Difference between revisions of "ImageSpace"

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{{Incomplete}}
{{Incomplete}}
=='''Overview'''==
=='''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.


=='''Data Fields'''==
=='''HDR Tab'''==
'''Imagespace Systems:''' Each system has a unique form editor ID. By right clicking in the window, you can add or duplicate a system.
 
===HDR===
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===
=='''Bloom Tab'''==
Parameters for bloom shader effect.
Parameters for bloom shader effect.


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*'''Alpha Mult Exterior:'''
*'''Alpha Mult Exterior:'''


===Get Hit===
=='''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===
=='''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===
=='''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===
=='''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.
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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.

See Also[edit | edit source]