This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
UnigineEditor
Interface Overview
Assets Workflow
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Lighting
Landscape Tool
Sandworm
Using Editor Tools for Specific Tasks
Extending Editor Functionality
Built-in Node Types
Nodes
Objects
Effects
Decals
Light Sources
Geodetics
World Nodes
Sound Objects
Pathfinding Objects
Players
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
C++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
Rebuilding the Engine Tools
GUI
Double Precision Coordinates
API
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
Content Creation
Content Optimization
Materials
Art Samples
Tutorials

Camera Effects

A camera effects list contains features specific to the usual SLR camera. To tweak, use Rendering panel -> Camera Effects.

Camera Effects Applied to Viewport

Camera Effects

Exposure#

Exposure settings
Camera Mode

Camera mode, determines the way the exposure is set:

  • Classic — classic camera model. The amount of luminance is determined by the Exposure parameter, when Exposure Mode is set to Static.
  • Physically Based — physically based camera model. The amount of luminance is determined by the following set of parameters: ISO, Shutter Speed, F-Stop.
    Notice
    Exposure Mode for a physically based camera should always be set to Static.
Notice
Can be controlled via the render_camera_mode console command.
Exposure Mode

Exposure mode:

  • Static — a static exposure. The amount of luminance is determined depending on the Camera Mode parameter.
  • Logarithmic adaptive — adaptive logarithmic mapping technique.
  • Quadratic adaptive — adaptive quadratic mapping technique.
Notice
Can be controlled via the render_exposure_mode console command.

Classic Camera Model Settings#

Exposure

Camera exposure. It determines the resulting amount of luminance:

  • By the minimum value of 0, the image is rendered black.
  • The higher the value, the more the luminance is and the brighter the scene is lit.
Notice
This parameter is available only when the Camera Mode is set to Classic.
Exposure = 0.2
Exposure = 1
Notice
Can be controlled via the render_exposure console command.

Physically Based Camera Model Settings#

ISO

ISO number represents the sensitivity of the camera sensor. The higher the ISO number, the more light is collected and the brighter the image is.

Notice
  • This parameter is available only when the Camera Mode is set to Physically Based.
  • Can be controlled via the render_iso console command.
Shutter Speed

Shutter speed indicates how long the sensor of the camera is actively collecting light. Higher values make the shutter speed faster and the image — darker.

Notice
F-Stop

Ratio of the focal length (f) and the diameter of the lens opening (D): f / D. It is the reciprocal of the relative aperture. The higher the value, the darker the image is.

Notice
  • This parameter is available only when the Camera Mode is set to Physically Based.
  • Can be controlled via the render_f_stop console command.

Logarithmic or Quadratic Adaptive Settings#

Adaptation Time in seconds for the camera to adjust exposure (0 for instant adaptation).
Min Luminance

The minimum luminance offset relative to the default luminance of the scene used for rendering of the adaptive exposure effect. The higher the value, the darker the adapted image is.
The parameter can take on negative values.

Notice
If the specified value is greater than the current maximum luminance, the maximum luminance value will be changed to the specified minimum luminance so that they are equal.
Min Luminance = -1
Min Luminance = 2
Max Luminance

The maximum luminance offset relative to the default luminance of the scene used for rendering of adaptive exposure effect. The lower the value, the brighter the adapted image is.
The parameter can take on negative values.

Notice
If the specified value is less than the current minimum luminance, the minimum luminance value is changed to the specified maximum luminance so that they are equal.

Motion Blur#

Motion Blur Toggles motion blur on and off.
Preset

The quality preset of the motion blur effect:

  • Low — low quality
  • Medium — medium quality
  • High — high quality
  • Ultra — ultra quality
  • Custom — adjust the feature's quality manually
Notice
Presets override user-defined custom settings. When any preset other than Custom is active, modification of the parameters via API has no effect. The parameter value set via the last API call shall be used only when the Custom preset is active. When checking the current parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).

Customizable Settings#

The following settings are available when the Custom preset is selected.

Motion Blur custom settings

Motion Blur Settings
Velocity Amount of motion blur for moving physical bodies.
  • The higher the value, the more blurred the objects appear when moving.
Maximum Velocity Maximum possible amount of motion blur for moving physical objects. When their body velocity exceeds the set value, they are blurred as if they have the maximum velocity set by the parameter. This parameter should be used in order to:
  • Avoid excessive blurring of fast moving objects.
  • Save performance, as increasing the object's velocity leads to increasing the radius of the motion blur effect that drops performance at very high values.
Num Steps The number of steps used in the motion blur.
  • The higher the value, the more correct the motion blur effect is.
  • At low values, moving objects may look doubled, however, performance increases.
Noise Intensity Intensity of the noise used in the motion blur.
Neat Silhouettes Toggles neat silhouettes for motion blur on and off. When enabled, this option keeps contours of objects in front of the camera unblurred.
Camera Velocity Toggles camera velocity contribution to the motion blur effect on and off. When disabled, only velocities of objects are taken into account.
Notice
This setting is disabled in the VR mode by default.

Depth Of Field#

To enable the depth of field effect, use the render_dof console command.

