To use this afterburner, create the two cfg files listed below. This profile was optimized to work with a TUFX profile that leverages heavy auto exposure, combined with turning down ambient light boost (-70% tends to work well, the auto exposure will compensate).
Two TUFX profiles are provided below, one simple one optimized for deferred, and one heavy handed one without deferred.
waterfall_use_concorde_burner.cfg in GameData
@PART[turboJet]:NEEDS[Waterfall]:AFTER[StockWaterfallEffects]
{
@MODULE[ModuleWaterfallFX]:HAS[#moduleID[pantherWet]]
{
RANDOMNESSCONTROLLER
{
range = 0,0
noiseType = perlin
scale = 1
minimum = 0
speed = 3
name = perlin
seed = 0
}
@TEMPLATE
{
@templateName = concorde-burner
!overrideParentTransform = _
}
}
}concorde_burner.cfg in GameData
EFFECTTEMPLATE
{
templateName = concorde-burner
EFFECT
{
name = refraction
parentName = thrustTransform
MODEL
{
path = Waterfall/FX/fx-cylinder
positionOffset = 0,0,-1.20000005
rotationOffset = -90,0,0
scaleOffset = 0.600000024,25,0.600000024
MATERIAL
{
transform = Cylinder
shader = Waterfall/Distortion (Dynamic)
randomizeSeed = True
TEXTURE
{
textureSlotName = _DistortionTex
texturePath = Waterfall/FX/fx-katniss-noise-1
textureScale = 1,1
textureOffset = 0,0
}
FLOAT
{
floatName = _Highlight
value = 0
}
FLOAT
{
floatName = _ExpandBounded
value = 2.0999999
}
FLOAT
{
floatName = _ExpandLinear
value = 3
}
FLOAT
{
floatName = _ExpandSquare
value = -5
}
FLOAT
{
floatName = _FadeOut
value = 0.5
}
FLOAT
{
floatName = _Falloff
value = 4
}
FLOAT
{
floatName = _Fresnel
value = 1
}
FLOAT
{
floatName = _Strength
value = 0.300000012
}
FLOAT
{
floatName = _Swirl
value = 4
}
FLOAT
{
floatName = _TileY
value = 1.75
}
FLOAT
{
floatName = _TileX
value = 1
}
FLOAT
{
floatName = _SpeedY
value = 15
}
FLOAT
{
floatName = _SpeedX
value = 1
}
FLOAT
{
floatName = _FadeIn
value = 0.31972298
}
FLOAT
{
floatName = _Blur
value = 5
}
FLOAT
{
floatName = _FresnelInvert
value = 0
}
FLOAT
{
floatName = _FalloffStart
value = 0.0606665723
}
FLOAT
{
floatName = _ExpandOffset
value = -1
}
}
}
SCALEMODIFIER
{
controllerName = throttle
transformName = Waterfall/FX/fx-cylinder(Clone)
useRandomness = False
randomnessController = RandomnessController
randomnessScale = 1
name = tScale
combinationType = MULTIPLY
xCurve
{
key = 0 1 0 0
}
yCurve
{
key = 0 0.5 0 1
key = 1 1 0 0
}
zCurve
{
key = 0 1 0 0
}
}
FLOATMODIFIER
{
floatName = _Strength
controllerName = throttle
transformName = Cylinder
useRandomness = False
randomnessController = RandomnessController
randomnessScale = 1
name = tStength
combinationType = MULTIPLY
floatCurve
{
key = 0 0 0 1
key = 1 1 0 0
}
}
FLOATMODIFIER
{
floatName = _FadeIn
controllerName = throttle
transformName = Cylinder
useRandomness = False
randomnessController = RandomnessController
randomnessScale = 1
name = tFadeIn
combinationType = MULTIPLY
floatCurve
{
key = 0 0.3 0 2
key = 1 1 0 0
}
}
}
EFFECT
{
name = InternalStreaks
parentName = model
MODEL
{
path = Waterfall/FX/fx-cylinder
positionOffset = 0,-0.200000003,0
rotationOffset = 0,0,0
scaleOffset = 0.435000002,1.29999995,0.435000002
MATERIAL
{
transform = Cylinder
shader = Waterfall/Additive (Dynamic)
