Introduction: I decided to make this part of the "Trix" series simply because i already made two of them. I might be wrong in some places, kindly tell me where and I'll change it.
Widget - Unit, Doodad, Splat, Item, pretty much everything in the game.
What it Does: Changes the color of the ambiance, or the color that envelops the whole terrain.
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(Those are 0,0,0; 105,105,105; 255,255,255 respectively. Millions of other combinations can be formed.)
Back to "Global" Tab Directory
What it Does: Sets the intensity of light that widgets generate.
Note: Setting this to 0 will remove widget-generated light.
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Back to "Global" Tab Directory
What it Does: Fringes light around objects. Blizzard's bloom creation code is shit, so this is mainly useful only at night, where bloom adds to the effect of darkness.
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Back to "Tone Mapping" Tab Directory
What it Does: Same as exposure, but only works with the Reinhard method.
Note: Read up on the methods before using this.
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Back to "Tone Mapping" Tab Directory
What it Does: Changes the luminous intensity of the environment - in laymans' terms: makes it lighter and darker.
Note: There are Two values because this section, itself, is a range (Check out Note #2). High cannot go lower then Low Input, and vice versa.
Note #2: Even more information:
Input Low regulates the amount of "darkness" or decreases lpi (lux per interval).
Input Low cannot go higher then (Input High - .1).
Input High regulates the amount of "lightness" (That's actually a word) or increases lpi.
Input High cannot go lower then (Input Low + .1).
Image will be up tomorrow morning due to the various combinations.
Back to "Colorization" Tab Directory
Updated Input Low/High only due to lack of time.
Image and following fields for the Colorization Tab are expected to be finished tomorrow.
I will be updating this ASAP.
Expect a REAL update.
[Terrain Trix #3] Lighting Guide - [UPDATE]
Specular Multiplier
Emissive Multiplier
Bloom
Ambient Multiplier
Diffuse Multiplier
White Point