Env tonemap controller: Difference between revisions
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Important:Most new
Black Mesa keyvalues and I/O doesn't work if this keyvalue use choice
mNo edit summary |
MyGamepedia (talk | contribs) (Black Mesa things here now. If you wish to explain that keyvalues or I/O - you are welcome. I won't do this since it is extremely difficult for me to describe what they change. For now I have used descriptions from the FGD.) |
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==Keyvalues== | ==Keyvalues== | ||
{{KV Targetname}} | {{KV Targetname}} | ||
{{KV|bUseNextGenBloom|intn=bUseNextGenBloom|choices| | |||
*0: NO | |||
*1: YES | |||
|only=BMS}} | |||
{{KV|bUseCusBloomNG_Threshold|intn=bUseCusBloomNG_Threshold|choices| | |||
*0: NO | |||
*1: YES | |||
|only=BMS}} | |||
{{Important|Most new {{Bms|4}} keyvalues and I/O doesn't work if this keyvalue use choice <code>NO</code>.}} | |||
{{KV|fCusBloomNG_Threshold|intn=fCusBloomNG_Threshold|float|threshold for bright pass filter|only=BMS}} | |||
{{KV|bUseCusBloomNG_tintExponent|intn=bUseCusBloomNG_tintExponent|choices| | |||
*0: NO | |||
*1: YES | |||
|only=BMS}} | |||
{{KV|m_fCustomBloomNextGen_r|intn=m_fCustomBloomNextGen_r|float|m_fCustomBloomNextGen_r|only=BMS}} | |||
{{KV|m_fCustomBloomNextGen_g|intn=m_fCustomBloomNextGen_g|float|m_fCustomBloomNextGen_g|only=BMS}} | |||
{{KV|m_fCusBloomNG_exponent|intn=m_fCusBloomNG_exponent|float|m_fCusBloomNG_exponent|only=BMS}} | |||
==Inputs== | ==Inputs== | ||
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{{IO|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)}} | {{IO|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)}} | ||
{{IO|SetTonemapMinAvgLum|param=float|only={{l4d2}} {{csgo}}|Sets custom tonemapping param (default: 3).{{clarify}}}} | {{IO|SetTonemapMinAvgLum|param=float|only={{l4d2}} {{csgo}}|Sets custom tonemapping param (default: 3).{{clarify}}}} | ||
{{IO|InputSetBloomNxtGen_Threshold|intn=InputSetBloomNxtGen_Threshold|param=float|InputSetBloomNxtGen_Threshold|only=BMS}} | |||
{{IO|InputSetBloomNxtGen_TintR|intn=InputSetBloomNxtGen_TintR|param=float|InputSetBloomNxtGen_TintR|only=BMS}} | |||
{{IO|InputSetBloomNxtGen_TintG|intn=InputSetBloomNxtGen_TintG|param=float|InputSetBloomNxtGen_TintG|only=BMS}} | |||
{{IO|InputSetBloomNxtGen_TintB|intn=InputSetBloomNxtGen_TintB|param=float|InputSetBloomNxtGen_TintB|only=BMS}} | |||
{{IO|InputSetBloomNxtGen_Exponent|intn=InputSetBloomNxtGen_Exponent|param=float|InputSetBloomNxtGen_Exponent|only=BMS}} | |||
==See also== | ==See also== | ||
*[[HDR Lighting Settings]] | *[[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] (page from Black Mesa developer about how a frame rendered, here also telled about the improvements for tonemapping.) |
Revision as of 13:39, 8 December 2023


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.
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CEnvTonemapController |
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Flags
- Master (Has priority if multiple
env_tonemap_controller
s exist) Template:L4D add : [1]
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
- 0: NO
- 1: YES
- 0: NO
- 1: YES


NO
.- fCusBloomNG_Threshold (fCusBloomNG_Threshold) <float> (only in
)
- threshold for bright pass filter
- 0: NO
- 1: YES
- m_fCustomBloomNextGen_r (m_fCustomBloomNextGen_r) <float> (only in
)
- m_fCustomBloomNextGen_r
- m_fCustomBloomNextGen_g (m_fCustomBloomNextGen_g) <float> (only in
)
- m_fCustomBloomNextGen_g
- m_fCusBloomNG_exponent (m_fCusBloomNG_exponent) <float> (only in
)
- m_fCusBloomNG_exponent
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.
- 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.
- 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.
- SetAutoExposureMax <float >
- Sets a custom tonemap auto exposure maximum.
- SetBloomScale <float >
- Sets a custom bloom scale.
- SetBloomScaleRange <vector > !FGD
- Sets a range for the bloom scale. First number is the maximum, second number is the minimum.
Bug:Broken. The code that processes this input has its formatting and source reversed. [todo tested in ?]
- SetTonemapRate <float >
- Sets the rate for autoexposure adjustment (mat_hdr_manual_tonemap_rate).
- 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]
- InputSetBloomNxtGen_Threshold <float > (only in
)
- InputSetBloomNxtGen_Threshold
- InputSetBloomNxtGen_TintR <float > (only in
)
- InputSetBloomNxtGen_TintR
- InputSetBloomNxtGen_TintG <float > (only in
)
- InputSetBloomNxtGen_TintG
- InputSetBloomNxtGen_TintB <float > (only in
)
- InputSetBloomNxtGen_TintB
- InputSetBloomNxtGen_Exponent <float > (only in
)
- InputSetBloomNxtGen_Exponent
See also
- HDR Lighting Settings
- BlackMesa XenEngine: Part2 – How a Frame is Rendered (page from Black Mesa developer about how a frame rendered, here also telled about the improvements for tonemapping.)