Depth Of Field Toggles the DOF effect on and off.
Preset The quality preset of the depth of field effect:
  • Very Low — very low quality
  • Low — low quality
  • Medium — medium quality
  • High — high quality
  • Ultra — ultra quality
  • Extreme — extreme quality
  • Custom — adjust the feature's quality manually
Notice
Can be controlled by render_dof_quality console command.
Notice
Presets override user-defined custom settings. When any preset other than Custom is active, modification of the parameters via API has no effect. The parameter value set via the last API call shall be used only when the Custom preset is active. When checking the current parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).
Focal Distance The focal distance value.

Blur The value defining intensity of the DOF blur.

Chromatic Aberration The value defining intensity of the chromatic aberration effect.

Near#

Distance The distance between the camera and the nearest element that is considered to be acceptably sharp.
Near Distance = 10
Near Distance = 10
Near Distance = 1.5
Near Distance = 1.5
The black zone on the DoF mask means in-focus zone.
Focal offset The offset from the focal point to the nearest blurred zone.

Far#

Distance The distance between the camera and the furthest element that is considered to be acceptably sharp.
Far Distance = 10
Far Distance = 10
Far Distance = 1.5
Far Distance = 1.5
The black zone on the DoF mask means in-focus zone.
Focal offset The offset from the focal point to the furthest blurred zone.

Bokeh#

Shape The shape of the Bokeh:
  • Ring
  • Circle
Notice
Can be controlled by the render_dof_bokeh_mode console command.

Customizable Settings#

The following settings are available when the Custom preset is selected.

DOF custom settings

DOF Settings
Quality The quality of the DoF effect:
  • Low — low quality
  • Medium — medium quality
  • High — high quality
  • Ultra — ultra quality
Resolution The resolution of the depth of field effect:
  • Quad — 1/4 resolution
  • Half — 1/2 resolution
  • Full — full resolution
Notice
Can be controlled by render_dof_resolution console command.
Increased Accuracy Toggles increased accuracy for the DOF effect on and off. Enabling the parameter allows for increasing the accuracy of focusing calculation.
Notice
Can be controlled by render_dof_increased_accuracy console command.

Focus Improvement Toggles the focus improvement for the DOF effect on and off. When enabled, transitions between the focused and unfocused parts of the scene become more accurate.
Notice
Can be controlled by render_dof_focus_improvement console command.

Glare Effects#

Threshold

Brightness threshold used to determine areas to be illuminated:

  • By the minimum value of 0, the bright areas can become overexposed.
  • The higher the value, the fewer objects are bright enough to be illuminated.
Threshold = 0.6
Threshold = 1.2
Dirt Scale Intensity of the dirt texture.
Dirt

A texture that creates an effect of dirty camera lens. For example, it can be used to create an effect of light reflections or unclean optics when the camera looks at the sun.

Example of dirt texture
No dirt texture
Custom dirt texture
Notice
If you can't see the dirt texture, try tweaking the Threshold parameter.
Temporal Filtering Reduces flickering of the bloom effect on the small bright objects (such flickering may appear when the camera moves). For example, it can be used in scenes with industrial pipes.

Bloom#

Bloom settings
Enabled Toggles the bloom effect rendering on and off.
Resolution

Resolution of the bloom effect:

  • Quarter — quarter resolution
  • Half — half resolution (by default)
  • Full — full resolution
Scale Scale of the bloom effect.
Power Power of the bloom effect.
  • At the minimum value of 0.0, the bloom effect is blurred.
  • At the maximum value of 1.0, the bloom effect is more contrast.
Passes Number of passes for the bloom effect. During each pass, a bloom texture is generated. Up to 8 bloom textures can be generated: every next texture has a lower resolution (original size, original size /2, original size /4, and so forth) with bloom effect. After that, all these bloom textures with different resolutions form the final bloom texture.

Cross#

Cross Settings
Enabled Toggles cross flares rendering on and off.
Color

The color of cross flares.

Scale

Scale of cross flares. Higher values produce more pronounced flares.

Scale = 0.4 (by default)
Scale = 0.7
Shafts

The number of shafts in a cross flare.

  • The maximum number of shafts is 32 (high number of flares can cause a FPS drop on low-performance hardware).
Shafts = 2 (minimum)
Shafts = 6 (by default)
Shafts = 32 (maximum)
Length

The length of cross flare shafts. Increasing this value also leads to fading of shafts.

Length = 0.2 (by default)
Length = 0.4
Angle

Cross flares orientation angle. The default is 45 degrees.

Angle = 45 (by default)
Angle = 90
Threshold

Brightness threshold for areas to produce flare. The higher the threshold value, the brighter the area is to produce flare.

Lens#

Lens settings
Enabled Toggles lens flares rendering on and off.
Color

Color of lens flares.

Scale

Multiplier for a color of lens flares.

Scale = 0.25
Scale = 0.5
Length Length indicating if the whole radial lens flare is rendered on the screen or only a part of it. This option controls how lens flares pattern is distributed.
Radius

Radius of the spherical lens flares on the screen.

Radius = 0.07
Radius = 0.1
Threshold The brightness threshold for areas to produce flare. The higher the threshold value, the brighter the area should be to produce flare.
Red

Color displacement for the red channel of lens flares.

Red = 0.9
Red = 1
Red = 1.1
Green

Color displacement for the green channel of lens flares.

Green = 0.9
Green = 1
Green = 1.1
Blue

Color displacement for the blue channel of lens flares.

Blue = 0.9
Blue = 1
Blue = 1.1

Sharpness#

To enable the depth of field effect, use the render_sharpen console command.

Sharpen Intensity Intensity of image sharpness.
Last update: 2021-08-24
Build: ()