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{{ | {{LanguageBar}} | ||
{{ | {{Split|Split Black Mesa and Valve games to separate pages}} | ||
{{CD|CEnvTonemapController|file1=env_tonemap_controller.cpp}} | |||
{{This is a|logical entity|name=env_tonemap_controller|sprite=1}}__NOTOC__ | |||
It controls the [[HDR]] tonemapping for the player. Think of it as a method of controlling the exposure of the player's eyes. Tonemapping affect all players in multiplayer. HDR settings should normally be changed through [[triggers]], whenever transitioning between environments of different light levels (or for multiplayer, at the start of the map via {{ent|logic_auto}}, and to control tonemapping for individual players, use {{ent|trigger_tonemap}}). | |||
{{clr}} | |||
{{tip|The {{l4dseries|4}} has <code>env_tonemap_controller_ghost</code> (which affects yet-unspawned SI players) and <code>env_tonemap_controller_infected</code> (which affects ones that have spawned).}} | |||
{{Expand|title=Non-Valve games {{bms}}| | |||
{{note|{{bms|4}} uses upgraded tonemapping with bloom using a modified version of the Reinhard filter (in the game it is called next <code>Next Generation Bloom</code>, or <code>Next Gen Bloom</code> for short). Because of this, the results are very different from other {{Source|4|nt=1}} games. Old bloom and [[HDR]] still can be enabled with <code>mat_bloom_nextgen 1</code>.}} | |||
{{important|If this entity is not in a map - <code>Next Gen Bloom</code> from {{bms|4}} will be broken if the map is launched on a dedicated server (just like in the picture). There is probably a mechanism in the game that makes normal HDR if there is no [[env_tonemap_controller]] on a map, because when you run a map locally, everything looks fine. Probably this mechanism worked before with dedicated servers, but in the final release, something is broken. This is why you must to put this entity if you are creating a map for {{bms|4}} multiplayer. | |||
{{Expand|title=Examples.| | |||
<br> | |||
<gallery mode=nolines widths=320px heights=256px> | |||
File:notonmap.jpg|This is how HDR looks like the game in a dedicated server if [[env_tonemap_controller]] is not in the map. | |||
File:yetonmap.jpg|This is how HDR looks like the game in a dedicated server if [[env_tonemap_controller]] is in the map. | |||
</gallery> | |||
}}}}}} | |||
==Flags== | |||
{{fl|1|Master (Has priority if multiple <code>env_tonemap_controller</code> entities exist)|since={{l4d}}}} | |||
==Keyvalues== | ==Keyvalues== | ||
*{{KV | {{KV Targetname}} | ||
{{Expand|title=Non-Valve games {{bms}}| | |||
{{KV|bUseNextGenBloom|intn=bUseNextGenBloom|choices| | |||
:*0: NO | |||
:*1: YES | |||
}} | |||
{{KV|bUseCusBloomNG_Threshold|intn=bUseCusBloomNG_Threshold|choices| | |||
:*0: NO | |||
:*1: YES | |||
}} | |||
:{{Important|Most new {{Bms|4}} keyvalues and I/O doesn't work if this keyvalue use choice <code>NO</code>.}} | |||
:{{expand|title=Examples| | |||
<br> | |||
<gallery mode=packed heights=410px> | |||
File:BMOB=.jpg| frame | left | 510px | NO (Bloom old) | |||
File:BMNB=.jpg| frame | left | 510px | YES (Bloom new) | |||
</gallery> | |||
}} | |||
{{KV|fCusBloomNG_Threshold|intn=fCusBloomNG_Threshold|float|Threshold for bright pass filter. Determines the influence of tonemapping; with high values, only brightest parts of frame will be bloomed. | |||
:{{note|The default value from [[fgd]] is 1, which is incorrect. The default value is 0.1.}} | |||
:{{note|A value of 0 means all pixels contribute to bloom, and is considered the most physically accurate setting.}}}} | |||
{{KV|bUseCusBloomNG_tintExponent|intn=bUseCusBloomNG_tintExponent|choices| | |||
:*0: NO | |||
:*1: YES | |||
}} | |||
{{KV|m_fCustomBloomNextGen_r|intn=m_fCustomBloomNextGen_r|float|Determines the influence for reder tones in frame. | |||
:{{note|The default value from [[fgd]] is 1, which is incorrect. The default value is 0.25.}}}} | |||
{{KV|m_fCustomBloomNextGen_g|intn=m_fCustomBloomNextGen_g|float|Determines the influence for greener tones in frame. | |||
:{{note|The default value from [[fgd]] is 1, which is incorrect. The default value is 0.25.}}}} | |||
{{KV|m_fCustomBloomNextGen_b|intn=m_fCustomBloomNextGen_b|float|Determines the influence for bluer tones in frame. | |||
