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Immersion

Week 9: Rendering and postprocessing.

Advanced Techniques for Visual Refinement in Unreal Engine

Post-Process Volume

The post-process volume allows for fine-tuning and polishing the visual aesthetics of a scene, either within a specific region or across the entire scene. To adjust the scope:

  • Bounded Option (Off): Applies effects within a defined area.
  • Unbounded Option (On): Applies effects to the entire scene, though this is computationally expensive.

By default, post-processing uses a standard algorithm, but higher-quality outcomes can be achieved with more resource-intensive options. This tool enables adding effects like:

  • Lens flare
  • Bokeh
  • Vignette
  • Dirt masks

It also provides options to modify camera settings (similar to those available directly in the camera), as well as advanced colour grading.

For optimal results in colour grading:

  1. Use professional tools like Premiere Pro or DaVinci Resolve.
  2. Export images in EXR format for 16-bit colour depth.
  3. Perform colour grading on a monitor calibrated to accurately approximate Unreal Engine’s sRGB colour space. This ensures consistent colour representation across different displays.

SM_Color Calibration

The SM_Color Calibration asset is available within the engine content files. To use it:

  1. Place the calibration cube in the scene, ensuring it is perpendicular to the Z-axis and facing the main light source.
  2. Align it with the main light source by copying and pasting the rotation values of the light into the cube’s settings.

Adjustments for Visual Fidelity

  • Film Slope: Adjust to fine-tune the darkest parts of the scene, such as dense shadows or dark forest corners.
  • Film Toe: Adjust for the brightest highlights in the scene.
  • White Balance: Calibrate using the white section of the colour calibration cube. Adjust the colour temperature based on the scene’s lighting conditions (e.g., for a bright sunny day, set the temperature to around 5500K).

Global Settings

Within the global settings of the post-process volume, you can make detailed adjustments for balanced colour grading:

  • Saturation: Adjust the intensity of colours.
  • Contrast: Define the difference between light and dark areas.
  • Gamma: Refine midtones.
  • Gain: Enhance highlights.
  • Offset: Modify shadows.

Screenshotting via Command Line

Capturing screenshots in Unreal Engine can be automated using the command line, allowing precise control and batch processing.


Colour Correction with Photoshop (PS)

Enhance your visuals using Photoshop for colour correction:

  1. Perform adjustments in PS and export the result.
  2. Open the LUT (Look-Up Table) file with these settings:
    • Mip Gens Setting: No Mip Maps.
    • Texture Group: World.
  3. Apply the LUT to the Post-Processing Volume under the Color Grading LUT section for impactful colour grading.

Post-Processing in Camera

  • Customize the field of depth within the camera settings for cinematic effects.

Rendering Cube

  • Ensure proper rendering setup for cube maps to maintain visual accuracy.

Managing Levels

  • When working with multiple levels, always set the maps to always loaded to avoid runtime issues and ensure seamless transitions.

Anti-Aliasing Tips

Anti-aliasing helps smooth out edges and improves visual quality.

  • Spatial Sample Count:
    • Adjust for better edge smoothness.
  • Temporal Sample Count:
    • Increase for moving objects (e.g., characters) but keep it set to 1 for static environments.
  • Note: Use odd numbers for these settings, as even numbers may cause errors in the engine.

Game Overrides

  • Use game override settings to customize rendering and performance for in-game visuals.

Console Variables Editor

  • Access and modify Unreal Engine’s console variables for fine-tuned control over visual effects and performance.

Colour Output

  • Manage the output colour profile to match your project’s artistic or technical needs.

Engine Scalability Settings

  • Adjust the engine scalability settings to balance performance and visual fidelity based on your hardware and project requirements.

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