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Afterburn: An Introduction Added on: Thu Mar 01 2001 |
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Color Parameters
Here you have a fair few basic options. Colour #1 is always active, it has a colour which you can adjust as a gradient ramp, and you can use the AFC controls as a more advanced curves controller for how colour effects the volumetric particle. This is where you control the colour and basic texture of the volumetrics within Afterburn.
By default you have just one colour, but at the bottom of colour parameters you have "use colours" which allows you to choose more than one colour so you can blend multiple ones together for better more realistic results.
Colour #1/2/3: This is a gradient colour map you can use to change the colour of the volumetics in afterburn. If you want a solid colour oposed to a gradient, you can right click on the colour and choose keyless mode. There are also other options there to save gradients which you can use in other areas of Afterburn like the explosion daemon, as well as load gradients, reset them ect. Copy and pasting too.
Pos: Kind of works as a colour falloff, this allows you to adjust where the colour originates from, whether it sits mainly in the center or whether it saturates the edges ect. A small value means it's originated from the center, whereas a higher value means it acts more around the outer edges.
ID: This allows you to assign an ID to the colour, meaning you can use this in video post for afterburn glow or any other VP filters.
Var: This controls the variation of the HSV. Putting in a value here will differentiate the HSV for each particle by that value.
H/S/V: Hue, saturation, value. Self explanitory.
Use colours: This area allows you to use one, two or three colours to blend togeather on the particle which gives it differentiation and better depth in the volumetrics.
c1->c2->c3: This controls how the three colours blend togeather and in what way.
Distance: Distance blends the three colours togeather based on the distance from the center of the volumetric particle.
Density: This changes the colour based on the density of the particle.
Toony: This gives the volumetrics a cel shader look, making it look like a cartoon, you need at least two or more colours for this effect to work.
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