randomizeSeed = True
TEXTURE
{
textureSlotName = _MainTex
texturePath = Waterfall/FX/fx-katniss-noise-1-blurred
textureScale = 1,1
textureOffset = 0,0
}
COLOR
{
colorName = _StartTint
colorValue = 0.337254971,0.680499136,0.988235295,1
}
COLOR
{
colorName = _EndTint
colorValue = 0.996296287,0.237037033,0,1
}
FLOAT
{
floatName = _ExpandOffset
value = -0.800000012
}
FLOAT
{
floatName = _ExpandBounded
value = 0.560000002
}
FLOAT
{
floatName = _Falloff
value = 1.16692364
}
FLOAT
{
floatName = _TintFalloff
value = 5
}
FLOAT
{
floatName = _Brightness
value = 2.66945577
}
FLOAT
{
floatName = _Noise
value = 3.38138652
}
FLOAT
{
floatName = _SpeedY
value = 164.208267
}
FLOAT
{
floatName = _TileY
value = 0.211009786
}
FLOAT
{
floatName = _FadeIn
value = 0.45986855
}
FLOAT
{
floatName = _FadeOut
value = 0.727998853
}
FLOAT
{
floatName = _Symmetry
value = 10
}
FLOAT
{
floatName = _SymmetryStrength
value = 0.472503692
}
FLOAT
{
floatName = _ExpandLinear
value = 0.300000012
}
}
}
ROTATIONMODIFIER
{
controllerName = gimbalX
transformName = Waterfall/FX/fx-cylinder(Clone)
useRandomness = False
randomnessController = RandomnessController
randomnessScale = 1
name = gxRotation
combinationType = ADD
xCurve
{
key = -1 -4 0 4
key = 0 0 4 4
key = 1 4 4 0
}
yCurve
{
}
zCurve
{
}
}
ROTATIONMODIFIER
{
controllerName = gimbalY
transformName = Waterfall/FX/fx-cylinder(Clone)
useRandomness = False
randomnessController = RandomnessController
randomnessScale = 1
name = gyRotation
combinationType = ADD
xCurve
{
}
yCurve
{
}
zCurve
{
key = -1 -4 0 4
key = 0 0 4 4
key = 1 4 4 0
}
}
SCALEMODIFIER
{
controllerName = throttle
transformName = Cylinder
useRandomness = False
randomnessController = RandomnessController
randomnessScale = 1
name = tScale
combinationType = REPLACE
xCurve
{
key = 0 0.765 0 0.6
key = 0.8 1 0 0
}
yCurve
{
key = 0 1 0 0
}
zCurve
{
key = 0 0.765 0 0.6
key = 0.8 1 0 0
}
}
SCALEMODIFIER
{
controllerName = gimbalX
transformName = Cylinder
useRandomness = False
randomnessController = RandomnessController
randomnessScale = 1
name = gxScale
combinationType = MULTIPLY
xCurve
{
key = 0 1 0 0
}
yCurve
{
key = 0 1 0 0
}
zCurve
{
key = -1 0.95 0 0.05
key = 0 1 0.05 -0.05
key = 1 0.95 -0.05 0
}
}
SCALEMODIFIER
{
controllerName = gimbalY
transformName = Cylinder
useRandomness = False
randomnessController = RandomnessController
randomnessScale = 1
name = gyScale
combinationType = MULTIPLY
xCurve
{
key = -1 0.95 0 0.05
key = 0 1 0.05 -0.05
key = 1 0.95 -0.05 0
}
yCurve
{
key = 0 1 0 0
}
zCurve
{
key = 0 1 0 0
}
}
FLOATMODIFIER
{
floatName = _Brightness
controllerName = throttle
transformName = Cylinder
useRandomness = False
randomnessController = RandomnessController
randomnessScale = 1
name = tBrightness
combinationType = REPLACE
floatCurve
{
key = 0 0 0 8
key = 1 3.5 0 0
}
}
FLOATMODIFIER
{
floatName = _SymmetryStrength
controllerName = throttle
transformName = Cylinder
useRandomness = False
randomnessController = RandomnessController
randomnessScale = 1
name = tSymmetryStrength
combinationType = REPLACE
floatCurve
{
key = 0 0.8 0 -2
key = 1 0.47 0 0
}
}
}
EFFECT
{
name = InternalBlue
