ColorCorrection
A ColorCorrection emitter changes the colours of the whole view for a moment: a white flash, a drain to grey, a tint of firelight. It is made by transforming a ColorCorrectionEffect. Each emit makes one temporary duplicate of the effect, and four rows shape it over its life.
What it makes possible:
- A white flash on impact. Lifetime
0.2, a Brightness graph from 0.5 to 0, fired by a projectile’s On Hit event. - A flash with an explosion. Emit
1, Lifetime0.2, the same Brightness graph, in the Folder that holds the explosion. - A drain to grey that holds. Mode
Animate, Loop off, a Saturation graph from 0 to -1, Linger2. The view stays grey for two seconds. - A flash tinted like firelight. A TintColor gradient from orange to white.
Exercise 11 builds the flash and adds it to an explosion.
A ColorCorrection emitter is fired, combined and nested as a Blur emitter is. The Blur page describes that shared behaviour in full. This page gives the rows.
At a glance
Section titled “At a glance”| Made from | A ColorCorrectionEffect |
| One particle is | One colour correction |
| Emit count starts at | 1 |
| Modes | Emit and Animate |
| Sections | Emission, Appearance, Events, Advanced |
| Not present | Spawn, Motion and Link. A colour correction has no place in the world. |
The Emit count starts at 1. A new ColorCorrection emitter plays once at the first press of the Emit button.
Transform
Section titled “Transform”Transform switches the original ColorCorrectionEffect off. It keeps the effect’s Brightness, Contrast and Saturation as level graphs, and its TintColor as one colour.
The original stays off. Each emit makes a duplicate, switches it on, and removes it when its life ends. See What an emit does.
The effect does not need to be in Lighting. It can stay in a Folder with the other layers of its effect. See A screen effect outside Lighting.
Emission
Section titled “Emission”| Row | Kind | Starts at | Unit | What it does |
|---|---|---|---|---|
| Mode | List | Emit | Emit or Animate. See Emit against Animate. | |
| Loop | Switch | Off | Shown in Animate mode. Repeats the cycle until switched off. Switching it on starts a cycle at once. | |
| Enabled | Switch | Off | Shown in Emit mode. Makes colour corrections at the Rate until switched off. | |
| Rate | Number | 10 | Per second | How many colour corrections are made each second while Enabled is on, or during a Duration. |
| Lifetime | Two numbers | 1 | Seconds | How long each colour correction lasts. Each picks a value between the two. |
| Linger | Number | 0 | Seconds | After its life ends, the colour correction stays at its last values for this long. |
| Timescale | Graph | 1 | The speed of the colour correction’s own clock. |
The Rate row stays on show in Animate mode. Animate mode does not use it.
Emission and the HUD describes the shared rows in full.
Appearance
Section titled “Appearance”| Row | Kind | Starts at | Unit | What it does |
|---|---|---|---|---|
| Brightness | Graph | The effect’s own Brightness | The shift in brightness, over the life of the colour correction. | |
| Contrast | Graph | The effect’s own Contrast | The shift in contrast, over the life of the colour correction. | |
| Saturation | Graph | The effect’s own Saturation | The shift in saturation, over the life of the colour correction. | |
| TintColor | Colour | The effect’s own TintColor | The tint. Drawn as a gradient, it changes over the life of the colour correction. |
Brightness, Contrast and Saturation take values below 0 as well as above it. At 0 a row changes nothing. A Brightness of 0.5 brightens the whole view. A Saturation of -1 leaves the view grey.
The box of a graph row takes one number, or two numbers as lo, hi. Two numbers give each colour correction one value between them for its whole life. The ⋯ button opens the graph editor.
The TintColor row has a swatch, a box and a ⋯ button. The box takes one colour as R, G, B. The ⋯ button opens the colour editor, where the tint is drawn as a gradient. A gradient has no random spread.
The four rows are read in steps, Anim. Steps times over one Lifetime. The first value of each row is set before the colour correction is switched on.
A flash must end where the view began. Take a Brightness graph from 0.5 to 0 and a Lifetime of 0.2 seconds. The view is brightened at the start and normal a fifth of a second later.
Events
Section titled “Events”The Events section holds On Emit, On Death and On Destruction. There is no On Hit. See Events.
Advanced
Section titled “Advanced”| Row | Kind | Starts at | What it does |
|---|---|---|---|
| Anim. Steps | Number | 100 | How many times the four rows are read over one Lifetime. A value of 0 or less is run as 100. |
| Emit Into | Instance, picked with * | None | Where the duplicate is placed. See Where the screen effect is shown. |
Advanced describes these rows in full.
Shared with Blur
Section titled “Shared with Blur”| Subject | On the Blur page |
|---|---|
| Where the colour correction is placed, and who sees it | Where the screen effect is shown |
| How several colour corrections combine | Several at once |
| One colour correction in Animate mode, and Loop | Emit against Animate |
| A ColorCorrection emitter inside another emitter, or fired by an event | Nesting and events |
With the tools
Section titled “With the tools”| Tool | Effect on a ColorCorrection emitter |
|---|---|
| Size | None. |
| Time | Multiplies Rate and divides Lifetime. |
Size and Time describes both tools.
Limits
Section titled “Limits”- No Spawn rows, no Motion rows and no Link.
- In a game, one player sees the colour correction: the one whose machine fires it.
- A graph that does not end at 0 leaves the view changed until the duplicate is removed. A Linger above 0 holds that last look.
- Each emitted colour correction counts as one particle toward the Particle Cap.