From the course: Unreal Engine: Global Illumination for Architectural Visualization
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In-camera exposure - Unreal Engine Tutorial
From the course: Unreal Engine: Global Illumination for Architectural Visualization
In-camera exposure
- [Instructor] Whilst the Unreal Engine has, first and foremost, been developed over the years as a solid platform for making games, there is no doubt these days that the types of work being created in the Engine have diversified hugely, meaning, of course, that any type of project could land on our desk. What we want to look at in this exercise, then, is how we can go about controlling scene exposure using not a stationary post-process volume in this instance, but an Unreal Camera Actor. Now, of course, everything that we will do here in terms of exposure could be done in a post-process volume. If it is that we are producing either cinematic animated output or maybe just high-resolution static renders, then the approach that we look at here may well just be one that suits our needs a little better. From inside the Modes tab in the main Editor UI then, let's come to the Cinematic section and click and drag to add a Cine Camera Actor to the level. And then, using the preview window…
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