parentName = thrustTransform
MODEL
{
path = Waterfall/FX/fx-cylinder
positionOffset = 0,0,-1.20000005
rotationOffset = -90,0,0
scaleOffset = 0.449999988,2,0.449999988
MATERIAL
{
transform = Cylinder
shader = Waterfall/Additive (Dynamic)
randomizeSeed = True
TEXTURE
{
textureSlotName = _MainTex
texturePath = Waterfall/FX/fx-katniss-noise-1-blurred
textureScale = 1,1
textureOffset = 0,0
}
COLOR
{
colorName = _StartTint
colorValue = 0.996296287,0.270370364,0,1
}
COLOR
{
colorName = _EndTint
colorValue = 0.349019647,0.57147944,0.960784316,1
}
FLOAT
{
floatName = _ExpandOffset
value = -0.600000024
}
FLOAT
{
floatName = _ExpandBounded
value = 0.649999976
}
FLOAT
{
floatName = _Falloff
value = 4.50322533
}
FLOAT
{
floatName = _TintFalloff
value = 0.964878678
}
FLOAT
{
floatName = _Brightness
value = 4.74206781
}
FLOAT
{
floatName = _Noise
value = 1.62306547
}
FLOAT
{
floatName = _SpeedY
value = 164.208267
}
FLOAT
{
floatName = _TileY
value = 0.211009786
}
FLOAT
{
floatName = _FadeIn
value = 1
}
FLOAT
{
floatName = _FadeOut
value = 0.369698256
}
FLOAT
{
floatName = _Symmetry
value = 10
}
FLOAT
{
floatName = _SymmetryStrength
value = 0.116330996
}
}
}
SCALEMODIFIER
{
controllerName = throttle
transformName = Cylinder
useRandomness = False
randomnessController = RandomnessController
randomnessScale = 1
name = tScale
combinationType = MULTIPLY
xCurve
{
key = 0 0.765 0 0.6
key = 0.8 1 0 0
}
yCurve
{
key = 0 1 0 0
}
zCurve
{
key = 0 0.765 0 0.6
key = 0.8 1 0 0
}
}
SCALEMODIFIER
{
controllerName = gimbalX
transformName = Cylinder
useRandomness = False
randomnessController = RandomnessController
randomnessScale = 1
name = gxScale
combinationType = MULTIPLY
xCurve
{
key = 0 1 0 0
}
yCurve
{
key = 0 1 0 0
}
zCurve
{
key = -1 0.949 0 0.051
key = 0 1 0.051 -0.051
key = 1 0.949 -0.051 0
}
}
SCALEMODIFIER
{
controllerName = gimbalY
transformName = Cylinder
useRandomness = False
randomnessController = RandomnessController
randomnessScale = 1
name = gyScale
combinationType = MULTIPLY
xCurve
{
key = -1 0.949 0 0.051
key = 0 1 0.051 -0.051
key = 1 0.949 -0.051 0
}
yCurve
{
key = 0 1 0 0
}
zCurve
{
key = 0 1 0 0
}
}
FLOATMODIFIER
{
floatName = _Brightness
controllerName = throttle
transformName = Cylinder
useRandomness = False
randomnessController = RandomnessController
randomnessScale = 1
name = tBrightness
combinationType = REPLACE
floatCurve
{
key = 0 0 0 5
key = 1 4.74 0 0
}
}
FLOATMODIFIER
{
floatName = _SymmetryStrength
controllerName = throttle
transformName = Cylinder
useRandomness = False
randomnessController = RandomnessController
randomnessScale = 1
name = tSymmetryStrength
combinationType = REPLACE
floatCurve
{
key = 0 0.5 0 0
key = 1 0.11 0 0
}
}
}
EFFECT
{
name = CoreVolumetric
parentName = thrustTransform
MODEL
{
path = Waterfall/FX/fx-volumetric-cones
positionOffset = 0,0,-1.20000005
rotationOffset = -90,0,0
scaleOffset = 0.200000003,10,0.200000003
MATERIAL
{
transform = Waterfall/FX/fx-volumetric-cones(Clone)
shader = Waterfall/Additive Cones (Volumetric)
randomizeSeed = True
TEXTURE
{
textureSlotName = _MainTex
texturePath = Waterfall/FX/fx-noise-1
textureScale = 1,1
textureOffset = 0,0
}
