G1R AngelScript
Scripting reference for the Gothic 1 Remake
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FCameraExposureSettings Struct Reference

Public Member Functions

Functions
bool GetApplyPhysicalCameraExposure () const
 Enables physical camera exposure using ShutterSpeed/ISO/Aperture.
void SetApplyPhysicalCameraExposure (bool Value)
 Enables physical camera exposure using ShutterSpeed/ISO/Aperture.
FCameraExposureSettings & opAssign (FCameraExposureSettings Other)

Public Attributes

Exposure
float32 Bias
 Logarithmic adjustment for the exposure. Only used if a tonemapper is specified. 0: no adjustment, -1:2x darker, -2:4x darker, 1:2x brighter, 2:4x brighter, ...
float32 LowPercent
 The eye adaptation will adapt to a value extracted from the luminance histogram of the scene color. The value is defined as having x percent below this brightness. Higher values give bright spots on the screen more priority but can lead to less stable results. Lower values give the medium and darker values more priority but might cause burn out of bright spots. >0, <100, good values are in the range 70 .. 80.
float32 HighPercent
 The eye adaptation will adapt to a value extracted from the luminance histogram of the scene color. The value is defined as having x percent below this brightness. Higher values give bright spots on the screen more priority but can lead to less stable results. Lower values give the medium and darker values more priority but might cause burn out of bright spots. >0, <100, good values are in the range 80 .. 95.
float32 MinBrightness
 A good value should be positive near 0. This is the minimum brightness the auto exposure can adapt to. It should be tweaked in a dark lighting situation (too small: image appears too bright, too large: image appears too dark). Note: Tweaking emissive materials and lights or tweaking auto exposure can look the same. Tweaking auto exposure has global effect and defined the HDR range - you don't want to change that late in the project development. Eye Adaptation is disabled if MinBrightness = MaxBrightness.
float32 MaxBrightness
 A good value should be positive (2 is a good value). This is the maximum brightness the auto exposure can adapt to. It should be tweaked in a bright lighting situation (too small: image appears too bright, too large: image appears too dark). Note: Tweaking emissive materials and lights or tweaking auto exposure can look the same. Tweaking auto exposure has global effect and defined the HDR range - you don't want to change that late in the project development. Eye Adaptation is disabled if MinBrightness = MaxBrightness.
float32 SpeedUp
 In F-stops per second, should be >0.
float32 SpeedDown
 In F-stops per second, should be >0.
EAutoExposureMethod Method
 Luminance computation method.
UCurveFloat BiasCurve
 Exposure compensation based on the scene EV100. Used to calibrate the final exposure differently depending on the average scene luminance. 0: no adjustment, -1:2x darker, -2:4x darker, 1:2x brighter, 2:4x brighter, ...
UTexture MeterMask
 Exposure metering mask. Bright spots on the mask will have high influence on auto-exposure metering and dark spots will have low influence.
float32 HistogramLogMin
 temporary exposed until we found good values, -8: 1/256, -10: 1/1024
float32 HistogramLogMax
 temporary exposed until we found good values 4: 16, 8: 256
float32 CalibrationConstant
 Calibration constant for 18% albedo.
Variables
bool ApplyPhysicalCameraExposure

Member Function Documentation

◆ GetApplyPhysicalCameraExposure()

bool GetApplyPhysicalCameraExposure ( ) const

Enables physical camera exposure using ShutterSpeed/ISO/Aperture.

◆ opAssign()

◆ SetApplyPhysicalCameraExposure()

void SetApplyPhysicalCameraExposure ( bool Value)

Enables physical camera exposure using ShutterSpeed/ISO/Aperture.

Member Data Documentation

◆ ApplyPhysicalCameraExposure

bool ApplyPhysicalCameraExposure

◆ Bias

float32 Bias

Logarithmic adjustment for the exposure. Only used if a tonemapper is specified. 0: no adjustment, -1:2x darker, -2:4x darker, 1:2x brighter, 2:4x brighter, ...

◆ BiasCurve

UCurveFloat BiasCurve

Exposure compensation based on the scene EV100. Used to calibrate the final exposure differently depending on the average scene luminance. 0: no adjustment, -1:2x darker, -2:4x darker, 1:2x brighter, 2:4x brighter, ...

◆ CalibrationConstant

float32 CalibrationConstant

Calibration constant for 18% albedo.

◆ HighPercent

float32 HighPercent

The eye adaptation will adapt to a value extracted from the luminance histogram of the scene color. The value is defined as having x percent below this brightness. Higher values give bright spots on the screen more priority but can lead to less stable results. Lower values give the medium and darker values more priority but might cause burn out of bright spots. >0, <100, good values are in the range 80 .. 95.

◆ HistogramLogMax

float32 HistogramLogMax

temporary exposed until we found good values 4: 16, 8: 256

◆ HistogramLogMin

float32 HistogramLogMin

temporary exposed until we found good values, -8: 1/256, -10: 1/1024

◆ LowPercent

float32 LowPercent

The eye adaptation will adapt to a value extracted from the luminance histogram of the scene color. The value is defined as having x percent below this brightness. Higher values give bright spots on the screen more priority but can lead to less stable results. Lower values give the medium and darker values more priority but might cause burn out of bright spots. >0, <100, good values are in the range 70 .. 80.

◆ MaxBrightness

float32 MaxBrightness

A good value should be positive (2 is a good value). This is the maximum brightness the auto exposure can adapt to. It should be tweaked in a bright lighting situation (too small: image appears too bright, too large: image appears too dark). Note: Tweaking emissive materials and lights or tweaking auto exposure can look the same. Tweaking auto exposure has global effect and defined the HDR range - you don't want to change that late in the project development. Eye Adaptation is disabled if MinBrightness = MaxBrightness.

◆ MeterMask

UTexture MeterMask

Exposure metering mask. Bright spots on the mask will have high influence on auto-exposure metering and dark spots will have low influence.

◆ Method

Luminance computation method.

◆ MinBrightness

float32 MinBrightness

A good value should be positive near 0. This is the minimum brightness the auto exposure can adapt to. It should be tweaked in a dark lighting situation (too small: image appears too bright, too large: image appears too dark). Note: Tweaking emissive materials and lights or tweaking auto exposure can look the same. Tweaking auto exposure has global effect and defined the HDR range - you don't want to change that late in the project development. Eye Adaptation is disabled if MinBrightness = MaxBrightness.

◆ SpeedDown

float32 SpeedDown

In F-stops per second, should be >0.

◆ SpeedUp

float32 SpeedUp

In F-stops per second, should be >0.