Env tonemap controller: Difference between revisions
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{{KV|m_fCustomBloomNextGen_g|intn=m_fCustomBloomNextGen_g|float|m_fCustomBloomNextGen_g|only=BMS}} | {{KV|m_fCustomBloomNextGen_g|intn=m_fCustomBloomNextGen_g|float|m_fCustomBloomNextGen_g|only=BMS}} | ||
Determines the influence for greener tones in frame. | Determines the influence for greener tones in frame. | ||
{{KV|m_fCustomBloomNextGen_b|intn=m_fCustomBloomNextGen_b|float|m_fCustomBloomNextGen_b|only=BMS}} | |||
Determines the influence for bluer tones in frame. Determines the brightness of the bloom. | |||
{{KV|m_fCusBloomNG_exponent|intn=m_fCusBloomNG_exponent|float|m_fCusBloomNG_exponent|only=BMS}} | {{KV|m_fCusBloomNG_exponent|intn=m_fCusBloomNG_exponent|float|m_fCusBloomNG_exponent|only=BMS}} | ||
Determines the | Determines the brightness of the bloom. | ||
==Inputs== | ==Inputs== | ||
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}} | }} | ||
{{IO|InputSetBloomNxtGen_Exponent|intn=InputSetBloomNxtGen_Exponent|param=float|InputSetBloomNxtGen_Exponent|only=BMS}} | {{IO|InputSetBloomNxtGen_Exponent|intn=InputSetBloomNxtGen_Exponent|param=float|InputSetBloomNxtGen_Exponent|only=BMS}} | ||
Sets the brightness of the bloom. | |||
{{expand|title=An example of what it does.| | |||
<br> | |||
<gallery mode=packed heights=410px> | |||
File:BloomE0.png| frame | left | 510px | 0 (Threshold very hight here) | |||
File:BloomE1.png| frame | left | 510px | 0.5 | |||
</gallery> | |||
}} | |||
==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.) | * [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 11:12, 10 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
Determines the influence of tonemapping; with high values, only brightest parts of frame will be bloomed.
- 0: NO
- 1: YES
- m_fCustomBloomNextGen_r (m_fCustomBloomNextGen_r) <float> (only in
)
- m_fCustomBloomNextGen_r
Determines the influence for reder tones in frame.
- m_fCustomBloomNextGen_g (m_fCustomBloomNextGen_g) <float> (only in
)
- m_fCustomBloomNextGen_g
Determines the influence for greener tones in frame.
- m_fCustomBloomNextGen_b (m_fCustomBloomNextGen_b) <float> (only in
)
- m_fCustomBloomNextGen_b
Determines the influence for bluer tones in frame. Determines the brightness of the bloom.
- m_fCusBloomNG_exponent (m_fCusBloomNG_exponent) <float> (only in
)
- m_fCusBloomNG_exponent
Determines the brightness of the bloom.
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
Sets the influence of tonemapping; with high values, only brightest parts of frame will be bloomed.
|
- InputSetBloomNxtGen_TintR <float > (only in
)
- InputSetBloomNxtGen_TintR
Sets the influence value for redder tones in frame.
|
- InputSetBloomNxtGen_TintG <float > (only in
)
- InputSetBloomNxtGen_TintG
Sets the influence value for greener tones in frame.
|
- InputSetBloomNxtGen_TintB <float > (only in
)
- InputSetBloomNxtGen_TintB
Sets the influence value for bluer tones in frame.
|
- InputSetBloomNxtGen_Exponent <float > (only in
)
- InputSetBloomNxtGen_Exponent
Sets the brightness of the bloom.
|
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.)