COLOR
{
colorName = _StartTint
colorValue = 0.337254971,0.502959073,0.988235295,1
}
COLOR
{
colorName = _EndTint
colorValue = 1,0.508210003,0.32758972,1
}
FLOAT
{
floatName = _Stretch
value = 0
}
FLOAT
{
floatName = _ConeLength
value = 0.0703554302
}
FLOAT
{
floatName = _ExitLength
value = 0
}
FLOAT
{
floatName = _ExitStart
value = 0.5
}
FLOAT
{
floatName = _ConeExpansion
value = 0.0757543519
}
FLOAT
{
floatName = _Asymmetry
value = 0
}
FLOAT
{
floatName = _Seed
value = 0
}
FLOAT
{
floatName = _ConeFade
value = 0
}
FLOAT
{
floatName = _ConeFadeStart
value = 0
}
FLOAT
{
floatName = _Smoothness
value = 0.5
}
FLOAT
{
floatName = _LengthBrightness
value = 0
}
FLOAT
{
floatName = _Brightness
value = 0.77457428
}
FLOAT
{
floatName = _Falloff
value = 7.21362448
}
FLOAT
{
floatName = _TintFalloff
value = 2.29934287
}
FLOAT
{
floatName = _Noise
value = 5.53211832
}
FLOAT
{
floatName = _SpeedY
value = 0
}
FLOAT
{
floatName = _TileY
value = 6.184793
}
FLOAT
{
floatName = _FadeIn
value = 0.166815072
}
FLOAT
{
floatName = _NoiseFresnel
value = 0
}
FLOAT
{
floatName = _Fresnel
value = 2.1190021
}
FLOAT
{
floatName = _SpeedX
value = 113.614594
}
}
}
SCALEMODIFIER
{
controllerName = throttle
transformName = Waterfall/FX/fx-volumetric-cones(Clone)
useRandomness = False
randomnessController = RandomnessController
randomnessScale = 1
name = tScale
combinationType = MULTIPLY
xCurve
{
key = 0 1 0 0
}
yCurve
{
key = 0 0.5 0 1
key = 1 1 0 0
}
zCurve
{
key = 0 1 0 0
}
}
FLOATMODIFIER
{
floatName = _Falloff
controllerName = throttle
transformName = Waterfall/FX/fx-volumetric-cones(Clone)
useRandomness = False
randomnessController = RandomnessController
randomnessScale = 1
name = tFalloff
combinationType = MULTIPLY
floatCurve
{
key = 0 5 0 -5
key = 1 1 -2 0
}
}
FLOATMODIFIER
{
floatName = _Brightness
controllerName = throttle
transformName = Waterfall/FX/fx-volumetric-cones(Clone)
useRandomness = False
randomnessController = RandomnessController
randomnessScale = 1
name = tBrightness
combinationType = MULTIPLY
floatCurve
{
key = 0 0 0 7
key = 0.2 1 0 0
}
}
}
EFFECT
{
name = ShockVolumetric
parentName = thrustTransform
MODEL
{
path = Waterfall/FX/fx-volumetric-cones
positionOffset = 0,0,-0.699999988
rotationOffset = -90,0,0
scaleOffset = 0.449999988,10.5,0.449999988
MATERIAL
{
transform = Waterfall/FX/fx-volumetric-cones(Clone)
shader = Waterfall/Additive Cones (Volumetric)
randomizeSeed = True
TEXTURE
{
textureSlotName = _MainTex
texturePath = Waterfall/FX/fx-noise-1
textureScale = 1,1
textureOffset = 0,0
}
COLOR
{
colorName = _StartTint
colorValue = 0.996296287,0.270370364,0,1
}
COLOR
{
colorName = _EndTint
colorValue = 0.996296287,0.270370364,0,1
}
FLOAT
{
floatName = _Stretch
value = 0
}
FLOAT
{
floatName = _ConeLength
value = 0.0703554302
}
FLOAT
{
floatName = _ExitLength
value = 2.70510936
}
FLOAT
{
floatName = _ExitStart
value = 0.653289497
}
FLOAT
{
floatName = _ConeExpansion
value = 1
}
FLOAT
{
floatName = _Asymmetry
value = -0.26239562
}
FLOAT
{
floatName = _Seed
value = 0
}
FLOAT
{
floatName = _ConeFade
value = 0
}
FLOAT
{
floatName = _ConeFadeStart
value = 0
}
FLOAT
{
floatName = _Smoothness
