camera_look
The scene's photographic look: exposure, haze and color grade. Usually set with apply_look.
In scene text
camera_look { preset "…" exposure 1 bloom 1 }Add it in the Inspector (Add Component), in scene text as above, or ask your AI. Fields you leave out keep their defaults.
Fields 73
| Field | Type | Unit / range | What it does |
|---|---|---|---|
preset | text | — | Name of the look this started from (cinematic, golden_hour, overcast, noir, night, war_torn, bodycam, neutral, stylized, retro). |
exposure | number | stops, -6 … 6 | Brightness in stops; +1 doubles it. |
bloom | number | 0 … 1 | Glow around bright areas. |
contrast | number | 0.5 … 2 | 1 is unchanged. |
saturation | number | 0 … 2 | 0 is black and white, 1 is unchanged. |
temperature | number | -1 … 1 | White balance: positive is warmer, negative cooler. |
vignette | number | 0 … 1 | Darkening toward the edges of the frame. |
grain | number | 0 … 1 | Film grain. |
haze | number | 0 … 10 | Atmospheric haze; 1 is a clear day. |
distortion | number | 0 … 1 | Wide-angle lens bulge (bodycam and action cameras are strongly curved). |
chromatic_aberration | number | 0 … 1 | Color fringing toward the edges of the frame. |
sharpen | number | 0 … 1 | Crispness of fine detail. |
tone_map | text | — | How bright light fits the screen: filmic (ACES, default; saturated brights roll toward white) or neutral (Khronos PBR Neutral; packaging, signs and shop interiors keep their true colours under bright lamps). |
anti_aliasing | text | — | Edge smoothing: msaa (default: 4x MSAA plus temporal anti-aliasing wherever the display setting has it on, as it is by default: thin lines, far detail and glints stop crawling), taa (temporal always, even with the display setting off), or msaa_only (no temporal pass: only to compare). Portable renderers fall back to MSAA. |
auto_exposure | number | 0 … 1 | How much the camera adapts brightness to the scene, like a real camera walking from dark into light. |
handheld | number | 0 … 2 | Hand-held sway and walking bob of the player's camera. |
field_of_view | number | deg, 0 … 140 | Player camera field of view (0 keeps the default 62; bodycams are about 90 to 100). |
depth_of_field | number | 0 … 32 | Depth of field on the player's camera while playing: the lens's f-stop (0 off; 2 softens the far background, 0.5 strong, below that a miniature look). Focus follows the player unless focus_distance is set. |
focus_distance | number | m, 0 … 10000 | Where the player's camera focuses (0: on the player). |
lens_flare | number | 0 … 1 | Lens flares from bright lights: ghosts mirrored through the frame's middle and a halo ring. |
lens_dirt | number | 0 … 1 | Dirt on the lens that lights up where bright light crosses it. |
streaks | number | 0 … 1 | Anamorphic streaks: the long horizontal blue flare of anamorphic cinema lenses. |
halation | number | 0 … 1 | Film halation: the warm red glow film puts around bright lights. |
letterbox | number | 0 … 3 | Letterbox bars to a cinema aspect ratio (2.39 scope, 1.85 flat; 0 none). |
film_stock | text | — | |
film_strength | number | 0 … 1 | How much of the film stock's character shows (1: all of it). |
gate_weave | number | 0 … 3 | How much the film weaves and flickers in the gate: 0 none, 1 the stock's camera, 2-3 an old projector. |
local_exposure | number | 0 … 1 | Local exposure, as UE5's: shade lifted and highlights eased by their neighbourhood's brightness (edge-aware, no halos), so a shaded street beside a sunlit one reads and every surface keeps its detail (0 off; 0.6-0.8 for daylight streets). |
tv_static | number | 0 … 1 | Old TV static over the picture: snow, a rolling bar, scanlines (scripts add bursts: game.tvStatic). |
glitch | number | 0 … 1 | Digital camera glitches: torn lines, jumped blocks, split colours (scripts add bursts: game.glitch). |
vhs | number | 0 … 1 | Worn VHS tape: wobble, a rolling tracking band, bleeding colour, scanlines (game.vhs). |
bokeh_blades | number | 0 … 16 | Depth of field: the aperture's blades (0 a round iris; 5...9 polygon bokeh). |
bokeh_rotation | number | deg, -180 … 180 | Depth of field: the blades' turn. |
anamorphic | number | 1 … 2.5 | Depth of field: anamorphic squeeze (1 spherical; 1.33...2 the tall oval bokeh of anamorphic cinema lenses). |
bokeh_highlights | number | 0 … 4 | Depth of field: how strongly bright highlights bloom into bokeh balls. |
cat_eye | number | 0 … 1 | Depth of field: cat's-eye bokeh toward the frame's edges (the lens barrel clipping the aperture). |
lut | text | — | |
lut_strength | number | 0 … 1 | How much of the LUT's grade is applied. |
night_vision | text | — | off |
night_vision_gain | number | 0.1 … 4 | Night vision gain (1 as built; more is brighter and noisier). |
night_vision_tube | text | — | none |