:{{note|The default value from [[fgd]] is 1, which is incorrect. The default value is 0.25.}}}} | |||
{{KV|m_fCusBloomNG_exponent|intn=m_fCusBloomNG_exponent|float|Determines the tightness of the bloom. | |||
:{{note|The default value from [[fgd]] is 1, which is incorrect. The default value is 2.2.}}}} | |||
}} | |||
==Inputs== | ==Inputs== | ||
{{I|SetTonemapScale|param=float|Sets the player's tonemap scale. It should be a value between 0 and 2, where 0 is the eyes fully closed, 1 is use the unchanged autoexposure (default), and 2 is the eye fully wide open.{{bug|This input does nothing. It only changes <code>mat_hdr_tonemapscale</code> on the client, which is a value that's written but never read}}|not={{csgo}}}} | |||
{{I|BlendTonemapScale|param=string|Blends from the player's current tonemap scale to a new one. The parameter syntax is as follows: <code><target tonemap scale> <blend duration></code>. For example: <code>0.5 10</code> would blend from the current tonemap scale to 0.5 over a period of 10 seconds.{{bug|This input does nothing, same reason as above}}|not={{csgo}}}} | |||
{{I|UseDefaultAutoExposure|Reverts to using the default tonemap auto exposure.}} | |||
{{I|UseDefaultBloomScale|nofgd=1|Reverts to using the default bloom scale.}} | |||
{{I|SetAutoExposureMin|param=float|Sets a custom tonemap auto exposure minimum. Default is 0.5.}} | |||
{{I|SetAutoExposureMax|param=float|Sets a custom tonemap auto exposure maximum. Default is 2.0.}} | |||
{{I|SetBloomScale|param=float|Sets a custom bloom scale.}} | |||
{{I|SetBloomScaleRange|nofgd=1|param=vec2|Sets a range for the bloom scale. First number is the maximum, second number is the minimum.{{note|Minimum value is unused, so effectively same as <code>SetBloomScale</code>}}}} | |||
{{I|SetTonemapRate|param=float|Sets the rate for autoexposure adjustment (<tt>mat_hdr_manual_tonemap_rate</tt>). {{bug|The convar is not replicated so it only works in singleplayer. The changed value persists across map changes as a result. Both of these were fixed in {{csgo}}.}}}} | |||
: | {{I|SetBloomExponent|param=float|since=L4D|Sets a custom bloom exponent.}} | ||
{{I|SetBloomSaturation|param=float|since=L4D|Sets a custom bloom saturation.}} | |||
{{I|SetTonemapPercentBrightPixels|param=float|only={{l4d2}} {{csgo}}|Sets a target percentage of pixels to maintain above a certain brightness. (default: 1)}} | |||
: | {{I|SetTonemapPercentTarget|param=float|only={{l4d2}} {{csgo}}|Sets the brightness that the percentage of pixels defined by <code>SetTonemapPercentBrightPixels</code> should be kept above. (default: 45)}} | ||
{{I|SetTonemapMinAvgLum|param=float|only={{l4d2}} {{csgo}}|Sets custom tonemapping param (default: 3).{{clarify}}}} | |||
{{Expand|title=Non-Valve games {{bms}}| | |||
: | {{I|InputSetBloomNxtGen_Threshold|param=float|Sets the influence of tonemapping; with high values, only brightest parts of frame will be bloomed.}} | ||
:{{expand|title=An example of what it does.| | |||
<br> | |||
: | <gallery mode=packed heights=410px> | ||
File:BloomT0=.jpg| frame | left | 510px | 0 (Very high values are used here for RGB) | |||
File:BloomT1=.jpg| frame | left | 510px | 20 | |||
</gallery> | |||
}} | |||
== | {{I|InputSetBloomNxtGen_TintR|param=float|Sets the influence value for redder tones in frame.}} | ||
:{{expand|title=An example of what it does.| | |||
<br> | |||
<gallery mode=packed heights=410px> | |||
File:BloomR0=.jpg| frame | left | 510px | Default. | |||
File:BloomR1=.jpg| frame | left | 510px | 20 (blue and green is 0 here) | |||
</gallery> | |||
}} | |||
{{I|InputSetBloomNxtGen_TintG|param=float|Sets the influence value for greener tones in frame.}} | |||
:{{expand|title=An example of what it does.| | |||
<br> | |||
<gallery mode=packed heights=410px> | |||
File:BloomR0=.jpg| frame | left | 510px | Default values. | |||
File:BloomG1=.jpg| frame | left | 510px | 20 (blue and red is 0 here) | |||
</gallery> | |||
}} | |||
{{I|InputSetBloomNxtGen_TintB|param=float|Sets the influence value for bluer tones in frame.}} | |||
:{{expand|title=An example of what it does.| | |||
<br> | |||
<gallery mode=packed heights=410px> | |||