value = 0.699999988
}
FLOAT
{
floatName = _LengthBrightness
value = 0
}
FLOAT
{
floatName = _Brightness
value = 0.306692034
}
FLOAT
{
floatName = _Falloff
value = 4.46342993
}
FLOAT
{
floatName = _TintFalloff
value = 1.30746949
}
FLOAT
{
floatName = _Noise
value = 1.20394349
}
FLOAT
{
floatName = _SpeedY
value = 0
}
FLOAT
{
floatName = _TileY
value = 6.184793
}
FLOAT
{
floatName = _FadeIn
value = 0.220917255
}
FLOAT
{
floatName = _NoiseFresnel
value = 0
}
FLOAT
{
floatName = _Fresnel
value = 3.78715301
}
FLOAT
{
floatName = _SpeedX
value = 113.614594
}
FLOAT
{
floatName = _FadeOut
value = 0.392240852
}
FLOAT
{
floatName = _FresnelInvert
value = 0.0901703089
}
}
}
SCALEMODIFIER
{
controllerName = throttle
transformName = Waterfall/FX/fx-volumetric-cones(Clone)
useRandomness = False
randomnessController = RandomnessController
randomnessScale = 1
name = tScale
combinationType = MULTIPLY
xCurve
{
key = 0 1 0 0
}
yCurve
{
key = 0 0.5 0 1
key = 1 1 0 0
}
zCurve
{
key = 0 1 0 0
}
}
FLOATMODIFIER
{
floatName = _Brightness
controllerName = throttle
transformName = Waterfall/FX/fx-volumetric-cones(Clone)
useRandomness = False
randomnessController = RandomnessController
randomnessScale = 1
name = tBrightness
combinationType = REPLACE
floatCurve
{
key = 0 0 0 0
key = 1 0.3 0.8 0
}
}
FLOATMODIFIER
{
floatName = _Brightness
controllerName = atmosphereDepth
transformName = Waterfall/FX/fx-volumetric-cones(Clone)
useRandomness = False
randomnessController = RandomnessController
randomnessScale = 1
name = aBrightness
combinationType = MULTIPLY
floatCurve
{
key = 0 0 0 0
key = 1 1 2 0
}
}
FLOATMODIFIER
{
floatName = _Brightness
controllerName = mach
transformName = Waterfall/FX/fx-volumetric-cones(Clone)
useRandomness = False
randomnessController = RandomnessController
randomnessScale = 1
name = mBrightness
combinationType = MULTIPLY
floatCurve
{
key = 0 1 0 -0.5
key = 5 0 0 0
}
}
}
EFFECT
{
name = OuterVolumetric
parentName = thrustTransform
MODEL
{
path = Waterfall/FX/fx-volumetric-cones
positionOffset = 0,0,-0.699999988
rotationOffset = -90,0,0
scaleOffset = 0.449999988,11,0.449999988
MATERIAL
{
transform = Waterfall/FX/fx-volumetric-cones(Clone)
shader = Waterfall/Additive Cones (Volumetric)
randomizeSeed = True
TEXTURE
{
textureSlotName = _MainTex
texturePath = Waterfall/FX/fx-noise-2
textureScale = 1,1
textureOffset = 0,0
}
COLOR
{
colorName = _StartTint
colorValue = 0.337254971,0.502959073,0.988235295,1
}
COLOR
{
colorName = _EndTint
colorValue = 1,0.508210003,0.32758972,1
}
FLOAT
{
floatName = _Stretch
value = 0
}
FLOAT
{
floatName = _ConeLength
value = 0.0703554302
}
FLOAT
{
floatName = _ExitLength
value = 3.1559608
}
FLOAT
{
floatName = _ExitStart
value = 0.5
}
FLOAT
{
floatName = _ConeExpansion
value = 0.0712458417
}
FLOAT
{
floatName = _Asymmetry
value = -0.300000012
}
FLOAT
{
floatName = _Seed
value = 0
}
FLOAT
{
floatName = _ConeFade
value = 0
}
FLOAT
{
floatName = _ConeFadeStart
value = 0
}
FLOAT
{
floatName = _Smoothness
value = 0.5
}
FLOAT
{
floatName = _LengthBrightness
value = 0
}
FLOAT
{
floatName = _Brightness
value = 3.01625323
}
FLOAT
{
floatName = _Falloff
value = 7.4390502
}
