The Lens Flare Editor can be found in the "View" category in the ribbon bar and it's completely independent from the database dialog box unlike other editors based on the database system.
You can use the Lens Flare Editor to create Lens Flare items and tweak their parameters, but also manage and store them. In order to use a Lens Flare item you can either drag and drop an item into the perspective view or you assign the item to a selected light entity.
User Interface Overview
If you want to know detail descriptions of each icon in the tool bar, see the following link: Particle Editor
Lens Flare Creation Workflow
Prepare a library
Lens Flare data is saved in Library file (XML). Default place to put it is
Game/Libs/Flares. All Lens Flare items in game are managed on this way, and then you can find any Lens Flare items in game at this folder.
All items are classified into each library as it looks, like Crysis3 and c3mp_airport etc. The first thing you have to do is make a new library, and save it in the appropriate place. After this, add your new Groups or Items in it.
Group and Item
All Lens Flare items are belonging to Group. At first, you have to make new group to add new Item on your library.
Organize Lens Flare Elements of an item
When you select an item created newly, you can see that only a root element is displayed in the Element View.
New elements should be added under the root element by selecting atomic elements in the Basic Set View or pasting elements from other existing items.
Set Texture to an element
If an element in the Element View has been added from the Basic Set View, textures should be assigned to the element in the Properties View so that it can be rendered in the Preview.
The space to assign textures is different from the sort of the element such as in the case of "Ghost" atomic element, "Texture" space under "Lens Ghost" group in the Properties View should be filled with a texture.
Each atomic element has some common parameters and its own parameters. You should edit the parameters in the Properties View.
Lens Flare Tree View
A Lens Flare Item comprises some Lens Flares Elements, which are displayed in the Element View.
When you press a right button of a mouse over an item, a pop-up menu will come up as a left image.
When you select a Lens Flare item in the Lens Flare Tree, the selected flare item will be rendered in this
The Element View is used to display all elements existed in the selected Lens Flare item in the Lens Flare Tree.
When you press a right button of a mouse, a pop up menu will be brought up as a left image.
Basic Set View
The Basic Set View is a set of atomic lens flare elements supplied by an engine.
Light Entities View
This view exists to display light entities owning the selected lens flare item. When you double-click a light entity in the view, at
When you select an element in "Lens Flare Element View", the properties on it will be displayed in the Properties View.
Copy/Cut and Paste
Copy/Cut and Paste are possible by both menu and Drag&Drop. When you try them by Drag&Drop, if the Ctrl button is held at the timing of beginning to drag, Copy will be done, otherwise Cut will be done.
The Lens Flare Editor supports the following 6 cases.
- Lens Flare Item in the Lens Flare Tree between groups.
- Lens Flare Item from the Lens Flare Tree to the Element View.
- Lens Flare Group in the Lens Flare Tree.
- Lens Flare Group from the Lens Flare Tree to the Element View.
- Lens Flare Element(s) in the Element View.
- Lens Flare Element(s) from the Element View to the Lens Flare Tree.
Select a Lens Flare Item in the Lens Flare Tree.
Paste it under a element to another Lens
The pasted item will be added as a
- When working with lights on vehicles, updates to the flare won't be seen directly without restarting the Editor. To force an update for the vehicle flares, assign the edited flare to a light in the scene which will force update checks.
- To attach a flare to the Sun, use the "AttachToSun" property in the "Style" section. This will then send the flare information to the sun. This should only be done on one light entity per level. Optionally, you can also set this light entity to "FakeLight" to prevent unwanted light casting from it, the flare will still remain active on the Sun.
- Make sure you use the LensOptics preset in the CryTif exporter when dealing with textures for the lens flare system. Using standard Diffuse preset will result in a blurry result because of unwanted mips.