|
@@ -70,21 +70,21 @@ This is covered in another workflow already
|
|
|
|
|
|
| Workflow | Requests | Things to Watch For |
|
|
|
|--------------------------------------------|-------------------------------------------|--------------------------------------------------------|
|
|
|
-| 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`<li>Add `PostFX Radius Weight Modifier` 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>Set the `Exposure Control` component's Manual Compensation to `-1.0`<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 |
|
|
|
+| 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 |
|
|
|
|
|
|
---
|
|
|
### PostFX Shape Weight Modification
|
|
|
|
|
|
| Workflow | Requests | Things to Watch For |
|
|
|
|--------------------------------------------|-------------------------------------------|--------------------------------------------------------|
|
|
|
-| 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`<li>Delete or Disable `PostFX Radius Weight Modifier` component<li>Add a `PostFX Shape Weight Modifier` component<li>Add a required shape object<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>Set the `Exposure Control` component's Manual Compensation to `-1.0`<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 |
|
|
|
+| 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 |
|
|
|
|
|
|
---
|
|
|
### PostFX Gradient Weight Modfication
|
|
|
|
|
|
-| Workflow | Requests | Things to Watch For |
|
|
|
-|--------------------------------------------|-------------------------------------------|--------------------------------------------------------|
|
|
|
-| 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`<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 5) components<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>Set the `Exposure Control` component's Manual Compensation to `-1.0`<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 noise gradient around the PostFX Gradient Weight Modifier |
|
|
|
+| Workflow | Requests | Things to Watch For |
|
|
|
+|--------------------------------------------|-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|--------------------------------------------------------|
|
|
|
+| 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 |
|
|
|
|
|
|
|
|
|
|