FLOAT
{
floatName = _TintFalloff
value = 0.987421274
}
FLOAT
{
floatName = _Noise
value = 3.09752011
}
FLOAT
{
floatName = _SpeedY
value = 0
}
FLOAT
{
floatName = _TileY
value = 0.563564301
}
FLOAT
{
floatName = _FadeIn
value = 0.220917255
}
FLOAT
{
floatName = _NoiseFresnel
value = 0
}
FLOAT
{
floatName = _Fresnel
value = 0.5
}
FLOAT
{
floatName = _SpeedX
value = 200
}
FLOAT
{
floatName = _FadeOut
value = 0.446343035
}
FLOAT
{
floatName = _FresnelInvert
value = 0.879160523
}
FLOAT
{
floatName = _TileX
value = 0.112712897
}
}
}
SCALEMODIFIER
{
controllerName = throttle
transformName = Waterfall/FX/fx-volumetric-cones(Clone)
useRandomness = False
randomnessController = RandomnessController
randomnessScale = 1
name = tScale
combinationType = MULTIPLY
xCurve
{
key = 0 1 0 0
}
yCurve
{
key = 0 0.5 0 1
key = 1 1 0 0
}
zCurve
{
key = 0 1 0 0
}
}
FLOATMODIFIER
{
floatName = _Brightness
controllerName = throttle
transformName = Waterfall/FX/fx-volumetric-cones(Clone)
useRandomness = False
randomnessController = RandomnessController
randomnessScale = 1
name = tBrightness
combinationType = MULTIPLY
floatCurve
{
key = 0 0 0 3
key = 1 1 0 0
}
}
FLOATMODIFIER
{
floatName = _Falloff
controllerName = throttle
transformName = Waterfall/FX/fx-volumetric-cones(Clone)
useRandomness = False
randomnessController = RandomnessController
randomnessScale = 1
name = tFalloff
combinationType = MULTIPLY
floatCurve
{
key = 0 2 0 -3
key = 1 1 0 0
}
}
FLOATMODIFIER
{
floatName = _ConeExpansion
controllerName = atmosphereDepth
transformName = Waterfall/FX/fx-volumetric-cones(Clone)
useRandomness = False
randomnessController = RandomnessController
randomnessScale = 1
name = aConeExpansion
combinationType = REPLACE
floatCurve
{
key = 0 0 0 0
key = 1 0.07 0.14 0
}
}
FLOATMODIFIER
{
floatName = _ConeExpansion
controllerName = mach
transformName = Waterfall/FX/fx-volumetric-cones(Clone)
useRandomness = False
randomnessController = RandomnessController
randomnessScale = 1
name = mConeExpansion
combinationType = MULTIPLY
floatCurve
{
key = 0 1 0 -0.5
key = 5 0 0 0
}
}
}
EFFECT
{
name = Sparks
parentName = thrustTransform
MODEL
{
path = Waterfall/FX/fx-cylinder
positionOffset = 0,0,-1.20000005
rotationOffset = -90,0,0
scaleOffset = 0.449999988,10,0.449999988
MATERIAL
{
transform = Cylinder
shader = Waterfall/Additive (Dynamic)
randomizeSeed = True
TEXTURE
{
textureSlotName = _MainTex
texturePath = Waterfall/FX/fx-noise-1
textureScale = 1,1
textureOffset = 0,0
}
COLOR
{
colorName = _StartTint
colorValue = 0.337254971,0.502959073,0.988235295,1
}
COLOR
{
colorName = _EndTint
colorValue = 1,0.508210003,0.32758972,1
}
FLOAT
{
floatName = _Falloff
value = 10
}
FLOAT
{
floatName = _Noise
value = 3000
}
FLOAT
{
floatName = _SpeedX
value = 0
}
FLOAT
{
floatName = _SpeedY
value = 97.5158844
}
FLOAT
{
floatName = _FadeIn
value = 0
}
FLOAT
{
floatName = _Brightness
value = 0.00700000022
}
FLOAT
{
floatName = _TintFalloff
value = 2.84036469
}
FLOAT
{
floatName = _FadeOut
value = 1
}
FLOAT
{
floatName = _ExpandOffset
value = -0.5
}
FLOAT
{
floatName = _ExpandBounded
value = 1
}
}
}
FLOATMODIFIER
{
floatName = _Brightness
