The Image:AlienInterference node creates a interface distortion effect on the players HUD. The strength of the effect is set by using the Amount input port. The higher the value set there, the more the HUD will be distorted. To activate the effect the Enabled port needs to be triggered with 1. The range of this effect is from 0 to 1.
Port Description
bool "Enabled" |
This port enables the screen effect. |
float "Amount" |
Sets the strength of the screen effect. |
Outputs |
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NA |
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In this example the alien interference effect is activated using the Misc:Start node and the Math:ToBoolean node. The strength of the screen effect is set using a Math:SetNumber node connected to a Amount input port. After three seconds the screen effect is turned off again.
The Image: ChromaShift is a screen effect node that shifts the chrominance information of the image by a certain amount. The higher the value input on the Amount port the bigger the shift will be. The node has to be activated using the Enabled port in order to work.
Port Description
bool "Enabled" |
This port enables the screen effect. |
float "event" |
Sets the strength of the screen effect. |
string "name" |
The string input here defines which entities will get event. |
Outputs |
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NA |
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In this example the Interpol:Float node is used to fade the chroma shift effect in and out over the duration of one second in an infinite loop.
The Image:ColorCorrection can be used to adjust the color of a scene by inputting values to the various input ports. All ports take float values between -1 and 1 (check limits).
Port Description
bool "Enabled" |
This port enables the screen effect. |
float "Cyan" |
Sets the cyan value. |
bool "Magenta" |
Sets the magenta value. |
bool "Yellow" |
Sets the yellow value. |
bool "Luminance" |
Sets the luminance. |
bool "Brightness" |
Sets the brightness. |
bool "Contrast" |
Sets the contrast. |
bool "Saturation" |
Sets the saturation. |
bool "Hue" |
Sets the hue. |
Outputs |
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NA |
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A Interpol:Float node is triggered at with a Misc:Start node and fades the hue value from 0 to 1 over the duration of one second.
The Image:DepthOfField node adds a depth of field effect to the screen. Focus range and distance as well as the blur amount can be defined using the nodes input ports.
Port Description
bool "Enabled" |
This port enables the screen effect. |
bool "EnabledDof" |
This port enables the screen effect. (?) |
float "FoucsDistance" |
This port sets the focus distance. |
float "FocusRange" |
This port sets the focus range. |
float "BlurAmount" |
Sets the amount of blur. |
Outputs |
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NA |
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In this example the Image:DepthOfField node is activated and deactivated when entering and leaving a proximity trigger.
The Image:DirectionalBlur applies a directional blur effect to the screen. The blur direction is defined using the vec3 input port on the node.
Port Description
bool "Enabled" |
This port enables the screen effect. |
vec3 "Direction" |
This port set the direction of the blur. |
Outputs |
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NA |
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The directional blur effect is triggered by a Misc:Start node.
The Image:DistantRain node can be used to create a distant rain effect on the screen. Amount, speed, distance and color can be defined in the node.
Port Description
bool "Enabled" |
This port enables the screen effect. |
float "Amount" |
Defines how dense the rain will be. |
float "Speed" |
This port sets the speed of the rain effect. |
float "DistanceScale" |
Sets the distance of the effect. |
vec3 "Color" |
Defines the rain color. |
Outputs |
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NA |
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The Image:DistantRain node is enabled on start and deactivated after 10 seconds.
The Image:EffectBloodSplats node places blood splats on the screen when used. Type and amount of bloodsplats can be defined using the nodes input ports.
Port Description
bool "Enabled" |
This port enables the screen effect. |
int "Type" |
Defines which type of bloodsplats will be created. (?) |
float "Amount" |
Sets the amount of blood to be spawned. (?) |
bool "Spawn" |
Spawns new bloodsplats. |
Outputs |
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NA |
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Blood splats are spawned when a proximity trigger is entered.
The Image:EffectCondentation node places creates a condensation effect on the screen. The amount and center of the effect can be defined using the input ports of the node.
