Lighting Profiles.tbl

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FSO Git Commit: Date: 2021-12-02 SHA: c5410c6
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List of Tables and related code files
* Notes Modular Tables
** Notes tables which only use modular tables
Ai.tbl /ai/aicode.cpp
Ai_profiles.tbl* /ai/ai_profiles.cpp
Animation.tbl** /model/modelanimation.cpp
Armor.tbl* /ship/ship.cpp
Asteroid.tbl /asteroid/asteroid.cpp
Autopilot.tbl /autopilot/autopilot.cpp
Cheats.tbl* /cheats_table/cheats_table.cpp
Colors.tbl* /globalincs/alphacolors.cpp
Controlconfigdefaults.tbl /controlconfig/controlsconfigcommon.cpp
Credits.tbl* /menuui/credits.cpp
Cutscenes.tbl* /cutscene/cutscenes.cpp
Decals.tbl** /decals/decals.cpp
Fireball.tbl* /fireball/fireballs.cpp
Fonts.tbl* /graphics/font.cpp
Game_settings.tbl* /mod_table/mod_table.cpp
Glowpoints.tbl* /model/modelread.cpp
Help.tbl* /gamehelp/contexthelp.cpp
Hud_gauges.tbl* /hud/hudparse.cpp
Icons.tbl* /mission/missionbriefcommon.cpp
Iff_defs.tbl* /iff_defs/iff_defs.cpp
Lighting_Profiles.tbl* /lighting/lighting_profiles.cpp
Lightning.tbl* /nebula/neblightning.cpp
Mainhall.tbl* /menuui/mainhallmenu.cpp
Medals.tbl* /stats/medals.cpp
Messages.tbl /mission/missionmessage.cpp
Mflash.tbl* /weapon/muzzleflash.cpp
Music.tbl* /gamesnd/eventmusic.cpp
Nebula.tbl* /nebula/neb.cpp
Objecttypes.tbl* /ship/ship.cpp
Particle effects(-part.tbm)** /particle/effects...
Post_processing.tbl /graphics/gropenglpostprocessing.cpp
Rank.tbl /stats/scoring.cpp
Scripting.tbl* /parse/scripting.cpp
Ships.tbl* /ship/ship.cpp
Sexps.tbl** /parse/sexp/sexp_lookup.cpp
Sounds.tbl* /gamesnd/gamesnd.cpp
Species_defs.tbl* /species_defs/species_defs.cpp
Species.tbl* /menuui/techmenu.cpp
Ssm.tbl* /hud/hudartillery.cpp
Stars.tbl* /starfield/starfield.cpp
Strings.tbl* /localization/localize.cpp
Tips.tbl* /menuui/playermenu.cpp
Traitor.tbl /stats/scoring.cpp
Tstrings.tbl* /localization/localize.cpp
Virtual_pofs.tbl* /model/modelreplace.cpp
Weapon_expl.tbl* /weapon/weapons.cpp
Weapons.tbl* /weapon/weapons.cpp

The lighting_profiles.tbl provides controls for the game's lighting and rendering pipeline. The current version only allows fixed settings, but expansion to allow runtime adjustment and swapping between different profiles is planned.

This table is one of the Modular Tables and can be extended with xxx-ltp.tbm

#DEFAULT PROFILE

FS2 Open, 22.0:

This section defines the settings used by default. Entries may be included in any order, and the section must by closed by a #END DEFAULT PROFILE line.

$Tonemapper:

FS2 Open, 22.0:

Sets the algorithm used for the tonemapping stage of rendering. See Tonemapping for more information on what this means in detail and comparisons of the options.

  • Syntax: Str
  • Options:
    • Linear: Simple clamping and gamma correction. Not recommended in most cases.
    • Uncharted 2: FSO's default tonemapper, a filmic look created by John Hable for the game of the same name. This option can also be selected with simply "uncharted"
    • ACES: A filmic tonemapper that is the default for Unreal Engine 4, based on film industry standards. Good for high contrasts, has the quirk that it quite visibly desaturates bright colored lights towards white. This is especially visible in Freespace with red Shivan glows, which are bright enough to turn orange.
    • ACES Approximate: A simplification of ACES featuring more saturated bright colors and faster rendering. Does not desaturate bright colors.
    • Cineon: Another filmic option, similar to ACES it provides high contrast and vibrant colors, it preserves deep blacks but isn't quite as aggressive as ACES on dimly lit scenes.
    • Reinhard Extended: A version of a common tonemapper that acts on luminance
    • Reinhard Jodie: Another version of Reinhard that makes bright colors less saturated than Reinhard Extended
    • PPC: Piecewise power curve, a configurable curve meant to give artists flexible and simple control over the look. Applies to pixel luminance. Configuration options are also available in this table. See [1] for detailed breakdown of what this is doing.
    • PPC RGB: As with PPC, except applying to each color channel individually rather than combined luminance.

$Exposure:

FS2 Open, 22.0:

The rendered scene is multiplied by this value before being tonemapped. Conceptually similar to the exposure time on a camera, higher numbers mean a brighter scene. By using lower exposure and higher values for static lights you could create a otherwise similar scene with more muted lights from ship glows, level backgrounds and weapons fire, or conversely using dim lights and high exposure would emphasize those other light sources.

  • Syntax: Float
  • Default: 4.0

$PPC Toe Strength:

FS2 Open, 22.0:

Used for configuring the piecewise power curve tonemappers. See Filmic Worlds for detailed breakdown of the specifics.

  • Syntax: Float
  • Default: 0.5

$PPC Toe Length:

FS2 Open, 22.0:

Used for configuring the piecewise power curve tonemappers. See Filmic Worlds for detailed breakdown of the specifics.

  • Syntax: Float
  • Default: 0.5

$PPC Shoulder Length:

FS2 Open, 22.0:

Used for configuring the piecewise power curve tonemappers. See Filmic Worlds for detailed breakdown of the specifics.

  • Syntax: Float
  • Default: 0.5

$PPC Shoulder Strength:

FS2 Open, 22.0:

Used for configuring the piecewise power curve tonemappers. See Filmic Worlds for detailed breakdown of the specifics.

  • Syntax: Float
  • Default: 0.0

$PPC Shoulder Angle:

FS2 Open, 22.0:

Used for configuring the piecewise power curve tonemappers. See Filmic Worlds for detailed breakdown of the specifics.

  • Syntax: Float
  • Default: 0.1

#END DEFAULT PROFILE

FS2 Open, 22.0:

Required to close the default profile section.

Sample Entry

#DEFAULT PROFILE

$Tonemapper: Uncharted 2
$Exposure: 4.0

#END DEFAULT PROFILE

References

  1. Filmic Tonemapping with Piecewise Power Curves, John Hable
  2. Tone Mapping, 64
  3. Filmic Tonemapping Operators, John Hable