controllerName = perlin
transformName = Cylinder
useRandomness = False
randomnessController = RandomnessController
randomnessScale = 1
name = pBrightness
combinationType = REPLACE
floatCurve
{
key = 0 0 0 0
key = 0.3 0 0 0
key = 1 0.01 0 0
}
}
FLOATMODIFIER
{
floatName = _Brightness
controllerName = throttle
transformName = Cylinder
useRandomness = False
randomnessController = RandomnessController
randomnessScale = 1
name = tBrightness
combinationType = MULTIPLY
floatCurve
{
key = 0 0 0 3
key = 0.4 0.6 0.5 0.5
key = 1 1 0 0
}
}
}
EFFECT
{
name = InternalSparks
parentName = model
MODEL
{
path = Waterfall/FX/fx-cylinder
positionOffset = 0,-0.200000003,0
rotationOffset = 0,0,0
scaleOffset = 0.435000002,1.29999995,0.435000002
MATERIAL
{
transform = Cylinder
shader = Waterfall/Additive (Dynamic)
randomizeSeed = True
TEXTURE
{
textureSlotName = _MainTex
texturePath = Waterfall/FX/fx-noise-1
textureScale = 1,1
textureOffset = 0,0
}
COLOR
{
colorName = _StartTint
colorValue = 0.337254971,0.502959073,0.988235295,1
}
COLOR
{
colorName = _EndTint
colorValue = 1,0.508210003,0.32758972,1
}
FLOAT
{
floatName = _ExpandOffset
value = -0.800000012
}
FLOAT
{
floatName = _ExpandBounded
value = 0.560000002
}
FLOAT
{
floatName = _Falloff
value = 4.64111948
}
FLOAT
{
floatName = _TintFalloff
value = 5
}
FLOAT
{
floatName = _Brightness
value = 0
}
FLOAT
{
floatName = _Noise
value = 3000
}
FLOAT
{
floatName = _SpeedY
value = 500
}
FLOAT
{
floatName = _TileY
value = 0.211009786
}
FLOAT
{
floatName = _FadeIn
value = 0.45986855
}
FLOAT
{
floatName = _FadeOut
value = 0.727998853
}
FLOAT
{
floatName = _Symmetry
value = 10
}
FLOAT
{
floatName = _SymmetryStrength
value = 0.439333409
}
FLOAT
{
floatName = _ExpandLinear
value = 0.300000012
}
}
}
ROTATIONMODIFIER
{
controllerName = gimbalX
transformName = Waterfall/FX/fx-cylinder(Clone)
useRandomness = False
randomnessController = RandomnessController
randomnessScale = 1
name = gxRotation
combinationType = ADD
xCurve
{
key = -1 -4 0 4
key = 0 0 4 4
key = 1 4 4 0
}
yCurve
{
}
zCurve
{
}
}
ROTATIONMODIFIER
{
controllerName = gimbalY
transformName = Waterfall/FX/fx-cylinder(Clone)
useRandomness = False
randomnessController = RandomnessController
randomnessScale = 1
name = gyRotation
combinationType = ADD
xCurve
{
}
yCurve
{
}
zCurve
{
key = -1 -4 0 4
key = 0 0 4 4
key = 1 4 4 0
}
}
SCALEMODIFIER
{
controllerName = throttle
transformName = Cylinder
useRandomness = False
randomnessController = RandomnessController
randomnessScale = 1
name = tScale
combinationType = REPLACE
xCurve
{
key = 0 0.765 0 0.6
key = 0.8 1 0 0
}
yCurve
{
key = 0 1 0 0
}
zCurve
{
key = 0 0.765 0 0.6
key = 0.8 1 0 0
}
}
SCALEMODIFIER
{
controllerName = gimbalX
transformName = Cylinder
useRandomness = False
randomnessController = RandomnessController
randomnessScale = 1
name = gxScale
combinationType = MULTIPLY
xCurve
{
key = 0 1 0 0
}
yCurve
{
key = 0 1 0 0
}
zCurve
{
key = -1 0.95 0 0.05
key = 0 1 0.05 -0.05
key = 1 0.95 -0.05 0
}
}
SCALEMODIFIER
{
controllerName = gimbalY
transformName = Cylinder
useRandomness = False
randomnessController = RandomnessController
randomnessScale = 1
name = gyScale
