Skill Level Intermediate
- In this Unreal Engine course, we're going to be taking a look at the post processing volume and the functions connected to it that can be used to massively enhance our levels and our visualization projects. As well as being an introduction to this suite of tools though, the course has been designed to also serve as a kind of reference guide, should we ever need a quick refresher on a feature. And so, I have aimed to cover the controls in order, as it were and to not blend multiple rollouts together. This does mean that some videos will be a little long whilst others may be quite short, which I feel is an approach worth taking, simply because it means that we will be able to jump to a specific video as it covers the specific rollout that we are wanting to work with. In terms of the features that we will use in the post process volume, we'll be taking a look at how bloom effects can be used to influence the bright areas of our scenes at exposure and how we can adjust that to create the lighting feel that we want, as well as how to quickly set up exposure on the camera. So, auto exposure will switch from dark to lighter areas of the environment. Lens flares and lens dirt can be used to create some very specific feelings in our renders as can the lookup tables that we will use to completely change the look of both light and color inside a space. After which, we'll be moving on to post-process materials and take a look at how we might go about adding a more stylized look to our scene, as well as at some animated post-process effects that can add a little pizazz to our productions. I'm sure you would agree that these are all really exciting enhancements that we can make to a project. Of course, before we can do any of this, we will need to open up the .uproject file that we will be using throughout this course from the downloadable exercise files folder. And then, create a post-process volume that we can use as we move through the various exercises. Let's come to the place, actors section of the unreal UI and then click to enter the visual effects tab, where we see a number of tools that could be worked with, though we are only interested in one for this particular course. And so, let's click and drag a post-process volume into the level so that we can begin working on it. We can set it's X, Y and Z position fields to minus 2,800, zero and zero respectively. After which, we can increase it's scale to a value of 25 on all axes, which should see the volume cover the entire building. Even though in this particular case, as we will be occupying just a single room, we could create more localized volumes if we wanted or needed to. And with that, we are set up and ready to get going with our post-process effects course, and we can start editing and grading the look of the scene via the volume that we've just added. So, let's dive into our course then and see what we can learn together.