HowTo/Adjust Post-Processing Effects

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This page provides information for users to make their own adjustments to the post-processing effects that are included in T:ANE

Contents

Post-processing Overview

T:ANE introduces a range of new features enabled by using graphic shaders to create post-processing effects similar to those used by photographers. These effects take data from a scene, modify it, and then renderer those modifications to the screen. A large range of effects are possible and the current range in T:ANE will be expanded over time.

We provide three options for post-processing in the Video Settings in-game, and an additional option to manually update the settings by activating the Advanced Tools

1. Launcher > Trainz Settings > Developer > Tick "Enable Advanced Debug Tools"
2. Restart the game
3. Launcher > Developer > Show Post-processing Effects
4. In the new window, choose Mode > Manual

Pp manual.png
The "daytime high" settings are loaded by default for the manual settings (there are different defaults for nighttime). Note also that currently your changes are not saved after you exit the game.
It is safe to enter any values and experiment with the limits, and settings that do have a maximum will override attempts to exceed those limits.

Sun Shafts

Pp sun.png

  • Sun Only:
  • Downsample:
  • Intensity: Increase the radius of the sun
  • Alpha Mask:
  • Distance falloff:
  • Sample Count:
  • Blur size:
  • Blur radius:

Bloom

Pp bloom.png

  • Threshold:
  • Intensity:
  • Blur Passes:

Convolution

Not currently used

HDR Tonemapping

Pp HDR Tonemapping.png

  • Method: We use Reinhard as this provides the best night lighting solution
  • Exposure Adjustment:
  • Strength:

Greyscale and Sepia

Pp Other.png

  • Greyscale simply provides a "black and white" image (great for steam era "photos")
  • Sepia; creates a sepia tone (great for wild west images)

SSAO

Pp ssao.png

  • Downsample:
  • Sampe Count:
  • Normal Offest:
  • Total Strength:
  • Base:
  • Min Z difference:
  • Min Z difference:
  • Radius:

Depth of Field

Pp depth.png

  • Blur Foreground:
  • Blur Sky:
  • Near Focus distance:
  • Far "out of focus" start:
  • Far "out of focus" end:
  • Far blur amount:
  • d0:
  • d1:
  • d2:

Note that d0 + d1 +d2 = 100%

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