Port Description
bool "Enabled" |
This port enables the screen effect. |
float "Amount" |
Sets the amount of condensation on the screen. |
float "CenterAmount" |
Sets the center of the effect on the screen. |
Outputs |
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NA |
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The condensation screen effect is faded in over three seconds, using a Interpol:Float node to interpolate the amount of condensation.
The Image:EffectFrost node simulates a frozen HUD. The amount and the center of the effect on the screen can be adjusted using the input ports of the node.
Port Description
bool "Enabled" |
This port enables the screen effect. |
float "Amount" |
Sets the amount of condensation on the screen. |
float "CenterAmount" |
Sets the center of the effect on the screen. |
Outputs |
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NA |
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The frost screen effect is faded in and out when a proximity trigger is entered. The Interpol:Float node is used to fade the amount of screen frost in and out.
The Image:WaterDroplets node simulates water droplets on the HUD. The Amount input is used to set the amount of droplets on the screen.
Port Description
bool "Enabled" |
This port enables the screen effect. |
float "Amount" |
Sets the amount of water droplets on the screen. |
Outputs |
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NA |
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Water droplets are faded in over four seconds using an Interpol:Float node.
The Image:WaterFlow node is used to created splashes of water on the camera. The usage is similar to the Image:WaterDroplets node.
Port Description
bool "Enabled" |
This port enables the screen effect. |
float "Amount" |
Sets the amount of the water flowing on the screen. |
Outputs |
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NA |
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A proximity trigger starts fading in the amount of water flow on the screen, using a Interpol:Float node.
The Image:FilterBlur node applies a blur filter to the screen. Blur type and amount of blur can be set using the input ports of the node.
Port Description
bool "Enabled" |
This port enables the screen effect. |
int "Type" |
Sets the type of blur (?). |
float "Amount" |
Sets the amount of the blur. |
Outputs |
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NA |
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A proximity trigger blurs the screen when entered and fades out the blur when left again. Interpol:Float nodes are used together with the Image:FilterBlur node.
The Image:FilterGrain node applies a grain effect on the screen depending on the value set in the Amount input port.
Port Description
bool "Enabled" |
This port enables the screen effect. |
float "Amount" |
Sets the amount of grain on the screen.(0-?) |
Outputs |
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NA |
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The grain effect is applied at start with a streght of 0.2.
The Image:FilterRadialBlur node blurs the screen around a defined 2D position on the screen. Amount and radius of the blur effect can be defined using the input ports of the node.
Port Description
bool "Enabled" |
This port enables the blur effect. |
float "Amount" |
Amount of blur. |
float "ScreenPosX" |
X position of the center of the blur effect on screen. |
float " ScreenPosY " |
Y position of the center of the blur effect on screen. |
float "BlurringRadiust" |
Radius of the blur effect around the defined center. |
Outputs |
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NA |
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The radial blur effect is triggered by a start node with an amount of 0.5.
The Image:FilterSharpen node applies a sharpen filter on the screen. Type and amount of the effect can be set using the input ports of the node.
Port Description
bool "Enabled" |
This port enables the sharpen effect. |
float "Type" |
Type of the sharpen filter. |
float "Amount" |
Strength of the sharpen filter. |
Outputs |
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NA |
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The sharpen effect is triggered by a start node with an amount of 1.
The Image:RainDrops node simulates raindrops on the players HUD. Amount, size and size variation can be defined using the input ports of the node.
Port Description
bool "Enabled" |
This port enables the sharpen effect. |
float "Amount" |
Amount of water droplets. |
float "Spawn Time Distance" |
Sets the spawn time distance. |
float "Size" |
Size of the water drops. |
float "Size Variation" |
Size variation of the water drops. |
Outputs |
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NA |
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The water drop effect is triggered using a proximity trigger and a Math:ToBoolean node.
The Image:VolumetricScattering node applies a volumetric scattering effect on the screen.
Port Description
bool "Enabled" |
This port enables the sharpen effect. |
float "Amount" |
Amount of water droplets. |
float "Tiling " |
Sets the tiling for the effect. |
float "Speed" |
Sets volumetric scattering animation speed. |
color "Color" |
Set the color of the volumetric scattering effect. |
Outputs |
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NA |
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The Image:VolumetricScattering node is activated by a start node.