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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, Lifetime 0.2, 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, Linger 2. 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.

Made fromA ColorCorrectionEffect
One particle isOne colour correction
Emit count starts at1
ModesEmit and Animate
SectionsEmission, Appearance, Events, Advanced
Not presentSpawn, 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 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.

RowKindStarts atUnitWhat it does
ModeListEmitEmit or Animate. See Emit against Animate.
LoopSwitchOffShown in Animate mode. Repeats the cycle until switched off. Switching it on starts a cycle at once.
EnabledSwitchOffShown in Emit mode. Makes colour corrections at the Rate until switched off.
RateNumber10Per secondHow many colour corrections are made each second while Enabled is on, or during a Duration.
LifetimeTwo numbers1SecondsHow long each colour correction lasts. Each picks a value between the two.
LingerNumber0SecondsAfter its life ends, the colour correction stays at its last values for this long.
TimescaleGraph1The 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.

RowKindStarts atUnitWhat it does
BrightnessGraphThe effect’s own BrightnessThe shift in brightness, over the life of the colour correction.
ContrastGraphThe effect’s own ContrastThe shift in contrast, over the life of the colour correction.
SaturationGraphThe effect’s own SaturationThe shift in saturation, over the life of the colour correction.
TintColorColourThe effect’s own TintColorThe 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.

The Events section holds On Emit, On Death and On Destruction. There is no On Hit. See Events.

RowKindStarts atWhat it does
Anim. StepsNumber100How many times the four rows are read over one Lifetime. A value of 0 or less is run as 100.
Emit IntoInstance, picked with *NoneWhere the duplicate is placed. See Where the screen effect is shown.

Advanced describes these rows in full.

SubjectOn the Blur page
Where the colour correction is placed, and who sees itWhere the screen effect is shown
How several colour corrections combineSeveral at once
One colour correction in Animate mode, and LoopEmit against Animate
A ColorCorrection emitter inside another emitter, or fired by an eventNesting and events
ToolEffect on a ColorCorrection emitter
SizeNone.
TimeMultiplies Rate and divides Lifetime.

Size and Time describes both tools.

  • 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.