combinationType = MULTIPLY
xCurve
{
key = -1 0.95 0 0.05
key = 0 1 0.05 -0.05
key = 1 0.95 -0.05 0
}
yCurve
{
key = 0 1 0 0
}
zCurve
{
key = 0 1 0 0
}
}
FLOATMODIFIER
{
floatName = _Brightness
controllerName = throttle
transformName = Cylinder
useRandomness = False
randomnessController = RandomnessController
randomnessScale = 1
name = tBrightness
combinationType = REPLACE
floatCurve
{
key = 0 0 0 0.03
key = 0.05 0.03 0 0
key = 1 0.02 0 0
}
}
FLOATMODIFIER
{
floatName = _SymmetryStrength
controllerName = throttle
transformName = Cylinder
useRandomness = False
randomnessController = RandomnessController
randomnessScale = 1
name = tSymmetryStrength
combinationType = REPLACE
floatCurve
{
key = 0 0.8 0 -2
key = 1 0.47 0 0
}
}
FLOATMODIFIER
{
floatName = _Brightness
controllerName = perlin
transformName = Cylinder
useRandomness = False
randomnessController = RandomnessController
randomnessScale = 1
name = pBrightness
combinationType = MULTIPLY
floatCurve
{
key = 0 0 0 0
key = 0.3 0 0 0
key = 1 1 0 0
}
}
}
}
TUFX_PROFILE
{
name = Default-Empty-2
hdr = True
Antialiasing
{
Mode = None
TemporalAntialiasing
{
jitterSpread = 0.800000012
sharpness = 0.280000001
stationaryBlending = 0.899999976
motionBlending = 0.649999976
}
SubpixelMorphologicalAntialiasing
{
quality = High
}
FastApproximateAntialiasing
{
fastMode = False
keepAlpha = False
}
}
SecondaryCameraAntialiasing
{
Mode = None
TemporalAntialiasing
{
jitterSpread = 0.75
sharpness = 0.25
stationaryBlending = 0.949999988
motionBlending = 0.850000024
}
SubpixelMorphologicalAntialiasing
{
quality = High
}
FastApproximateAntialiasing
{
fastMode = False
keepAlpha = False
}
}
EFFECT
{
name = Bloom
Intensity = 0.100000001
Threshold = 0.800000012
}
EFFECT
{
name = AutoExposure
Filtering = 60,100
MinLuminance = -4
MaxLuminance = 9
KeyValue = 0.5
EyeAdaption = Progressive
SpeedUp = 10
SpeedDown = 10
}
EFFECT
{
name = ColorGrading
GradingMode = HighDefinitionRange
Tonemapper = Neutral
ToneCurveToeStrength = 0.14509432
ToneCurveToeLength = 0.276540905
ToneCurveShoulderStrength = 1
ToneCurveShoulderLength = 10
ToneCurveShoulderAngle = 1
ToneCurveGamma = 0.649999976
}
}Also includes motion blur as a personal preference, you can remove that part.
TUFX_PROFILE
{
name = HB-HDR-Flight-AutoExposure-minus70%AmbientLight
hdr = True
antialiasing = None
EFFECT
{
name = ColorGrading
GradingMode = HighDefinitionRange
Tonemapper = None
Temperature = -4.55920792
Tint = 11.2799997
ColorFilter = 0.970000029,1,1,1
HueShift = 4.52829838
Saturation = -20
PostExposure = -0.200000003
Contrast = 8
Lift = 0,0,0.00999999978,0
Gamma = -0.0500000007,-0.0500000007,-0.0199999996,0.100000001
Gain = 1.35000002,1.35000002,1.17999995,0.400000006
}
EFFECT
{
name = Bloom
Intensity = 0.125786215
Threshold = 0.811320722
Clamp = 64000
AnamorphicRatio = -1
Color = 1.20000005,1.04999995,1,1
FastMode = True
}
EFFECT
{
name = Vignette
Mode = Classic
Intensity = 0.32704401
Smoothness = 0.271509439
}
EFFECT
{
name = MotionBlur
ShutterAngle = 90
}
EFFECT
{
name = AutoExposure
Filtering = 50,95
MinLuminance = -3
MaxLuminance = 4
KeyValue = 0.5
EyeAdaption = Progressive
SpeedUp = 10
SpeedDown = 10
}
}