, and/or contrast modifiers.

  • Tint:
    • 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).
  • Contrast:
    • Value:
    • 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.

Blur

  • Blur Radius: How strong of a blur to apply to the screen.
    • 0.0 No Blur
    • 7.0 Maximum Blur

Double Vision

  • Strength: What percentage of the screen to apply the effect to. A number between 0.0 and 1.
  • This effect animates automatically.
    • 0.0 No Blur
    • 0.15 This range seems to be a sweet spot; jarring but still readable
    • 0.35 The point at which the double vision becomes gibberish(in my opinion)

FullScreen Motion Blur

  • Strength: How much to blur the screen while moving.
    • 0.0 No Blur
    • 10.0 Maximum Blur

Radial Blur

Used to create blur around the edges of the screen, blur in the center of the screen, or a ring of blur.

  • Str: How strong of a blur it will be.
    • 2.5 For a Moderate Blur
    • 5 For a Strong Blur
  • Ramp Up: How quickly the blur Ramps Up from the start area to the edges. Seems that 0.0 is no blur(never ramps) and that 1.0 is instantly at full strength.
  • Start: This number represents the percent of the screen that is blurred, with the blur radiating outward from the Center. The larger the number, the bigger the radius of the non-blurred area(Center).
    • 0.0 For a full screen blur
    • 1.0 For no blur on screen
  • Ramp Down: The inverse of Ramp Up, the fade from the outer to the inner.
    • Needs to be larger than Ramp Up
  • Down Start: The inverse of Start; it places a clean ring around the edge of the screen. Larger numbers compress the blurred circle around the center.
    • Must be larger than the start
  • Center: The on-screen location of the start position

Depth Of Field

  • Strength: How strong of a blur to apply. 0.0 to 1.0 is best for a blur that will preserve image quality. Pumping the strength up provides an awesome contrast-like effect, but does not look right as a depth of field effect.
  • Distance: The distance in units that contains a clean, non-blurred view. Setting the distance higher then the range will create a blurred foreground with a clear background.
  • Range: The range in units where the depth blur begins.

See Also

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