Difference between revisions of "ImageSpace"
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==''' | =='''ImageSpace Dialog'''== | ||
[[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 [[:Category:World|World]] menu. | [[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 [[:Category:World|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. | |||
==''' | =='''HDR Tab'''== | ||
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. | ||
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*'''Skin Dimmer:''' | *'''Skin Dimmer:''' | ||
== | =='''Bloom Tab'''== | ||
Parameters for bloom shader effect. | Parameters for bloom shader effect. | ||
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*'''Alpha Mult Exterior:''' | *'''Alpha Mult Exterior:''' | ||
== | =='''Get Hit Tab'''== | ||
These are holdover settings from TESIV. They govern the ImageSpace effects for getting hit. | These are holdover settings from TESIV. They govern the ImageSpace effects for getting hit. | ||
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*'''Blur Damping Constant:''' | *'''Blur Damping Constant:''' | ||
== | =='''Night Eye Tab'''== | ||
These are holdover settings from TESIV. They govern the ImageSpace effects for the Night Eye spell. | These are holdover settings from TESIV. They govern the ImageSpace effects for the Night Eye spell. | ||
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*'''Brightness:''' | *'''Brightness:''' | ||
== | =='''Cinematic Tab'''== | ||
Enables tint, brightness, saturation, and/or contrast modifiers. | Enables tint, brightness, saturation, and/or contrast modifiers. | ||
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**'''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. | **'''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. | ||
== | =='''See Also'''== | ||
*[[ImageSpace Modifiers]] | *[[ImageSpace Modifiers]] | ||
*[[ApplyImageSpaceModifier]] | *[[ApplyImageSpaceModifier]] | ||
[[Category:World]] | [[Category:World]] | ||
[[Category:Special Effect]] | [[Category:Special Effect]] |
Latest revision as of 13:19, 9 November 2011
This article is incomplete. You can help by filling in any blank descriptions. Further information might be found in a section of the discussion page. Please remove this message when no longer necessary. |
ImageSpace Dialog[edit | edit source]
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.
HDR Tab[edit | edit source]
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:
Bloom Tab[edit | edit source]
Parameters for bloom shader effect.
- Blur Radius:
- Alpha Mult Interior:
- Alpha Mult Exterior:
Get Hit Tab[edit | edit source]
These are holdover settings from TESIV. They govern the ImageSpace effects for getting hit.
- Blur Radius:
- Damping Constant:
- Blur Damping Constant:
Night Eye Tab[edit | edit source]
These are holdover settings from TESIV. They govern the ImageSpace effects for the Night Eye spell.
- Tint Color:
- Brightness:
Cinematic Tab[edit | edit source]
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.