This page has been translated automatically.
Programming
Fundamentials
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
Bounds-Related Classes
Containers
Controls-Related Classes
Core Library
Engine-Related Classes
GUI-Related Classes
Node-Related Classes
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
Rendering-Related Classes
Utility Classes
Внимание! Эта версия документация УСТАРЕЛА, поскольку относится к более ранней версии SDK! Пожалуйста, переключитесь на самую актуальную документацию для последней версии SDK.
Внимание! Эта версия документации описывает устаревшую версию SDK, которая больше не поддерживается! Пожалуйста, обновитесь до последней версии SDK.

Camera Effects

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

Camera Effects

To tweak the effect parameters, use the Rendering Settings window.

Camera Effects tab

Common

ThresholdBrightness 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
DirtA 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

Exposure

The parameters described below are available only when adaptive exposure is enabled (Rendering -> Adaptive exposure).

ExposureCamera 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
AdaptationTime in seconds for the camera to adjust exposure (0 is for instant adaptation).
Min luminanceThe 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 luminanceThe 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.
BrightA coefficient for decreasing the brightness of all flares (lens, shaft ans cross ones).

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 -> Filmic tone mapping).

Shoulder ScaleThe Shoulder Strength filmic tone mapping parameter value that is used to change bright values.
Shoulder Scale = 0.2 (by default)
Shoulder Scale = 1
Linear ScaleThe 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 AngleThe 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 ScaleThe 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 NumeratorThe Toe Numerator filmic tone mapping parameter value.
Toe Numerator = 0.01 (by default)
Toe Numerator = 0.08
Toe DenominatorThe Toe Denominator filmic tone mapping parameter value.
Toe Denominator = 0.3 (by default)
Toe Denominator = 1
White LevelThe 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 -> Cross).

Default cross flares

ColorThe color of a cross flares.
ScaleA multiplier for a color of cross flares.
Scale = 0.4 (by default)
Scale = 0.7
ShaftsThe 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)
LengthThe 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
AngleCross flares orientation angle. The default is 45 degrees.
Angle = 45 (by default)
Angle = 90
ThresholdBrightness 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).

ColorThe 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.
ScaleThe 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 sizeThe 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 powerControls 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 sizeThe 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 powerControls 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
ThresholdBrightness 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
IrisA 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

ColorThe color of light shaft.
ScaleA multiplier for a color of shaft flares.
Scale = 1 (by default)
Scale = 2
LengthLength of light shaft.
Length = 0.8
Length = 0.95
AttenuationHow 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.
ThresholdBrightness 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

ColorThe color of lens flares.
ScaleA multiplier for a color of lens flares.
Scale = 0.25
Scale = 0.5
LengthLength 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.
RadiusA radius of the spherical lens flares on the screen.
Radius = 0.07
Radius = 0.1
ThresholdThe brightness threshold for areas to produce flare:
  • The higher the threshold value, the brighter the area should be to produce flare.
RedColor displacement for the red channel of the lens flares.
Red = 0.9
Red = 1
Red = 1.1
GreenColor displacement for the green channel of the lens flares.
Green = 0.9
Green = 1
Green = 1.1
BlueColor displacement for the blue channel of the lens flares.
Blue = 0.9
Blue = 1
Blue = 1.1
Last update: 03.07.2017
Build: ()