Ambient Light Color
- Solano
- Topic Author
was wondering how to give the ambient light a specific color?
I know you can choose the mode warm,cold and color dependent but if I choose warm its still cold and blue .
Where do I need to change something to make it warmer or more neutral like just white?
Thanks in advance.
Solano
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- Ganossa
Solano wrote: Hi LuciverHawk,
was wondering how to give the ambient light a specific color?
I know you can choose the mode warm,cold and color dependent but if I choose warm its still cold and blue .
Where do I need to change something to make it warmer or more neutral like just white?
Thanks in advance.
Solano
"Warm" will emphasize what has already warm color but also reduce the cold colors.
"Light Dependent" is closest to white. It basically takes what is already their without altering the ambient light color (its a mix between blue and red [so no green]).
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- Solano
- Topic Author
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- Ganossa
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- Solano
- Topic Author
But Warm is still blue.
I didnĀ“t modified the ambienlight core code.
Here are my settings (if it is important or helpful somehow):
//>Ambient Light Settings<\\
#define alDebug 0 //[0:1] //-Activates debug mode of AL, upper bar shows detected light, lower bar shows adaptation
#define alInt 14.50 //[0.00:20.00] //-Base intensity of AL
#define alThreshold 12.00 //[0.00:100.00] //-Reduces intensity for not bright light
//>AL Adaptation Parameters<\\
#define AL_Adaptation 1 //[undef] //-Activates adaptation algorithm for the following features
#define AL_HQAdapt 0 //[undef] //-Determines the accuracy of the adaptation algorithm
#define alAdapt 1.75 //[undef] //-Intensity of AL correction for bright light
#define alAdaptBaseMult 0.55 //[undef] //-Multiplier for adaption applied to the original image
#define alAdaptBaseBlackLvL 4 //[undef] //-Distinction level of black and white (lower => less distinct)
#define alAdaptBloomMult 0.0 //[undef] //-Multiplier for adaption applied to the bloom shader
#define alAdaptFlareMult 0.0 //[undef] //-Multiplier for adaption applied to the anam flare shader
#define AL_HeatHazeControle 0 //[undef] //-Controles the HeatHaze effect with the AL shader
#define Depth_HeatHazeControle 0 //[undef] //-Controles the HeatHaze effect with the depth buffer
#define alAdaptHeatMult 0.0 //[undef] //-Multiplier for adaption applied to the HeatHaze shader
//>Additional AL Settings<\\
#define AL_Dirt 0 //[0:1] //-No description given
#define AL_Vibrance 0 //[0:1] //-Vibrance of dirt effect
#define AL_Adaptive 0 //[0|1|2] //-0 = Warm, 1 = Cold, 2 = Light Dependent
#define alDirtInt 0.00 //[0.0:2.0] //-Intensity of dirt effect
#define alDirtOVInt 0.0 //[0.0:2.0] //-Intensity of colored dirt effect
#define AL_Lens 0 //[0:1] //-Lens effect based on AL
#define alLensThresh 0.0 //[0.0:1.0] //-Reduces intensity of lens effect for not bright light
#define alLensInt 0.0 //[0.0:10.0] //-Intensity of lens effect
#define AmbientLight_ToggleKey VK_F11 //[undef] //-
Regards
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- Kleio420
So i got an idea for a thread and something to put in as a readme for framework , would it be possible for you to go a little more into detail on how the ambient light shader works to make configuring it simpler for end users i know they have a description but if you knew how that setting was actually effecting the scene it might help to decide if thats something a person wants to change around more so then another setting.Would like to be able to throw in a document explaining more in depth of how the shader works or how its intended to be used as a rough guide to help make things more simpleLuciferHawk wrote: Then move LUT shader in front of the ambient light shader.
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- Ganossa
@Kleio420, I will get back to your question later
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- Solano
- Topic Author
LuciferHawk wrote: Currently, to make this effect work, activate alDirt and increase alOVInt.
Ah! Thanks - That was just what I needed.
I solved it for me like this, in case other users want to know:
When setting:
#define AL_Adaptive 1 //[0|1|2] //-0 = Warm, 1 = Cold, 2 = Light Dependent
when setting:
#define AL_Adaptive 0 //[0|1|2] //-0 = Warm, 1 = Cold, 2 = Light Dependent
Recolor these PNGs and you can control the tint ingame of the Ambient Light.
Thanks LuciferHawk
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