Viewport Filter properties
 
 
 

Tonemapper properties

Gamma

Controls the overall brightness of the image that appears in the 3D View. Adjusting the Gamma property can assist in evaluating how the model/scene appears in another environment whether it be film, or when viewed on a games console.

Luminance Max

Compresses or expands, the tonal range that appears in the 3D View by resetting the value that gets used as a benchmark for white. Use this in conjunction with the Gamma property to adjust the contrast.

Adaption Time

Specifies the rate at which the Tonemapper refreshes the display of the effect in the view. A higher number updates quicker than a lower number.

Adaption Epsilon

A bias setting for determining the priority for remapping the values in the 3D View.

Level Count

Specifies the amount of blur that occurs for the Glare effect.

Glare Scale

Specifies the intensity of the Glare effect in the 3D View. When negative values are entered interesting color effects are possible.

Glare Bias

Controls the spread of the glare effect. Increasing the bias limits the glare mostly to highlights areas.

Depth of Field properties

Blur Factor

Specifies the amount of blur that occurs outside the Field Width area when simulating the depth of field. Lower Blur Factor values blur everything outside the area defined by the Field Width to a lower degree than higher Blur Factor values.

Field Width

Specifies the width (in centimeters) for the area of sharpest focus in the 3D View. Regions outside the Field Width get blurred based on the Level Count.

Focal Plane Distance

Specifies the distance (in centimeters) from the viewing camera to the center of the Field Width area. The Focal Plane Distance is connected to the camera. That is, as you dolly the camera back and forth, so too moves the Field Width in relation to the object.

Ambient Occlusion properties

Strength

Specifies the intensity of the ambient occlusion that occurs. When negative values are entered interesting color effects are possible (hot, glowing lava) as a color that is complementary to the Shadow Color is used.

Sample Radius

Specifies the radius of a sampling area (in screen space) that occurs and can be adjusted when required. Occlusion artifacts are possible when the radius is set incorrectly in relation to the features on the model. For example, large features may be missed when the radius is set too small, and a large radius setting may miss small features on a model.

Shadow Color

Specifies the color of the shadows produced by the ambient occlusion filter effect. Click the color tile to display the Paint Tool Color window, and edit the Shadow Color.

Quality

Good, Better, or Best specifies the number of occlusion samples that occur to improve the appearance of the ambient occlusion effect. The higher the Quality setting, the lower the overall refresh rate in the 3D View.

Related topics

Using the Tonemapper filter

Using the Depth of Field filter

Using the Ambient Occlusion filter