Programming
Fundamentals
Setting Up Development Environment
UnigineScript
High-Level Systems
C++
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine and 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
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
Rendering-Related Classes

Camera Effects

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

Camera Effects

Camera Effects tab

Common

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 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.
Dirt scale Intensity of the dirt texture.

Exposure

Mode The exposure mode:
  • Static - a static exposure. The amount of luminance is determined by the Exposure parameter.
  • Logarithmic adaptive - adaptive logarithmic mapping technique.
  • Quadratic adaptive - adaptive quadratic mapping technique.
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 luminance and the brighter the scene lit.
Exposure = 0.2
Exposure = 1
Adaptation Time in seconds for the camera to adjust exposure (0 is for instant adaptation).
Min luminance The minimum luminance used for adaptive exposure rendering:
  • The higher the value, the darker the adapted image will be.
The parameter can take on negative values.
Min luminance = -1
Min luminance = 2
Max luminance The maximum luminance used for adaptive exposure rendering:
  • The lower the value, the brighter the adapted image will be.
The parameter can take on negative values.

Filmic

The filmic tone mapping provides better image quality. It lightens the darkest image regions and makes the lightest regions darker.

All of the parameters described below represent the tone mapping curve, which is constructed by using the following formula:

  • A - Shoulder Scale
  • B - Linear Scale
  • C - Linear Angle
  • D - Toe Scale
  • E - Toe Numerator
  • F - Toe Denominator

Tone mapping curve

For more details about tone mapping curve construction see the article on An efficient and user-friendly tone mapping operator.

The parameters described below are available only when filmic tone mapping is enabled (Rendering -> Camera Effects -> Filmic tone mapping).

Shoulder Scale The Shoulder Strength filmic tone mapping parameter value that is used to change bright values.
Shoulder Scale = 0.2 (by default)
Shoulder Scale = 1
Linear Scale The Linear Strength filmic tone mapping parameter value that is used to change grey values. The Linear Scale controls the length of the tone mapping curve linear part.
Linear Scale = 0.3 (by default)
Linear Scale = 1
Linear Angle The Linear Angle filmic tone mapping parameter value. This parameter controls the slope of the linear part of the tone mapping curve.
Linear Angle = 0.10 (by default)
Linear Angle = 1
Toe Scale The Toe Strength filmic tone mapping parameter value that is used to change dark values. The Toe Scale controls the slope of the tone mapping curve toe (the area of underexposure).
Toe Scale = 0.20 (by default)
Toe Scale = 1
Toe Numerator The Toe Numerator filmic tone mapping parameter value.
Toe Numerator = 0.01 (by default)
Toe Numerator = 0.08
Toe Denominator The Toe Denominator filmic tone mapping parameter value.
Toe Denominator = 0.3 (by default)
Toe Denominator = 1
White Level The Linear White Point filmic tone mapping parameter value, which is mapped as pure white in the resulted image.
White Level = 1.0 (by default)
White Level = 0.5

Cross

The parameters described below are available only when cross flares are enabled (Rendering -> Camera Effects -> Cross).

Default cross flares

Color The color of a cross flares.
Scale A multiplier for a color of cross 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 = 1 (minimum)
Shafts = 6 (by default)
Shafts = 32 (maximum)
Length The length of cross flare shafts. Increasing this value also leads to fading of the shafts across their length.
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 should be to produce flare.

Bokeh

The bokeh effect is rendered for bright lights or emissive materials only across the DOF-blurred range.

The bokeh effect is rendered only if the bokeh and DOF effect are enabled at the same time (Rendering -> Bokeh and Rendering -> DOF).

Color The color multiplier for the bokeh effect. It allows you to change the tint of the bokeh effect or decrease its brightness if a dark color is set.
Scale The numerical multiplier for the bokeh effect. The higher the value, the brighter the bokeh effect is.
Scale = 0.2
Scale = 0.5
Scale = 0.8
Far size The size of the bokeh effect across the far blur range of DOF.
  • The higher the value, the bigger the bokeh is.
Far size = 0.5
Far size = 0.8
Far power Controls how close to the focal point the bokeh effect appears across the far blur range of DOF.
  • The higher the value, the further from the focal point the effect appears.
Far power = 0
Far power = 0.2
Near size The size of the bokeh effect across the near blur range of DOF.
  • The higher the value, the bigger the bokeh is.
Near size = 0.6
Near size = 0.8
Near power Controls how close to the focal point the bokeh effect appears across the near blur range of DOF.
  • The higher the value, the further from the focal point the effect is rendered.
Near power = 0
Near power = 1
Threshold Brightness threshold for areas to create a bokeh effect:
  • The higher the threshold value, the brighter the object should be to be rendered with the bokeh effect.
Threshold = 0.4
Threshold = 2
Iris A custom texture for the bokeh effect.

Sun Shafts

The parameters described below are available only when the light shaft effect is enabled (Rendering -> Sun Shafts).

Shaft flare around the sun

Color The color of light shaft.
Scale A multiplier for a color of shaft flares.
Scale = 1 (by default)
Scale = 2
Length Length of light shaft.
Length = 0.8
Length = 0.95
Attenuation How fast the flares fade out along their length:
  • By the value of 1 there is no additional attenuation.
  • The lower the value, the smaller the flare is.
Threshold Brightness threshold for sun to generate light shaft:
  • The higher the threshold value, the brighter the sun should be to generate light shaft.

Lens

The parameters described below are available only when lens flares are enabled (Rendering -> Lens).

Lens flares

Color The color of lens flares.
Scale A 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 A 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 the lens flares.
Red = 0.9
Red = 1
Red = 1.1
Green Color displacement for the green channel of the lens flares.
Green = 0.9
Green = 1
Green = 1.1
Blue Color displacement for the blue channel of the lens flares.
Blue = 0.9
Blue = 1
Blue = 1.1
Last update: 2017-07-03