Post Process Effects

From Bohemia Interactive Community
(Redirected from Post process effects)
Jump to navigation Jump to search

Scripting Commands


Usage

Effect Creation

_handle = ppEffectCreate ["effect_type", priority]; _handlesArray = ppEffectCreate [["effect_type0", priority0], ["effect_type1", priority1], ...];

Effect Cancellation

ppEffectDestroy handle; ppEffectDestroy handlesArray;

Parameter Setup

handle ppEffectAdjust [par0, par1, ..., parN];

Parameter application

handle ppEffectCommit _duration; handlesArray ppEffectCommit _duration;

Effect Permission

handle ppEffectEnable _OnOrOff; handlesArray ppEffectEnable _OnOrOff;

Check if Enabled

Example

_handle = ppEffectCreate ["colorCorrections", 1501]; _handle ppEffectEnable true; _handle ppEffectAdjust [1.0, 1.0, 0.0, [1.0, 0.1, 1.0, 0.75], [0.0, 1.0, 1.0, 1.0], [0.199, 0.587, 0.114, 0.0]]; _handle ppEffectCommit 0; sleep 10; ppEffectDestroy _handle;


Table of Priorities

Priority defines sequence in which post effects are applied. The higher priority, the later the effect will be applied, on top of the others.

Base Priority Effect
2500 ColorInversion
2000 FilmGrain
1500 ColorCorrections
400 DynamicBlur
300 WetDistortion
200 ChromaticAberration
100 RadialBlur
0 SSAO
0 Resolution


Parameters of Individual Effects

RadialBlur

Title: "RadialBlur"; Base Priority: 100

RadialBlur will not do anything if RADIAL BLUR is disabled in Video Options
Parameter Meaning Type Range Defaults
powerX relative blur degree on axis X float 0... 0.01
powerY relative blur degree on axis Y float 0... 0.01
offsetX relative size X of un-blurred centre float 0... 0.06
offsetY relative size Y of un-blurred centre float 0... 0.06

Syntax:

_radialBlurHandle ppEffectAdjust [powerX, powerY, offsetX, offsetY];

Defaults:

_radialBlurHandle ppEffectAdjust [0.01, 0.01, 0.06, 0.06];

Example:

["RadialBlur", 100, [100, 0.5, 0.1, 0.5]] spawn { params ["_name", "_priority", "_effect", "_handle"]; while { _handle = ppEffectCreate [_name, _priority]; _handle < 0 } do { _priority = _priority + 1; }; _handle ppEffectEnable true; _handle ppEffectAdjust _effect; _handle ppEffectCommit 5; waitUntil { ppEffectCommitted _handle }; systemChat "admire effect for a sec"; uiSleep 3; _handle ppEffectEnable false; ppEffectDestroy _handle; };

ChromAberration

Title "ChromAberration"; Base Priority: 200

Parameter Meaning Type Range Defaults
aberrationPowerX relative effect strength (sample spacing from each other) axis X float 0... 0.005
aberrationPowerY relative effect strength (sample spacing from each other) axis Y float 0... 0.005
aspectCorrection enable/disable correction according to screen aspect ratio bool true, false false

Syntax:

_chromaticAberrationHandle ppEffectAdjust [aberrationPowerX, aberrationPowerY, aspectCorrection];

Defaults:

_chromaticAberrationHandle ppEffectAdjust [0.005, 0.005, false];

Example:

["ChromAberration", 200, [0.05, 0.05, true]] spawn { params ["_name", "_priority", "_effect", "_handle"]; while { _handle = ppEffectCreate [_name, _priority]; _handle < 0 } do { _priority = _priority + 1; }; _handle ppEffectEnable true; _handle ppEffectAdjust _effect; _handle ppEffectCommit 5; waitUntil { ppEffectCommitted _handle }; systemChat "admire effect for a sec"; uiSleep 3; _handle ppEffectEnable false; ppEffectDestroy _handle; };

WetDistortion

Title: "WetDistortion"; Base Priority: 300

Effect cancels automatically under water.
Parameter Meaning Type Range Defaults
value blurriness of distorted image (0 to 1, values above 1 cause unusual) float 0..1 1
top, bottom effect power (top/bottom of screen separately) float 0..1 1, 1
horizontal1, horizontal2, vertical1, vertical2 waves speeds (frequency/PI) float 0... 4.10, 3.70, 2.50, 1.85
horizontal1, horizontal2, vertical1, vertical2 waves amplitudes (delta texture coordinates) float 0... 0.0054, 0.0041, 0.0090, 0.0070
randX, randY coefficients for phase computing; weight of random vertex data on horizontal/vertical wave phases float 0... 0.5, 0.3
posX, posY coefficients for phase computing; weight of vertex X/Y-position on horizontal/vertical wave phases float 0... 10.0, 6.0

Syntax:

