![]() With HDR, brightness is no longer capped at 1 as it was in the old LDR renderer, so multiple lights and lights with high brightness can add up to be brighter than desired. If you see a bright area, you may have too many lights in that area or too high of Brightness values. Therefore, the size and intensity of the glow around Neon can be modified through BloomEffect settings and through the brightness of the part color. In the new system, Neon is no longer special in this way - it is simply an emissive material, just like beams and particle emitters, that glows based on bloom settings. ![]() Previously, Neon always had a blurry overlay that could not be configured or disabled. The behavior of the Neon material in the new system is different from legacy. If you convert a place with existing BloomEffect instances from the old lighting system and find bloom is too prevalent on the sky or on bright objects, try increasing the Threshold to 2 or higher. Setting the Intensity to 0 disables bloom entirely. The default bloom properties are overridden by those on a BloomEffect if one is present in Lighting or Camera. In the HDR system, bloom is enabled by default, with a threshold of 2.
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