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@@ -1,5 +1,5 @@
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# Editor component PostFX Layer and Modifiers Workflow Tests
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-Testing in this area should focus on the Punctual/Area Lights components.
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+Testing in this area should focus on the PostFX components.
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## **General Docs**
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* [O3DE Learn: PostFX Components](https://www.o3de.org/docs/user-guide/components/reference/atom/post-processing-modifiers/)
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@@ -23,6 +23,7 @@ Prepare a simple level for all workflows to be run against
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### Suggested Time Box:
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5 minutes per workflow per platform. Note that the workflow below is the basic steps, feel free to experiment with other settings during the remaining time.
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- With extra time try adding other PostFX components replacing Exposure (Bloom, Depth of Field, etc)
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+- Run both Vulkan and DX12 on Windows. On Linux Vulkan is the only RHI option.
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---
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@@ -70,21 +71,21 @@ This is covered in another workflow already
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| Workflow | Requests | Things to Watch For |
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|--------------------------------------------|-------------------------------------------|--------------------------------------------------------|
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-| Radius Weight Exposure Control | <ul><li>Locate the Exposure Control entity you worked with or create a new entity with `PostFX Layer` and `Exposure Control`. Set `Manual Compensation` property to -5.0<li>Add `PostFX Radius Weight Modifier` component and set a radius of 5.0<li>Create a new entity and add `PostFX Layer` and `Exposure Control` components leaving default values. This acts as a global expusure setting<li>Locate the default `Camera` component on the level or add one, then update a `Tag` component to that entity and set a string value in the elements list to "Exposure"<li>Modify the `PostFX Layer` component property `Select Camera Tags Only` adding a new element with the string "Exposure"<li>Enter game mode `ctrl+g` and use the fly camera `ASDW and mouse` to move towards and away from the Shader Ball mesh<li>Exit game mode `esc`<li>Modify properties and enter/exit game mode | <ul><li>Brightness of render is impacted by Manual Compensation property<li>Exposure effect is localized to the radius around the PostFX Radius Weight Modifier <br><br><img width="614" alt="postfx_07_Radius" src="https://user-images.githubusercontent.com/26234397/228082077-20287b3b-77e8-4fc1-99d9-bcf05102e739.png"> |
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+| Radius Weight Exposure Control | <ul><li>Locate the Exposure Control entity you worked with or create a new entity with `PostFX Layer` and `Exposure Control`. Set `Manual Compensation` property to -5.0<li>Add `PostFX Radius Weight Modifier` component and set a radius of 5.0<li>Create a new entity and add `PostFX Layer` and `Exposure Control` components leaving default values. This acts as a global expusure setting<li>Locate the default `Camera` component on the level or add one, then update a `Tag` component to that entity and set a string value in the elements list to "Exposure"<li>Modify the `PostFX Layer` component property `Select Camera Tags Only` adding a new element with the string "Exposure"<li>Enter game mode `ctrl+g` and use the fly camera `ASDW and mouse` to move towards and away from the Shader Ball mesh<li>Exit game mode `esc`<li>Modify properties and enter/exit game mode | <ul><li>Brightness of render is impacted by Manual Compensation property<li>Exposure effect is localized to the radius around the PostFX Radius Weight Modifier<li>`PostFX Layer` components either need different Layer Category selections or different Priority in Layer values to clarify which takes effect. <br><br><img width="614" alt="postfx_07_Radius" src="https://user-images.githubusercontent.com/26234397/228082077-20287b3b-77e8-4fc1-99d9-bcf05102e739.png"> |
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---
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### PostFX Shape Weight Modification
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| Workflow | Requests | Things to Watch For |
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|--------------------------------------------|-------------------------------------------|--------------------------------------------------------|
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-| Shape Weight Exposure Control | <ul><li>Locate the Exposure Control entity you worked with or create a new entity with `PostFX Layer` and `Exposure Control`. Set `Manual Compensation` property to -5.0<li>Delete or Disable `PostFX Radius Weight Modifier` component<li>Add a `PostFX Shape Weight Modifier` component<li>Add a required shape object like sphere and set a radius of 5.0<li>Create a new entity for global exposure if you don't already have one and add `PostFX Layer` and `Exposure Control` components leaving default values. This acts as a global expusure setting<li>Locate the default `Camera` component on the ensure that it still has the tag element "Exposure"<li>Modify the `PostFX Layer` component property `Select Camera Tags Only` adding a new element with the string "Exposure" if it is not already set<li>Enter game mode `ctrl+g` and use the fly camera `ASDW and mouse` to move towards and away from the Shader Ball mesh<li>Exit game mode `esc`<li>Modify properties and enter/exit game mode | <ul><li>Brightness of render is impacted by Manual Compensation property<li>Exposure effect is localized to the area covered by the PostFX Shape Weight Modifier <br><br><img width="615" alt="postfx_07_Shape" src="https://user-images.githubusercontent.com/26234397/228082115-ec0dd0e0-2866-46d3-9997-cb1032c213c1.png"> |
