Env tonemap controller: Difference between revisions
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{{CD|CEnvTonemapController|file1=env_tonemap_controller.cpp}} | {{CD|CEnvTonemapController|file1=env_tonemap_controller.cpp}} | ||
{{This is a|logical entity|name=env_tonemap_controller|sprite=1}}__NOTOC__ | {{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}}). | 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}} | {{clr}} | ||
{{tip|{{l4dseries|4}} has <code>env_tonemap_controller_ghost</code> and <code>env_tonemap_controller_infected</code> which | {{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}}| | {{Expand|title=Non-Valve games {{bms}}| | ||
{{note|{{bms|4}} | {{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 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. | {{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.| | {{Expand|title=Examples.| | ||
<br> | <br> | ||
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<br> | <br> | ||
<gallery mode=packed heights=410px> | <gallery mode=packed heights=410px> | ||
File:BloomT0=.jpg| frame | left | 510px | | File:BloomT0=.jpg| frame | left | 510px | 0 (Very high values are used here for RGB) | ||
File:BloomT1=.jpg| frame | left | 510px | | File:BloomT1=.jpg| frame | left | 510px | 20 | ||
</gallery> | </gallery> | ||
}} | }} | ||
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<br> | <br> | ||
<gallery mode=packed heights=410px> | <gallery mode=packed heights=410px> | ||
File:BloomR0=.jpg| frame | left | 510px | | File:BloomR0=.jpg| frame | left | 510px | Default. | ||
File:BloomR1=.jpg| frame | left | 510px | | File:BloomR1=.jpg| frame | left | 510px | 20 (blue and green is 0 here) | ||
</gallery> | </gallery> | ||
}} | }} | ||
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<br> | <br> | ||
<gallery mode=packed heights=410px> | <gallery mode=packed heights=410px> | ||
File:BloomR0=.jpg| frame | left | 510px | | File:BloomR0=.jpg| frame | left | 510px | Default values. | ||
File:BloomG1=.jpg| frame | left | 510px | | File:BloomG1=.jpg| frame | left | 510px | 20 (blue and red is 0 here) | ||
</gallery> | </gallery> | ||
}} | }} | ||
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<br> | <br> | ||
<gallery mode=packed heights=410px> | <gallery mode=packed heights=410px> | ||
File:BloomR0=.jpg| frame | left | 510px | | File:BloomR0=.jpg| frame | left | 510px | Default values. | ||
File:BloomB1=.jpg| frame | left | 510px | | File:BloomB1=.jpg| frame | left | 510px | 20 (red and green is 0 here) | ||
</gallery> | </gallery> | ||
}} | }} | ||
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<br> | <br> | ||
<gallery mode=packed heights=410px> | <gallery mode=packed heights=410px> | ||
File:BloomE0=.jpg| frame | left | 510px | | File:BloomE0=.jpg| frame | left | 510px | 0 (Threshold very hight here) | ||
File:BloomE1=.jpg| frame | left | 510px | | File:BloomE1=.jpg| frame | left | 510px | 0.5 | ||
</gallery> | </gallery> | ||
}} | }} |
Revision as of 02:30, 27 May 2025


Todo: Split Black Mesa and Valve games to separate pages.
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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.)