Game Development Reference
In-Depth Information
parameter. We can also change the blur dimensions as we dis-
cussed earlier in this chapter. Taking the Blurriness value to about
20, we see the expected results (Fig. 4.43).
Figure 4.43 Our text, blurred
with the Fast Blur effect.
Now we want to turn this into HDR text. To do that, we
must be working in a project that operates at 32 bits per
channel. To change my project over, I'm going to go to the
bottom of the Project panel. In the area that displays 8 bpc
(which is short for “bits per channel”), Alt(Win)/Opt(Mac)
click this twice, until it displays 32 bpc (Fig. 4.44).
This puts our project into 32 bits per channel mode,
which allows for HDR color. HDR color allows us to create
whites that are whiter than white and blacks that are blacker
than black. With our project in 32-bpc mode, go back to
the Character panel. Click the Fill Color swatch in the Character
panel to open the Text Color dialog. In 32-bpc mode, white is
created by a value of 1 for the red, green, and blue channels
(Fig. 4.45 ).
The magic of this is that we can now take these values above
white, whiter than white. You will see the value of this momen-
tarily. For now, take the Red value to 3, leave the Green value at 1,
and take the Blue value to 2. This is like adding more intense
white light from the red and blue channels. Because the Fast Blur
effect processes in 32 bits per channel, it responds to this extra
light, and blurs accordingly. The results behave more like light
does in the real world (Fig. 4.46).
Figure 4.44 Alt/Opt click this display
at the bottom of the Project panel until
it displays 32 bpc.
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