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Originally Posted by Dignan
 Ha! Not very familiar at all so I guess I wouldnt' waste your time explaining it. I did figure out how to make it darker by playing with the gamma and brightness settings. That's pretty obvious.
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Since you already figuret out how the gamma/brightness/contrast settings work, I'll try to explain the trickier LevelsInput settings, as they allow for more subtle image control than the previous.
LevelsOutputBlack lets you to set how dark will be the darkest pixel rendered on screen. 0 means black and 1 white. LevelsOutputWhite is the same, but for bright output. In other words, values respectively higher than 0 or lower than 1 reduce the contrast between the darkest and the brightest part of the image, and unsimmetrical settings will also affect its general luminosity.
LevelsInputBlack and LevelsInputWhite are a bit trickier to understand.
In a nutshell, they determine how many pixels of the unfiltered image will have the darkest/brightest outputs after filtering. Another way to see the above settings is as if they were thresholds:
let's give the darkest possible output, as set with LevelsOutputBlack, the value 0, and the brightest one, similarly defined by LevelsOutputWhite, the value 1. Between these two extremes, there are various shades of grey.
LevelsInputBlack is the threshold in the above scale, below which dark greys are rendered as the darkest possible grey in the filtered image. Likewise, LevelsInputWhite is the threshold above which light greys are rendered as the brightest possible grey. Both these settings work to detriment of mid tones, and they have the effect of increasing output contrast. Unsimmetrical settings will also affect its brightness.
Finally, LevelsInputMidtone works in a similar way to gamma, thus affecting mid tones brightness. I believe that a value of 0.5 will make the output brightness to increase linearly between LevelsOutputBlack and LevelsOutputWhite. Values close to 0 will make the brightness function into a concave curve, thus reducing the luminosity. Viceversa, values close to 1 will result in a convex function, and higher luminosity.
Quote:
Originally Posted by Dignan
I may try to tinker with the UnderwaterUpAlpha and UnderwaterDownAlpha settings or the scene dat sober mentioned.
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UnderwaterUpAlpha and UnderwaterDownAlpha are found in envcolors cfg files, and it won't be easy for you editing them, as they are many. You probably meant UpLight, DownLight and Fog parameters.
Please keep us informed if you find anything interesting about them
Quote:
Originally Posted by Dignan
I've got it so the water is darker but now I want to make it cloudy. The clear water looks beautiful in the game but it just isn't realistic.
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I definitely agree with you

I am still not satisfied with the high underwater visibility of DynEnv realistic version. If you manage to increase underwater fog I might be interested into including you settings in it. Or, if you prefer, you could release them as a separate mod. I am sure many would appreciate it