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+| Shape Weight Exposure Control | <ul><li>Locate the Exposure Control entity you worked with or create a new entity with `PostFX Layer` and `Exposure Control`. Set `Manual Compensation` property to -5.0<li>Delete or Disable `PostFX Radius Weight Modifier` component<li>Add a `PostFX Shape Weight Modifier` component<li>Add a required shape object like sphere and set a radius of 5.0<li>Create a new entity for global exposure if you don't already have one and add `PostFX Layer` and `Exposure Control` components leaving default values. This acts as a global expusure setting<li>Locate the default `Camera` component on the ensure that it still has the tag element "Exposure"<li>Modify the `PostFX Layer` component property `Select Camera Tags Only` adding a new element with the string "Exposure" if it is not already set<li>Enter game mode `ctrl+g` and use the fly camera `ASDW and mouse` to move towards and away from the Shader Ball mesh<li>Exit game mode `esc`<li>Modify properties and enter/exit game mode | <ul><li>Brightness of render is impacted by Manual Compensation property<li>Exposure effect is localized to the area covered by the PostFX Shape Weight Modifier<li>`PostFX Layer` components either need different Layer Category selections or different Priority in Layer values to clarify which takes effect. <br><br><img width="615" alt="postfx_07_Shape" src="https://user-images.githubusercontent.com/26234397/228082115-ec0dd0e0-2866-46d3-9997-cb1032c213c1.png"> |
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---
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### PostFX Gradient Weight Modfication
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| Workflow | Requests | Things to Watch For |
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|--------------------------------------------|-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|--------------------------------------------------------|
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-| Radius Weight Exposure Control | <ul><li>Locate the Exposure Control entity you worked with or create a new entity with `PostFX Layer` and `Exposure Control`. Set `Manual Compensation` property to -5.0<li>Add `PostFX Gradient Weight Modifier` component and remove any previous PostFX Weight Modifier components<li>Add a new entity and to that entity add the `Perlin Noise Gradient`, `Gradient Transform Modifier`, and `Sphere Shape` (radius 10) components<li>Set the `Perlin Noise Gradient` component's Frequency property to 0.3 and the `Gradient Transform Modifier` component's Wrapping Type property to `Clamp to Edge`<li>Create a new entity for global exposure if you don't already have one and add `PostFX Layer` and `Exposure Control` components leaving default values. This acts as a global expusure setting<li>On the `PostFX Gradient Weight Modifier` component us the picker for `Gradient Entity Id` property to select the entity you created for the `Perlin Noise Gradient` component<li>Locate the default `Camera` component on the level or add one, then update a `Tag` component to that entity and set a string value in the elements list to "Exposure"<li>Modify the `PostFX Layer` component property `Select Camera Tags Only` adding a new element with the string "Exposure"<li>Enter game mode `ctrl+g` and use the fly camera `ASDW and mouse` to move towards and away from the Shader Ball mesh<li>Exit game mode `esc`<li>Modify properties and enter/exit game mode | <ul><li>Brightness of render fluctuates as the camera moves throught the `Perlin Noise Gradient`<li>Exposure effect is localized to the noise gradient around the PostFX Gradient Weight Modifier <br><br><img width="928" alt="postfx_06_Gradient" src="https://user-images.githubusercontent.com/26234397/228082175-fcd46ba6-1d30-4161-9812-7c3ab75155ca.png"> |
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+| Radius Weight Exposure Control | <ul><li>Locate the Exposure Control entity you worked with or create a new entity with `PostFX Layer` and `Exposure Control`. Set `Manual Compensation` property to -5.0<li>Add `PostFX Gradient Weight Modifier` component and remove any previous PostFX Weight Modifier components<li>Add a new entity and to that entity add the `Perlin Noise Gradient`, `Gradient Transform Modifier`, and `Sphere Shape` (radius 10) components<li>Set the `Perlin Noise Gradient` component's Frequency property to 0.3 and the `Gradient Transform Modifier` component's Wrapping Type property to `Clamp to Edge`<li>Create a new entity for global exposure if you don't already have one and add `PostFX Layer` and `Exposure Control` components leaving default values. This acts as a global expusure setting<li>On the `PostFX Gradient Weight Modifier` component us the picker for `Gradient Entity Id` property to select the entity you created for the `Perlin Noise Gradient` component<li>Locate the default `Camera` component on the level or add one, then update a `Tag` component to that entity and set a string value in the elements list to "Exposure"<li>Modify the `PostFX Layer` component property `Select Camera Tags Only` adding a new element with the string "Exposure"<li>Enter game mode `ctrl+g` and use the fly camera `ASDW and mouse` to move towards and away from the Shader Ball mesh<li>Exit game mode `esc`<li>Modify properties and enter/exit game mode | <ul><li>Brightness of render fluctuates as the camera moves throught the `Perlin Noise Gradient`<li>Exposure effect is localized to the noise gradient around the PostFX Gradient Weight Modifier<li>`PostFX Layer` components either need different Layer Category selections or different Priority in Layer values to clarify which takes effect. <br><br><img width="928" alt="postfx_06_Gradient" src="https://user-images.githubusercontent.com/26234397/228082175-fcd46ba6-1d30-4161-9812-7c3ab75155ca.png"> |
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