_wetDistorsionHandle ppEffectAdjust [ value, top, bottom, horizontal1, horizontal2, vertical1, vertical2, horizontal1, horizontal2, vertical1, vertical2, randX, randY, posX, posY ];

Defaults:

_wetDistorsionHandle ppEffectAdjust [ 1, 1, 1, 4.10, 3.70, 2.50, 1.85, 0.0054, 0.0041, 0.0090, 0.0070, 0.5, 0.3, 10.0, 6.0 ];

Example:

["WetDistortion", 300, [1, 0, 1, 4.10, 3.70, 2.50, 1.85, 0.0054, 0.0041, 0.05, 0.0070, 1, 1, 1, 1]] spawn { params ["_name", "_priority", "_effect", "_handle"]; while { _handle = ppEffectCreate [_name, _priority]; _handle < 0 } do { _priority = _priority + 1; }; _handle ppEffectEnable true; _handle ppEffectAdjust _effect; _handle ppEffectCommit 5; waitUntil { ppEffectCommitted _handle }; systemChat "admire effect for a sec"; uiSleep 3; _handle ppEffectEnable false; ppEffectDestroy _handle; };

ColorCorrections

Title: "ColorCorrections"; Base Priority: 1500

Parameter Meaning Type Range Defaults
brightness image brightness (0 - black, 1 - unchanged, 2 - white ) float 0..2 1
contrast image contrast (1 - normal contrast) float 0... 1
offset image contrast offset (0 - unchanged ) float 0... 0
[r, g, b, a] color for blending (r, g, b - color, a - blend factor (0 - original color, 1 - blend color )) float 0..1 [0, 0, 0, 0]
[r, g, b, a] color for colorization ( r, g, b - color, a - saturation (0 - original color, 1 - B&W multiplied by colorize color)) float 0..1 [1, 1, 1, 1]
[r, g, b, 0] color rgb weights for desaturation float 0..1 [0.299, 0.587, 0.114, 0]
[

    radialMajorAxisRadius,
    radialMinorAxisRadius,
    radialRotationDeg,
    radialCenterX,
    radialCenterY,
    radialInnerRadiusCoef,
    radialInterpCoef
]

radial color (optional, Arma 3 only)

major axis radius of ellipse
minor axis radius of ellipse
rotation of ellipse axis (in degrees)
centerX of ellipse on the screen (in relative coords, [-0.5] -> [0.5], where 0 is in the screen center)
centerY of ellipse on the screen (in relative coords, [-0.5] -> [0.5], where 0 is in the screen center)
coefficient for inner radius (where effect is not applied)
coefficient for color interpolation between inner and outer radius
 


float
float
float
float
float
float
float
 


0..1
0..1
0..359
-1..1
-1..1
0..1
0...
 

[
    -1,
    -1,
    0,
    0,
    0,
    0,
    0
]

Syntax:

_colorCorrectionHandle ppEffectAdjust [ brightness, contrast, offset, [blendR, blendG, blendB, blendA], [colorizeR, colorizeG, colorizeB, colorizeA], [weightR, weightG, weightB, 0], [a, b, angle, cx, cy, innerRCoef, interpCoef] ];

Defaults:

_colorCorrectionHandle ppEffectAdjust [ 1, 1, 0, [0, 0, 0, 0], [1, 1, 1, 1], [0.299, 0.587, 0.114, 0], [-1, -1, 0, 0, 0, 0, 0] ];

Example:

["ColorCorrections", 1500, [1, 0.4, 0, [0, 0, 0, 0], [1, 1, 1, 0], [1, 1, 1, 0]]] spawn { params ["_name", "_priority", "_effect", "_handle"]; while { _handle = ppEffectCreate [_name, _priority]; _handle < 0 } do { _priority = _priority + 1; }; _handle ppEffectEnable true; _handle ppEffectAdjust _effect; _handle ppEffectCommit 5; waitUntil { ppEffectCommitted _handle }; systemChat "admire effect for a sec"; uiSleep 3; _handle ppEffectEnable false; ppEffectDestroy _handle; };

DynamicBlur

Title: "DynamicBlur"; Base Priority: 400

Parameter Meaning Type Range Defaults
value blurriness float 0... 0

Syntax:

_dynamicBlurHandle ppEffectAdjust [value];

Defaults:

_dynamicBlurHandle ppEffectAdjust [0];

Example:

["DynamicBlur", 400, [10]] spawn { params ["_name", "_priority", "_effect", "_handle"]; while { _handle = ppEffectCreate [_name, _priority]; _handle < 0 } do { _priority = _priority + 1; }; _handle ppEffectEnable true; _handle ppEffectAdjust _effect; _handle ppEffectCommit 5; waitUntil { ppEffectCommitted _handle }; systemChat "admire effect for a sec"; uiSleep 3; _handle ppEffectEnable false; ppEffectDestroy _handle; };

FilmGrain

Title: "FilmGrain"; Base Priority: 2000

Arma 3
In Arma 3 the monochromatic parameter is numeric. Use 0 for monochrome, any other value for colour.