style | text | — | Rendering style: realistic, stylized (cel-shaded bands and ink outlines, cartoon games) or retro (big pixels, small dithered palette). |
outline | number | 0 … 1 | Ink outline strength in the stylized style. |
toon_bands | number | 2 … 8 | Stylized light bands (default 3, rounded to the nearest whole band). |
band_softness | number | 0 … 1 | Stylized band edge softness (default 0.08): 0 hard cels; above 0.5 the bands melt into a smooth painted gradient, 1 fully painted (soft-shaded cartoon). |
rim | number | 0 … 1 | Stylized rim light strength (default 0.2). |
specular_mode | text | — | hard |
outline_width | number | 0.5 … 6 | Stylized ink line width in screen pixels up close (default 1.5); lines thin with distance and fade far away. |
crease_strength | number | 0 … 1 | Stylized inner lines where a surface folds (a box's edges, a kart's panels); 0 draws silhouettes only (default 0.6). |
outline_color | text | — | black |
distant_lights | number | 0 … 5000 | Distant lights (big maps at night): lamps further than this many metres are drawn as glows instead of lights, so the far city sparkles for almost nothing (one instanced pass; buildings hide them; they fade in at dusk). 0 off (default): every lamp is a light. Open City: 300. |
retro_lines | number | 60 … 1080 | Vertical resolution of the retro style (240 is a 90s console, 480 a 2000s one). |
reflections | number | 0 … 1 | Screen-space reflections (0 off, 1 full), with room captures for off-screen surfaces. |
volumetrics | number | 0 … 1 | Light shafts: lamp and spotlight light scattering in the haze (headlight cones, glow around tubes); thicker with haze. 0 off. |
volumetrics_range | number | m, 20 … 2000 | How far from the camera light shafts reach (112 a street or a room; several hundred for a lighthouse beam across a bay or a town seen from far above). The sun's own shafts keep their 110 m. |
mist | number | 0 … 3 | Ground mist: fog lying on the ground in slow drifting banks and thin gaps; hides the far distance, and lamps, bulbs and flashlight beams light it unevenly where they cross it (with volumetrics). 0 none, 0.3 a light night mist, 1 thick fog. |
mist_height | number | m, 0.2 … 50 | How high the mist reaches: it halves in thickness every this many metres above mist_level. |
mist_patches | number | 0 … 1 | Mist unevenness: 0 an even veil, 1 dense banks with clear air between. |
mist_scale | number | m, 0.5 … 100 | The size of the mist's banks. |
mist_level | number | m, -1000 … 10000 | The ground height the mist lies on. |
mist_drift | (x, y, z) | m/s | How the mist drifts (a slow breeze), metres per second. |
split_tone | number | 0 … 1 | Teal-and-orange grade: cool shadows, warm highlights (0 off). |
lamp_shadows | number | 0 … 1 | Shadows from every lamp (ray traced where the Mac can), not only the few spotlights with shadow maps; spot shadows stop popping as the camera moves. 0 off, 1 on. |
wetness | number | 0 … 1 | Weather: how wet everything is (darker, glossier; water runs down walls in rain). 0 dry. |
puddles | number | 0 … 1 | Weather: standing water on surfaces that face up (concrete, asphalt), mirror-like, in their low spots. |
rain | number | 0 … 1 | Weather: rain falling around the camera, rings in puddles, rivulets on walls. 0 none. |
snow_cover | number | 0 … 1 | Weather: settled snow on everything open to the sky that faces up (roofs, ground, rocks, leaves), thickest on flat tops; 0 none, 1 a full white cover. Falling snow settles it on its own. |
heat_haze | number | 0 … 4 | Heat shimmer over fires, exhausts and hot ground (heat_haze objects, fire particles): 1 as they set it, 0 off. |
sky_light | number | 0 … 4 | Sky light: how strongly the sky fills the shadows (1 physical; film lighting ~2: soft, never black shadows). |
sky_tint | colour (r, g, b) | — | Tints the sky and all the light, reflections and haze it gives (1, 1, 1 none): a warm room's light round a diorama on a table, a green alien sky, a smoky orange dusk. |
light_occlusion | number | 0 … 1 | How much ambient occlusion also darkens lamps without shadows: soft contact darkening under furniture and in corners indoors (0 off). |
ground_plane | true / false | — | Draw the endless default ground at height 0 (off when the scene has its own land, sea or anything below 0). Drawn or not, physics keeps a solid floor at 0 until open_sky is on. |
open_sky | true / false | — | No land below the horizon: the sky continues down, and there is no physics floor at height 0 (every 3D scene has one otherwise, even with ground_plane off). Turn it on for pits, gaps, cliffs and edges to fall off, floating islands, flying games and space: then only the scene's own land and colliders hold things up. |
Arcwright Beta 2 (0.4.0) · generated from the engine source (25e375c86)Something wrong or missing? Tell us