Post-Processing#
Post-Processing allows you to toggle on and off, as well as tune the look of each of the supported post-processing effects in Remix.
Ref |
Option |
RTX Option |
Default Value |
Description |
---|---|---|---|---|
1 |
Composite |
|||
2 |
Enable Fog Checkbox |
rtx.enableFog |
Checked |
|
3 |
Fog Color Scale |
rtx.fogColorScale |
0.250 |
|
4 |
Max Fog Distance |
rtx.maxFogDistance |
65504 |
|
5 |
Bloom |
|||
6 |
Bloom Enabled Checkbox |
rtx.bloom.enable |
Checked |
|
7 |
Bloom Sigma |
rtx.bloom.sigma |
0.100 |
|
8 |
Bloom Intensity |
rtx.bloom.intensity |
0.06 |
|
9 |
Auto Exposure |
|||
10 |
Eye Adaptation Checkbox |
rtx.autoExposure.enabled |
Checked |
Automatically adjusts exposure so that the image won’t be too bright or too dark. |
11 |
Average Mode Dropdown |
rtx.autoExposure.exposureAverageMode |
Median |
Average mode. The mean mode averages exposures across pixels. The median mode is more stable for extreme pixel values. Choices: Mean & Median |
12 |
Adaptation Speed |
rtx.autoExposure.autoExposureSpeed |
5.000 |
Average exposure changing speed when the image changes. |
13 |
Min (EV100) |
rtx.autoExposure.evMinValue |
-2.000 |
Min/Max values are tuned by moving from bright/dark locations in game, and adjusting until they look correct. |
14 |
Max (EV100) |
rtx.autoExposure.evMaxValue |
5 |
Min/Max values are tuned by moving from bright/dark locations in game, and adjusting until they look correct. |
15 |
Center Weighted Metering Checkbox |
rtx.autoExposure.exposureCenterMeteringEnabled |
Unchecked |
Gives higher weight to pixels around the screen center. |
16 |
Center Metering Size |
rtx.autoExposure.centerMeteringSize |
0.500 |
The importance of pixels around the screen center. |
17 |
Exposure Compensation Checkbox |
rtx.autoExposure.useExposureCompensation |
Unchecked |
Uses a curve to determine the importance of different exposure levels when calculating average exposure. |
18 |
Exposure Compensation Graph Values |
rtx.autoExposure.useExposureCompensation |
1 (for all Curve Values) |
Curve Values for Exposure Compensation |
19 |
Reset |
Reset Curve values for Exposure Compensation to default |
||
20 |
Tonemapping |
|||
21 |
Tonemapping Mode Dropdown |
rtx.tonemappingMode |
Local |
Global tonemapping tonemaps the image with respect to global parameters, usually based on statistics about the rendered image as a whole. |
22 |
Mip |
rtx.localtonemap.mip |
3 |
Top mip level of tone map pyramid. |
23 |
Display Mip |
rtx.localtonemap.displayMip |
0 |
Bottom mip level of tone map pyramid. |
24 |
Boot Local Contrast Checkbox |
rtx.localtonemap.boostLocalContrast |
Unchecked |
Boosts contrast on local features. |
25 |
Use Gaussian Kernel Checkbox |
rtx.localtonemap.useGaussian |
Checked |
Uses a gaussian kernel to generate a tone map pyramid. |
26 |
Finalize with ACES Checkbox |
rtx.tonemap.finalizeWithACES |
Checked |
Applies ACES tone mapping on final result…. |
27 |
Exposure Level |
rtx.localtonemap.exposure |
0.750 |
Exposure factor applied on average exposure. |
28 |
Shadow Level |
rtx.localtonemap.shadows |
2.000 |
Shadow area strength. Higher values cause brighter shadows. |
29 |
Highlight Level |
rtx.localtonemap.highlights |
4.000 |
Highlight area strength. Higher values cause darker highlights. |
30 |
Exposure Preference Sigma |
rtx.localtonemap.exposurePreferenceSigma |
4 |
Transition sharpness between different areas of exposure. Smaller values result in sharper transitions. |
31 |
Exposure Preference Offset |
rtx.localtonemap.exposurePreferenceOffset |
0 |
Offset to reference luminance when calculating the weights a pixel belongs to shadow/normal/highlight areas. |
32 |
Post FX |
|||
33 |
Post Effect Enabled Checkbox |
rtx.postfx.enable |
Checked |
Enables post-processing effects |
34 |
Motion Blur Enabled |
rtx.postfx.enableMotionBlur |
Checked |
Enables motion blur post-processing effect. |
35 |
Motion Blur Noise Sample Enabled |
rtx.postfx.enableMotionBlurNoiseSample |
Checked |
Enable random distance sampling for every step along the motion vector. The random pattern is generated with interleaved gradient noise. |
36 |
Motion Blur Emissive Surface Enabled |
rtx.postfx.enableMotionBlurEmissive |
Checked |
Enable Motion Blur for Emissive surfaces. Disable this when the motion blur on emissive surfaces cause severe artifacts. |
37 |
Motion Blur Sample Count |
rtx.postfx.motionBlurSampleCount |
4 |
The number of samples along the motion vector. More samples could help to reduce motion blur noise. |
38 |
Exposure Fraction |
rtx.postfx.exposureFraction |
0.4 |
Simulate the camera exposure, the longer exposure will cause stronger motion blur. |
39 |
Blur Diameter Fraction |
rtx.postfx.blurDiameterFraction |
0.02 |
The diameter of the circle that motion blur samplings occur. Motion vectors beyond this circle will be clamped. |
40 |
Motion Blur Minimum Velocity Threshold (unit:pixel) |
rtx.postfx.motionBlurMinimumVelocityThresholdInPixel |
1 |
The minimum motion vector distance that enables the motion blur. The unit is pixel size. |
41 |
Motion Blur Dynamic Deduction |
rtx.postfx.motionBlurDynamicDeduction |
1 |
The deduction of motion blur for dynamic objects. |
42 |
Motion Blur Jitter Strength |
rtx.postfx.motionBlurJitterStrength |
0.6 |
The jitter strength of every sample along the motion vector. |
43 |
Fringe Intensity |
rtx.postfx.chromaticAberrationAmount |
0.02 |
The strength of chromatic aberration. |
44 |
Fringe Center Attenuation Amount |
rtx.postfx.chromaticCenterAttenuationAmount |
0.975 |
Control the amount of chromatic aberration effect that attenuated when close to the center of screen. |
45 |
Vignette Intensity |
rtx.postfx.vignetteIntensity |
0.8 |
The darkness of the vignette effect. |
46 |
Vignette Radius |
rtx.postfx.vignetteRadius |
0.8 |
The radius of the vignette effect starts. The unit is normalized screen space, 0 represents the center, 1 means the edge of the short edge of the rendering window. So, this setting can be larger than 1 until it reaches the long edge of the rendering window. |
47 |
Vignette Softness |
rtx.postfx.vignetteSoftness |
0.2 |
The gradient that the color drops to black from the vignetteRadius to the edge of the rendering window. |
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