Number of parameters is flexible: it may be defined from 1 to 6 parameters, meaning of individual parameters is following:

Parameter Meaning Type Range Default
intensity intensity float 0..1 0.005
sharpness sharpness float 1..20 1.25
grainSize grain size float 1..8 2.01
intensityX0 intensityX0 float -x..0..+x 0.75
intensityX1 intensityX1 float -x..0..+x 1.0
Logo A2.png1.00 monochromatic monochromatic bool true, false true
Arma 3 logo black.png1.00 Arma 3 monochromatic monochromatic integer 0, 1 0

Syntax:

_filmGrainHandle ppEffectAdjust [ intensity, sharpness, grainSize, intensityX0, intensityX1, monochromatic ];

Defaults:

_filmGrainHandle ppEffectAdjust [ 0.005, 1.25, 2.01, 0.75, 1.0, true // 0 for Arma 3 ];

Example:

["FilmGrain", 2000, [1, 0.15, 7, 0.2, 1.0, true]] spawn { params ["_name", "_priority", "_effect", "_handle"]; while { _handle = ppEffectCreate [_name, _priority]; _handle < 0; } do { _priority = _priority + 1; }; _handle ppEffectEnable true; _handle ppEffectAdjust _effect; _handle ppEffectCommit 5; waitUntil { ppEffectCommitted _handle }; systemChat "admire effect for a sec"; uiSleep 3; _handle ppEffectEnable false; ppEffectDestroy _handle; };

Arma 3 logo black.png1.00 Arma 3 example:

["FilmGrain", 2000, [1, 0.15, 7, 0.2, 1.0, 0]] spawn { params ["_name", "_priority", "_effect", "_handle"]; while { _handle = ppEffectCreate [_name, _priority]; _handle < 0; } do { _priority = _priority + 1; }; _handle ppEffectEnable true; _handle ppEffectAdjust _effect; _handle ppEffectCommit 5; waitUntil { ppEffectCommitted _handle }; systemChat "admire effect for a sec"; uiSleep 3; _handle ppEffectEnable false; ppEffectDestroy _handle; };

ColorInversion

Title: "ColorInversion"; Base Priority: 2500

Parameter Meaning Type Range Defaults
Red Inversion of R channel (image inversion (0..no blur, 1..very blurred) float 0..1 0
Green Inversion of G channel (image inversion (0..no blur, 1..very blurred) float 0..1 0
Blue Inversion of B channel (image inversion (0..no blur, 1..very blurred) float 0..1 0

Syntax:

_colorInversionHandle ppEffectAdjust [Red, Green, Blue];

Defaults:

_colorInversionHandle ppEffectAdjust [0, 0, 0];

Example:

["ColorInversion", 2500, [0.5, 0.5, 0.5]] spawn { params ["_name", "_priority", "_effect", "_handle"]; while { _handle = ppEffectCreate [_name, _priority]; _handle < 0 } do { _priority = _priority + 1; }; _handle ppEffectEnable true; _handle ppEffectAdjust _effect; _handle ppEffectCommit 5; waitUntil { ppEffectCommitted _handle }; systemChat "admire effect for a sec"; uiSleep 3; _handle ppEffectEnable false; ppEffectDestroy _handle; };

SSAO

Title: "SSAO"; Base Priority: 0

Parameter Meaning Type Range Defaults
intensity float 0..1 0
threshold0 float 0..1 0
threshold0 float 0..1 0
nearRadius float 0..1 0
farRadius float 0..1 0
nearDist float 0..1 0
farDist float 0..1 0
depthBlurDist float 0..1 0
blurPasses integer 0..x 0
halfRes bool true, false false
blurHalfRes boolean true, false false

Syntax:

_ssaoHandle ppEffectAdjust [ intensity, threshold0, threshold1, nearRadius, farRadius, nearDist, farDist, depthBlurDist, blurPasses, halfRes, blurHalfRes ];

Defaults:

_ssaoHandle ppEffectAdjust [0, 0, 0, 0, 0, 0, 0, 0, 0, false, false];

Example:

["SSAO", 1, [3, 0.25, 0.75, 5, 50, 5, 25, 100, 3, true, true]] spawn { params ["_name", "_priority", "_effect", "_handle"]; while { _handle = ppEffectCreate [_name, _priority]; _handle < 0; } do { _priority = _priority + 1; }; _handle ppEffectEnable true; _handle ppEffectAdjust _effect; _handle ppEffectCommit 5; waitUntil { ppEffectCommitted _handle }; systemChat "admire effect for a sec"; uiSleep 3; _handle ppEffectEnable false; ppEffectDestroy _handle; };

Resolution

Title: "Resolution"; Base Priority: 0

Parameter Meaning Type Range Defaults
verticalResolution define the render's vertical resolution.