File:BloomR0=.jpg| frame | left | 510px | Default values. | |||
File:BloomB1=.jpg| frame | left | 510px | 20 (red and green is 0 here) | |||
</gallery> | |||
}} | |||
{{I|InputSetBloomNxtGen_Exponent|param=float|Sets the brightness of the bloom.}} | |||
:{{expand|title=An example of what it does.| | |||
<br> | |||
<gallery mode=packed heights=410px> | |||
File:BloomE0=.jpg| frame | left | 510px | 0 (Threshold very hight here) | |||
File:BloomE1=.jpg| frame | left | 510px | 0.5 | |||
</gallery> | |||
}} | |||
}} | |||
[[ | ==See also== | ||
* {{ent|trigger_tonemap}} | |||
*[[HDR Lighting Settings]] | |||
* [https://chetanjags.wordpress.com/2023/07/11/blackmesa-xenengine-part2-how-a-frame-is-rendered/ BlackMesa XenEngine: Part2 – How a Frame is Rendered] (Black Mesa developer describing how a frame is rendered, and discusses about the improvements for tone mapping.) |
Latest revision as of 10:46, 13 June 2025


![]() |
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CEnvTonemapController |
![]() |

env_tonemap_controller
is a logical entity available in all Source games.
It controls the HDR tonemapping for the player. Think of it as a method of controlling the exposure of the player's eyes. Tonemapping affect all players in multiplayer. HDR settings should normally be changed through triggers, whenever transitioning between environments of different light levels (or for multiplayer, at the start of the map via logic_auto, and to control tonemapping for individual players, use trigger_tonemap).



env_tonemap_controller_ghost
(which affects yet-unspawned SI players) and env_tonemap_controller_infected
(which affects ones that have spawned).
![]() ![]() Next Generation Bloom , or Next Gen Bloom for short). Because of this, the results are very different from other ![]() mat_bloom_nextgen 1 .![]() Next Gen Bloom from ![]() ![]()
|
Flags
- Master (Has priority if multiple
env_tonemap_controller
entities exist) : [1] (in all games since)
Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
|
Inputs
- SetTonemapScale <float > (not in
)
- Sets the player's tonemap scale. It should be a value between 0 and 2, where 0 is the eyes fully closed, 1 is use the unchanged autoexposure (default), and 2 is the eye fully wide open.
Bug:This input does nothing. It only changes
mat_hdr_tonemapscale
on the client, which is a value that's written but never read [todo tested in ?]
- BlendTonemapScale <string > (not in
)
- Blends from the player's current tonemap scale to a new one. The parameter syntax is as follows:
<target tonemap scale> <blend duration>
. For example:0.5 10
would blend from the current tonemap scale to 0.5 over a period of 10 seconds.Bug:This input does nothing, same reason as above [todo tested in ?]
- UseDefaultAutoExposure
- Reverts to using the default tonemap auto exposure.
- UseDefaultBloomScale !FGD
- Reverts to using the default bloom scale.
- SetAutoExposureMin <float >
- Sets a custom tonemap auto exposure minimum. Default is 0.5.
- SetAutoExposureMax <float >
- Sets a custom tonemap auto exposure maximum. Default is 2.0.
- SetBloomScale <float >
- Sets a custom bloom scale.
- SetBloomScaleRange <vector2> !FGD
- Sets a range for the bloom scale. First number is the maximum, second number is the minimum.
Note:Minimum value is unused, so effectively same as
SetBloomScale
- SetTonemapRate <float >
- Sets the rate for autoexposure adjustment (mat_hdr_manual_tonemap_rate).
Bug:The convar is not replicated so it only works in singleplayer. The changed value persists across map changes as a result. Both of these were fixed in
. [todo tested in ?]
- SetTonemapPercentBrightPixels <float > (only in
)
- Sets a target percentage of pixels to maintain above a certain brightness. (default: 1)
- SetTonemapPercentTarget <float > (only in
)
- Sets the brightness that the percentage of pixels defined by
SetTonemapPercentBrightPixels
should be kept above. (default: 45)
- SetTonemapMinAvgLum <float > (only in
)
- Sets custom tonemapping param (default: 3).[Clarify]
|
See also
- trigger_tonemap
- HDR Lighting Settings
- BlackMesa XenEngine: Part2 – How a Frame is Rendered (Black Mesa developer describing how a frame is rendered, and discusses about the improvements for tone mapping.)