Difference between revisions of "ImageSpace Modifiers"

23 bytes added ,  15:10, 11 October 2016
m
→‎Radial Blur: another typo
imported>Henning
 
imported>SarthesArai
m (→‎Radial Blur: another typo)
 
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* When animatable is checked you can create a sequence of keyframes to change your imagespace over time. At anytime during editing your imagespace you can change your duration value and the key will remain where they were in proportion to the overall timeline.  
* When animatable is checked you can create a sequence of keyframes to change your imagespace over time. At anytime during editing your imagespace you can change your duration value and the key will remain where they were in proportion to the overall timeline.  
* To make a new key slide the timeline slider to a new time (or use the numeric entry to be more accurate) and change any value. The new value will turn red indicating there  is a keyframe there.  
* To make a new key slide the timeline slider to a new time (or use the numeric entry to be more accurate) and change any value. The new value will turn red indicating there  is a keyframe there.  
* To find your existing keys use the arrow buttons a the very bottom of the form. Once you have the keys timing laid out use the arrow buttons to navigate so yo avaoid adding any new stray keys.
* To find your existing keys use the arrow buttons a the very bottom of the form. Once you have the keys timing laid out use the arrow buttons to navigate so you avaoid adding any new stray keys.


==Data Fields==
==Data Fields==
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* '''Animatable:''' If checked, the modifier has a duration and is animated. If this is not checked, the duration box is ignored.  
* '''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.  
* '''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.  
* '''TEST:''' This button will play an animated modifier (Sky must be enabled. Press 6 to toggle).  
* The Time slider determines at which time you are modifying the keys.  
* 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.
* If there is a key at the current time, the key text will turn red.
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Parameters for high dynamic range rendering. These values are for calculating RGB settings on the ImageSpace beyond the 255 maximum.
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.
*'''Eye Adapt Speed:''' Controls how quickly the adapted scene luminance chases the actual luminance. Between 0.0 and 100.0 representing the percentage of the difference between the adapted scene luminance and the actual luminance that is closed each frame (assuming 30fps).
**0.0 causes the adapted lum to always equal the actual lum.
**A value of 0.0 means the adapted luminance will never change.
**1.0 causes the adapted lum to never change.
**A value of 100.0 will never "chase" so that the adapted luminance is always equal to actual luminance.
*'''Blur Radius:'''The amount of bloom. Integers only. Cannot be turned off.
*'''Bloom Blur Radius:'''The amount of bloom. Integers only. Cannot be turned off.
**1.0 Min blur.
**1.0 Min blur.
**7.0 Max blur.
**7.0 Max blur.
*'''Emissive Mult:''' (non-imagespace) Multiplier applied to the emittance of an object.
*'''Bloom Threshold:''' Controls the threshold for which pixels in the scene bloom.  
*'''Target LUM:''' Changing this just seems to break everything. I wouldn't touch it.
*'''Bloom Scale:''' Controls how bright the bloom is.  
*'''Upper LUM Clamp:''' Not used.
*'''Target Lum Min:'''
*'''Bright Scale:''' Affects the brightness of the bloom.
*'''Target Lum Max:'''  
*'''Bright Clamp:''' The clamp for which lum levels bloom.
*'''Sunlight Scale:''' (non-imagespace) Scale the sunlight
*'''LUM Ramp No Tex:''' (non-imagespace) Used by the sky shader.
*'''Sky Scale:''' (non-imagespace) Scale the sky
*'''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?)
 
===Bloom===
Parameters for bloom shader effect.
 
*'''Blue Radius:'''
*'''Alpha Mult Interior:'''
*'''Alpha Mult Exterior:'''


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


*'''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:''' Amplifies the bright and dark spots in the scene. A negative number here will inverse bright and dark spots and then amplify them accordingly.
*'''Tint:'''
*'''Tint:'''
**'''R/G/B:''' Overlays the corresponding color. Strength is from 0 to 255
**'''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.
**'''A:''' 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.
*'''Fade:'''
*'''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).
**'''R/G/B:'''
*'''Contrast:'''  
**'''A:'''
**'''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===
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**0.0 No Blur
**0.0 No Blur
**0.15 This range seems to be a sweet spot; jarring but still readable
**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)  
**0.35 The point at which the double vision becomes gibberish(in my opinion)
**Note even values as low as 0.03 can be effective without being overpowering
 
===FullScreen Motion Blur===
*'''Strength:'''
**0.0
**0.15
**0.35
 


===Radial Blur===
===Radial Blur===
Used to create blur around the edges of the screen, blue in the center of the screen, or a ring of 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.
*'''Str: '''How strong of a blur it will be.
**2.5 For a Moderate Blur
**2.5 For a Moderate Blur
**5 For a Strong 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.
*'''Ramp Up: '''How quickly the blur Ramps Up from the central, non-blurred area to the full blur at the edges.  Seems that 0.00 is no blur (never ramps) and that 100 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).  
*'''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
**0.0 For a full screen blur
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*'''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.
*'''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
**Must be larger than the start
*'''Use Target:'''
*'''Center: '''The on-screen location of the start position
*'''Center: '''The on-screen location of the start position


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*'''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.
*'''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.
*'''Range: '''The range in units where the depth blur begins.
*'''Use Target:'''
*'''No Sky:'''
*'''Mode:'''
*'''Blur Radius:'''


===See Also===
===See Also===
Anonymous user