If the value is negative, the resolution goes back to normal. If the value is greater than the final render's vertical resolution, it gets clamped to it.
The effect can be disabled in both cases.

integer -1..x -1

Syntax:

_resolutionHandle ppEffectAdjust [verticalResolution];

Defaults:

_ssaoHandle ppEffectAdjust [-1];

Example:

["Resolution", 1, [400]] spawn { params ["_name", "_priority", "_effect", "_handle"]; while { _handle = ppEffectCreate [_name, _priority]; _handle < 0; } do { _priority = _priority + 1; }; _handle ppEffectEnable true; _handle ppEffectAdjust _effect; _handle ppEffectCommit 5; waitUntil { ppEffectCommitted _handle }; systemChat "admire effect for a sec"; uiSleep 3; _handle ppEffectEnable false; ppEffectDestroy _handle; };


Advanced effects

The advanced effects are not intended to be used by the end user. They cannot be created by ppEffectCreate and their adjustments (via ppEffectAdjust) are immediate and do not require ppEffectCommit.
More info on the forums.

LightShafts

Title: "LightShafts"; Base Priority: N/A

Parameter Meaning Type Range Defaults
sunInnerRadius inner radius of the sun. 0 = no radius, 1 = full screen float 0.001..1 0.01
sunOuterRadius outer radius of the sun. Must be > sunInnerRadius. 0 = no radius, 1 = full screen. light intensity fades out from inner to outer radius float 0..1 0.6
exposure strength of effect float 0... 0.45
decay how fast intensity of rays decays with distance float 0..1 0.89

Syntax:

"LightShafts" ppEffectAdjust [sunInnerRadius, sunOuterRadius, exposure, decay];

Defaults:

"LightShafts" ppEffectAdjust [0.01, 0.6, 0.45, 0.89];

Example:

[] spawn { "LightShafts" ppEffectEnable true; "LightShafts" ppEffectAdjust [0.1,0.25,0.1,1]; systemChat "admire effect for a sec"; uiSleep 3; "LightShafts" ppEffectEnable false; };

HBAOPlus

HBAOPlus requires DirectX 11 feature level 11 or above as well as being enabled in Video Options to affect display.

Title: "HBAOPlus"; Base Priority: N/A

Parameter Meaning Type Range Defaults (Soft) Defaults (Medium) Defaults (Strong)
radius AO radius in meters float 0... 1 1.2
bias hide low-tessellation artifacts float 0..0.5 0.3
detailAO scale factor for the small-scale AO, the greater the darker float 0..2 0.1 0.3 0.5
coarseAO scale factor for the large-scale AO, the greater the darker float 0..2 0.50 0.75 1.00
powerExponent final AO output is pow(AO, powerExponent) float 1..4 3
blurRadius 0 = disabled blur, 1 = enabled with a radius of 2, 2 = enabled with a radius of 4. integer 0, 1, 2 1
blurSharpness the greater the sharpness parameter, the more the blur preserves edges float 0... 4
fadeSharpness fading of the AO with distance (greater value = sharper transition) float 0... 5
foregroundViewDepth distance (in meters) of foreground objects - up to this distance the depth is handled differently from the rest of the scene - to prevent huge AO kernel of foreground objects float 0... 2
backgroundViewDepth distance (in meters) of background objects - AO kernel for objects beyond this distance is computed differently float 0... 0

Syntax:

"HBAOPlus" ppEffectAdjust [radius, bias, detailAO, coarseAO, powerExponent, blurRadius, blurSharpness, fadeSharpness, foregroundViewDepth, backgroundViewDepth];

Defaults - depend on HBAO+ setting in Video Options:

// HBAO+ Soft "HBAOPlus" ppEffectAdjust [1.0, 0.3, 0.1, 0.50, 3.0, 1.0, 4.0, 5.0, 2.0, 0.0]; // HBAO+ Medium "HBAOPlus" ppEffectAdjust [1.0, 0.3, 0.3, 0.75, 3.0, 1.0, 4.0, 5.0, 2.0, 0.0]; // HBAO+ Strong "HBAOPlus" ppEffectAdjust [1.2, 0.3, 0.5, 1.0, 3.0, 1.0, 4.0, 5.0, 2.0, 0.0];


Example:

[] spawn { "HBAOPlus" ppEffectAdjust [2, 0.3, 1, 1, 2, 1, 4, 5, 2, 0]; systemChat "admire effect for a sec"; uiSleep 3; "HBAOPlus" ppEffectAdjust [1.0, 0.3, 0.1, 0.50, 3.0, 1.0, 4.0, 5.0, 2.0, 0.0]; };